// Version 1.80.0 3d-force-graph - https://github.com/vasturiano/3d-force-graph
(function (global, factory) {
  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
  typeof define === 'function' && define.amd ? define(factory) :
  (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.ForceGraph3D = factory());
})(this, (function () { 'use strict';

  function styleInject$2(css, ref) {
    if ( ref === void 0 ) ref = {};
    var insertAt = ref.insertAt;

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

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

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

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

  var css_248z$2 = ".graph-info-msg {\n  top: 50%;\n  width: 100%;\n  text-align: center;\n  color: lavender;\n  opacity: 0.7;\n  font-size: 22px;\n  position: absolute;\n  font-family: Sans-serif;\n}\n\n.scene-container .clickable {\n  cursor: pointer;\n}\n\n.scene-container .grabbable {\n  cursor: move;\n  cursor: grab;\n  cursor: -moz-grab;\n  cursor: -webkit-grab;\n}\n\n.scene-container .grabbable:active {\n  cursor: grabbing;\n  cursor: -moz-grabbing;\n  cursor: -webkit-grabbing;\n}";
  styleInject$2(css_248z$2);

  function _arrayLikeToArray$5(r, a) {
    (null == a || a > r.length) && (a = r.length);
    for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
    return n;
  }
  function _arrayWithoutHoles$3(r) {
    if (Array.isArray(r)) return _arrayLikeToArray$5(r);
  }
  function _defineProperty$3(e, r, t) {
    return (r = _toPropertyKey$4(r)) in e ? Object.defineProperty(e, r, {
      value: t,
      enumerable: true,
      configurable: true,
      writable: true
    }) : e[r] = t, e;
  }
  function _iterableToArray$3(r) {
    if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) return Array.from(r);
  }
  function _nonIterableSpread$3() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function ownKeys$2(e, r) {
    var t = Object.keys(e);
    if (Object.getOwnPropertySymbols) {
      var o = Object.getOwnPropertySymbols(e);
      r && (o = o.filter(function (r) {
        return Object.getOwnPropertyDescriptor(e, r).enumerable;
      })), t.push.apply(t, o);
    }
    return t;
  }
  function _objectSpread2$2(e) {
    for (var r = 1; r < arguments.length; r++) {
      var t = null != arguments[r] ? arguments[r] : {};
      r % 2 ? ownKeys$2(Object(t), true).forEach(function (r) {
        _defineProperty$3(e, r, t[r]);
      }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys$2(Object(t)).forEach(function (r) {
        Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
      });
    }
    return e;
  }
  function _toConsumableArray$3(r) {
    return _arrayWithoutHoles$3(r) || _iterableToArray$3(r) || _unsupportedIterableToArray$5(r) || _nonIterableSpread$3();
  }
  function _toPrimitive$4(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r);
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey$4(t) {
    var i = _toPrimitive$4(t, "string");
    return "symbol" == typeof i ? i : i + "";
  }
  function _unsupportedIterableToArray$5(r, a) {
    if (r) {
      if ("string" == typeof r) return _arrayLikeToArray$5(r, a);
      var t = {}.toString.call(r).slice(8, -1);
      return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray$5(r, a) : void 0;
    }
  }

  /**
   * @license
   * Copyright 2010-2026 Three.js Authors
   * SPDX-License-Identifier: MIT
   */
  const REVISION = '183';

  /**
   * Represents mouse buttons and interaction types in context of controls.
   *
   * @type {ConstantsMouse}
   * @constant
   */
  const MOUSE = { ROTATE: 0, DOLLY: 1, PAN: 2 };

  /**
   * Represents touch interaction types in context of controls.
   *
   * @type {ConstantsTouch}
   * @constant
   */
  const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };

  /**
   * Disables face culling.
   *
   * @type {number}
   * @constant
   */
  const CullFaceNone = 0;

  /**
   * Culls back faces.
   *
   * @type {number}
   * @constant
   */
  const CullFaceBack = 1;

  /**
   * Culls front faces.
   *
   * @type {number}
   * @constant
   */
  const CullFaceFront = 2;

  /**
   * Gives unfiltered shadow maps - fastest, but lowest quality.
   *
   * @type {number}
   * @constant
   */
  const BasicShadowMap = 0;

  /**
   * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
   *
   * @type {number}
   * @constant
   */
  const PCFShadowMap = 1;

  /**
   * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
   * better soft shadows especially when using low-resolution shadow maps.
   *
   * @type {number}
   * @constant
   */
  const PCFSoftShadowMap = 2;

  /**
   * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
   * When using VSMShadowMap all shadow receivers will also cast shadows.
   *
   * @type {number}
   * @constant
   */
  const VSMShadowMap = 3;

  /**
   * Only front faces are rendered.
   *
   * @type {number}
   * @constant
   */
  const FrontSide = 0;

  /**
   * Only back faces are rendered.
   *
   * @type {number}
   * @constant
   */
  const BackSide = 1;

  /**
   * Both front and back faces are rendered.
   *
   * @type {number}
   * @constant
   */
  const DoubleSide = 2;

  /**
   * No blending is performed which effectively disables
   * alpha transparency.
   *
   * @type {number}
   * @constant
   */
  const NoBlending = 0;

  /**
   * The default blending.
   *
   * @type {number}
   * @constant
   */
  const NormalBlending = 1;

  /**
   * Represents additive blending.
   *
   * @type {number}
   * @constant
   */
  const AdditiveBlending = 2;

  /**
   * Represents subtractive blending.
   *
   * @type {number}
   * @constant
   */
  const SubtractiveBlending = 3;

  /**
   * Represents multiply blending.
   *
   * @type {number}
   * @constant
   */
  const MultiplyBlending = 4;

  /**
   * Represents custom blending.
   *
   * @type {number}
   * @constant
   */
  const CustomBlending = 5;

  /**
   * Represents material blending.
   *
   * @type {number}
   * @constant
   */
  const MaterialBlending = 6;

  /**
   * A `source + destination` blending equation.
   *
   * @type {number}
   * @constant
   */
  const AddEquation = 100;

  /**
   * A `source - destination` blending equation.
   *
   * @type {number}
   * @constant
   */
  const SubtractEquation = 101;

  /**
   * A `destination - source` blending equation.
   *
   * @type {number}
   * @constant
   */
  const ReverseSubtractEquation = 102;

  /**
   * A blend equation that uses the minimum of source and destination.
   *
   * @type {number}
   * @constant
   */
  const MinEquation = 103;

  /**
   * A blend equation that uses the maximum of source and destination.
   *
   * @type {number}
   * @constant
   */
  const MaxEquation = 104;

  /**
   * Multiplies all colors by `0`.
   *
   * @type {number}
   * @constant
   */
  const ZeroFactor = 200;

  /**
   * Multiplies all colors by `1`.
   *
   * @type {number}
   * @constant
   */
  const OneFactor = 201;

  /**
   * Multiplies all colors by the source colors.
   *
   * @type {number}
   * @constant
   */
  const SrcColorFactor = 202;

  /**
   * Multiplies all colors by `1` minus each source color.
   *
   * @type {number}
   * @constant
   */
  const OneMinusSrcColorFactor = 203;

  /**
   * Multiplies all colors by the source alpha value.
   *
   * @type {number}
   * @constant
   */
  const SrcAlphaFactor = 204;

  /**
   * Multiplies all colors by 1 minus the source alpha value.
   *
   * @type {number}
   * @constant
   */
  const OneMinusSrcAlphaFactor = 205;

  /**
   * Multiplies all colors by the destination alpha value.
   *
   * @type {number}
   * @constant
   */
  const DstAlphaFactor = 206;

  /**
   * Multiplies all colors by `1` minus the destination alpha value.
   *
   * @type {number}
   * @constant
   */
  const OneMinusDstAlphaFactor = 207;

  /**
   * Multiplies all colors by the destination color.
   *
   * @type {number}
   * @constant
   */
  const DstColorFactor = 208;

  /**
   * Multiplies all colors by `1` minus each destination color.
   *
   * @type {number}
   * @constant
   */
  const OneMinusDstColorFactor = 209;

  /**
   * Multiplies the RGB colors by the smaller of either the source alpha
   * value or the value of `1` minus the destination alpha value. The alpha
   * value is multiplied by `1`.
   *
   * @type {number}
   * @constant
   */
  const SrcAlphaSaturateFactor = 210;

  /**
   * Multiplies all colors by a constant color.
   *
   * @type {number}
   * @constant
   */
  const ConstantColorFactor = 211;

  /**
   * Multiplies all colors by `1` minus a constant color.
   *
   * @type {number}
   * @constant
   */
  const OneMinusConstantColorFactor = 212;

  /**
   * Multiplies all colors by a constant alpha value.
   *
   * @type {number}
   * @constant
   */
  const ConstantAlphaFactor = 213;

  /**
   * Multiplies all colors by 1 minus a constant alpha value.
   *
   * @type {number}
   * @constant
   */
  const OneMinusConstantAlphaFactor = 214;

  /**
   * Never pass.
   *
   * @type {number}
   * @constant
   */
  const NeverDepth = 0;

  /**
   * Always pass.
   *
   * @type {number}
   * @constant
   */
  const AlwaysDepth = 1;

  /**
   * Pass if the incoming value is less than the depth buffer value.
   *
   * @type {number}
   * @constant
   */
  const LessDepth = 2;

  /**
   * Pass if the incoming value is less than or equal to the depth buffer value.
   *
   * @type {number}
   * @constant
   */
  const LessEqualDepth = 3;

  /**
   * Pass if the incoming value equals the depth buffer value.
   *
   * @type {number}
   * @constant
   */
  const EqualDepth = 4;

  /**
   * Pass if the incoming value is greater than or equal to the depth buffer value.
   *
   * @type {number}
   * @constant
   */
  const GreaterEqualDepth = 5;

  /**
   * Pass if the incoming value is greater than the depth buffer value.
   *
   * @type {number}
   * @constant
   */
  const GreaterDepth = 6;

  /**
   * Pass if the incoming value is not equal to the depth buffer value.
   *
   * @type {number}
   * @constant
   */
  const NotEqualDepth = 7;

  /**
   * Multiplies the environment map color with the surface color.
   *
   * @type {number}
   * @constant
   */
  const MultiplyOperation = 0;

  /**
   * Uses reflectivity to blend between the two colors.
   *
   * @type {number}
   * @constant
   */
  const MixOperation = 1;

  /**
   * Adds the two colors.
   *
   * @type {number}
   * @constant
   */
  const AddOperation = 2;

  /**
   * No tone mapping is applied.
   *
   * @type {number}
   * @constant
   */
  const NoToneMapping = 0;

  /**
   * Linear tone mapping.
   *
   * @type {number}
   * @constant
   */
  const LinearToneMapping = 1;

  /**
   * Reinhard tone mapping.
   *
   * @type {number}
   * @constant
   */
  const ReinhardToneMapping = 2;

  /**
   * Cineon tone mapping.
   *
   * @type {number}
   * @constant
   */
  const CineonToneMapping = 3;

  /**
   * ACES Filmic tone mapping.
   *
   * @type {number}
   * @constant
   */
  const ACESFilmicToneMapping = 4;

  /**
   * Custom tone mapping.
   *
   * Expects a custom implementation by modifying shader code of the material's fragment shader.
   *
   * @type {number}
   * @constant
   */
  const CustomToneMapping = 5;

  /**
   * AgX tone mapping.
   *
   * @type {number}
   * @constant
   */
  const AgXToneMapping = 6;

  /**
   * Neutral tone mapping.
   *
   * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
   *
   * @type {number}
   * @constant
   */
  const NeutralToneMapping = 7;

  /**
   * Maps textures using the geometry's UV coordinates.
   *
   * @type {number}
   * @constant
   */
  const UVMapping = 300;

  /**
   * Reflection mapping for cube textures.
   *
   * @type {number}
   * @constant
   */
  const CubeReflectionMapping = 301;

  /**
   * Refraction mapping for cube textures.
   *
   * @type {number}
   * @constant
   */
  const CubeRefractionMapping = 302;

  /**
   * Reflection mapping for equirectangular textures.
   *
   * @type {number}
   * @constant
   */
  const EquirectangularReflectionMapping = 303;

  /**
   * Refraction mapping for equirectangular textures.
   *
   * @type {number}
   * @constant
   */
  const EquirectangularRefractionMapping = 304;

  /**
   * Reflection mapping for PMREM textures.
   *
   * @type {number}
   * @constant
   */
  const CubeUVReflectionMapping = 306;

  /**
   * The texture will simply repeat to infinity.
   *
   * @type {number}
   * @constant
   */
  const RepeatWrapping = 1000;

  /**
   * The last pixel of the texture stretches to the edge of the mesh.
   *
   * @type {number}
   * @constant
   */
  const ClampToEdgeWrapping = 1001;

  /**
   * The texture will repeats to infinity, mirroring on each repeat.
   *
   * @type {number}
   * @constant
   */
  const MirroredRepeatWrapping = 1002;

  /**
   * Returns the value of the texture element that is nearest (in Manhattan distance)
   * to the specified texture coordinates.
   *
   * @type {number}
   * @constant
   */
  const NearestFilter = 1003;

  /**
   * Chooses the mipmap that most closely matches the size of the pixel being textured
   * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
   * to produce a texture value.
   *
   * @type {number}
   * @constant
   */
  const NearestMipmapNearestFilter = 1004;

  /**
   * Chooses the two mipmaps that most closely match the size of the pixel being textured and
   * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
   * The final texture value is a weighted average of those two values.
   *
   * @type {number}
   * @constant
   */
  const NearestMipmapLinearFilter = 1005;

  /**
   * Returns the weighted average of the four texture elements that are closest to the specified
   * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
   * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
   *
   * @type {number}
   * @constant
   */
  const LinearFilter = 1006;

  /**
   * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
   * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
   * center of the pixel) to produce a texture value.
   *
   * @type {number}
   * @constant
   */
  const LinearMipmapNearestFilter = 1007;

  /**
   * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
   * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
   * is a weighted average of those two values.
   *
   * @type {number}
   * @constant
   */
  const LinearMipmapLinearFilter = 1008;

  /**
   * An unsigned byte data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedByteType = 1009;

  /**
   * A byte data type for textures.
   *
   * @type {number}
   * @constant
   */
  const ByteType = 1010;

  /**
   * A short data type for textures.
   *
   * @type {number}
   * @constant
   */
  const ShortType = 1011;

  /**
   * An unsigned short data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedShortType = 1012;

  /**
   * An int data type for textures.
   *
   * @type {number}
   * @constant
   */
  const IntType = 1013;

  /**
   * An unsigned int data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedIntType = 1014;

  /**
   * A float data type for textures.
   *
   * @type {number}
   * @constant
   */
  const FloatType = 1015;

  /**
   * A half float data type for textures.
   *
   * @type {number}
   * @constant
   */
  const HalfFloatType = 1016;

  /**
   * An unsigned short 4_4_4_4 (packed) data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedShort4444Type = 1017;

  /**
   * An unsigned short 5_5_5_1 (packed) data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedShort5551Type = 1018;

  /**
   * An unsigned int 24_8 data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedInt248Type = 1020;

  /**
   * An unsigned int 5_9_9_9 (packed) data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedInt5999Type = 35902;

  /**
   * An unsigned int 10_11_11 (packed) data type for textures.
   *
   * @type {number}
   * @constant
   */
  const UnsignedInt101111Type = 35899;

  /**
   * Discards the red, green and blue components and reads just the alpha component.
   *
   * @type {number}
   * @constant
   */
  const AlphaFormat = 1021;

  /**
   * Discards the alpha component and reads the red, green and blue component.
   *
   * @type {number}
   * @constant
   */
  const RGBFormat = 1022;

  /**
   * Reads the red, green, blue and alpha components.
   *
   * @type {number}
   * @constant
   */
  const RGBAFormat = 1023;

  /**
   * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
   *
   * @type {number}
   * @constant
   */
  const DepthFormat = 1026;

  /**
   * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
   * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
   *
   * @type {number}
   * @constant
   */
  const DepthStencilFormat = 1027;

  /**
   * Discards the green, blue and alpha components and reads just the red component.
   *
   * @type {number}
   * @constant
   */
  const RedFormat = 1028;

  /**
   * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
   *
   * @type {number}
   * @constant
   */
  const RedIntegerFormat = 1029;

  /**
   * Discards the alpha, and blue components and reads the red, and green components.
   *
   * @type {number}
   * @constant
   */
  const RGFormat = 1030;

  /**
   * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
   *
   * @type {number}
   * @constant
   */
  const RGIntegerFormat = 1031;

  /**
   * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
   *
   * @type {number}
   * @constant
   */
  const RGBIntegerFormat = 1032;

  /**
   * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
   *
   * @type {number}
   * @constant
   */
  const RGBAIntegerFormat = 1033;

  /**
   * A DXT1-compressed image in an RGB image format.
   *
   * @type {number}
   * @constant
   */
  const RGB_S3TC_DXT1_Format = 33776;

  /**
   * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
   *
   * @type {number}
   * @constant
   */
  const RGBA_S3TC_DXT1_Format = 33777;

  /**
   * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
   *
   * @type {number}
   * @constant
   */
  const RGBA_S3TC_DXT3_Format = 33778;

  /**
   * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
   * compression in how the alpha compression is done.
   *
   * @type {number}
   * @constant
   */
  const RGBA_S3TC_DXT5_Format = 33779;

  /**
   * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
   *
   * @type {number}
   * @constant
   */
  const RGB_PVRTC_4BPPV1_Format = 35840;

  /**
   * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
   *
   * @type {number}
   * @constant
   */
  const RGB_PVRTC_2BPPV1_Format = 35841;

  /**
   * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
   *
   * @type {number}
   * @constant
   */
  const RGBA_PVRTC_4BPPV1_Format = 35842;

  /**
   * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
   *
   * @type {number}
   * @constant
   */
  const RGBA_PVRTC_2BPPV1_Format = 35843;

  /**
   * ETC1 RGB format.
   *
   * @type {number}
   * @constant
   */
  const RGB_ETC1_Format = 36196;

  /**
   * ETC2 RGB format.
   *
   * @type {number}
   * @constant
   */
  const RGB_ETC2_Format = 37492;

  /**
   * ETC2 RGBA format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ETC2_EAC_Format = 37496;

  /**
   * EAC R11 UNORM format.
   *
   * @type {number}
   * @constant
   */
  const R11_EAC_Format = 37488; // 0x9270

  /**
   * EAC R11 SNORM format.
   *
   * @type {number}
   * @constant
   */
  const SIGNED_R11_EAC_Format = 37489; // 0x9271

  /**
   * EAC RG11 UNORM format.
   *
   * @type {number}
   * @constant
   */
  const RG11_EAC_Format = 37490; // 0x9272

  /**
   * EAC RG11 SNORM format.
   *
   * @type {number}
   * @constant
   */
  const SIGNED_RG11_EAC_Format = 37491; // 0x9273

  /**
   * ASTC RGBA 4x4 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_4x4_Format = 37808;

  /**
   * ASTC RGBA 5x4 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_5x4_Format = 37809;

  /**
   * ASTC RGBA 5x5 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_5x5_Format = 37810;

  /**
   * ASTC RGBA 6x5 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_6x5_Format = 37811;

  /**
   * ASTC RGBA 6x6 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_6x6_Format = 37812;

  /**
   * ASTC RGBA 8x5 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_8x5_Format = 37813;

  /**
   * ASTC RGBA 8x6 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_8x6_Format = 37814;

  /**
   * ASTC RGBA 8x8 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_8x8_Format = 37815;

  /**
   * ASTC RGBA 10x5 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_10x5_Format = 37816;

  /**
   * ASTC RGBA 10x6 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_10x6_Format = 37817;

  /**
   * ASTC RGBA 10x8 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_10x8_Format = 37818;

  /**
   * ASTC RGBA 10x10 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_10x10_Format = 37819;

  /**
   * ASTC RGBA 12x10 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_12x10_Format = 37820;

  /**
   * ASTC RGBA 12x12 format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_ASTC_12x12_Format = 37821;

  /**
   * BPTC RGBA format.
   *
   * @type {number}
   * @constant
   */
  const RGBA_BPTC_Format = 36492;

  /**
   * BPTC Signed RGB format.
   *
   * @type {number}
   * @constant
   */
  const RGB_BPTC_SIGNED_Format = 36494;

  /**
   * BPTC Unsigned RGB format.
   *
   * @type {number}
   * @constant
   */
  const RGB_BPTC_UNSIGNED_Format = 36495;

  /**
   * RGTC1 Red format.
   *
   * @type {number}
   * @constant
   */
  const RED_RGTC1_Format = 36283;

  /**
   * RGTC1 Signed Red format.
   *
   * @type {number}
   * @constant
   */
  const SIGNED_RED_RGTC1_Format = 36284;

  /**
   * RGTC2 Red Green format.
   *
   * @type {number}
   * @constant
   */
  const RED_GREEN_RGTC2_Format = 36285;

  /**
   * RGTC2 Signed Red Green format.
   *
   * @type {number}
   * @constant
   */
  const SIGNED_RED_GREEN_RGTC2_Format = 36286;

  /**
   * The depth value is inverted (1.0 - z) for visualization purposes.
   *
   * @type {number}
   * @constant
   */
  const BasicDepthPacking = 3200;

  /**
   * Normal information is relative to the underlying surface.
   *
   * @type {number}
   * @constant
   */
  const TangentSpaceNormalMap = 0;

  /**
   * Normal information is relative to the object orientation.
   *
   * @type {number}
   * @constant
   */
  const ObjectSpaceNormalMap = 1;

  // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.

  /**
   * No color space.
   *
   * @type {string}
   * @constant
   */
  const NoColorSpace = '';

  /**
   * sRGB color space.
   *
   * @type {string}
   * @constant
   */
  const SRGBColorSpace = 'srgb';

  /**
   * sRGB-linear color space.
   *
   * @type {string}
   * @constant
   */
  const LinearSRGBColorSpace = 'srgb-linear';

  /**
   * Linear transfer function.
   *
   * @type {string}
   * @constant
   */
  const LinearTransfer = 'linear';

  /**
   * sRGB transfer function.
   *
   * @type {string}
   * @constant
   */
  const SRGBTransfer = 'srgb';

  /**
   * No normal map packing.
   *
   * @type {string}
   * @constant
   */
  const NoNormalPacking = '';

  /**
   * Normal RG packing.
   *
   * @type {string}
   * @constant
   */
  const NormalRGPacking = 'rg';

  /**
   * Normal GA packing.
   *
   * @type {string}
   * @constant
   */
  const NormalGAPacking = 'ga';

  /**
   * Sets the stencil buffer value to `0`.
   *
   * @type {number}
   * @constant
   */
  const ZeroStencilOp = 0;

  /**
   * Keeps the current value.
   *
   * @type {number}
   * @constant
   */
  const KeepStencilOp = 7680;

  /**
   * Sets the stencil buffer value to the specified reference value.
   *
   * @type {number}
   * @constant
   */
  const ReplaceStencilOp = 7681;

  /**
   * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
   *
   * @type {number}
   * @constant
   */
  const IncrementStencilOp = 7682;

  /**
   * Decrements the current stencil buffer value. Clamps to `0`.
   *
   * @type {number}
   * @constant
   */
  const DecrementStencilOp = 7683;

  /**
   * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
   * the maximum representable unsigned value.
   *
   * @type {number}
   * @constant
   */
  const IncrementWrapStencilOp = 34055;

  /**
   * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
   * unsigned value when decrementing a stencil buffer value of `0`.
   *
   * @type {number}
   * @constant
   */
  const DecrementWrapStencilOp = 34056;

  /**
   * Inverts the current stencil buffer value bitwise.
   *
   * @type {number}
   * @constant
   */
  const InvertStencilOp = 5386;

  /**
   * Will never return true.
   *
   * @type {number}
   * @constant
   */
  const NeverStencilFunc = 512;

  /**
   * Will return true if the stencil reference value is less than the current stencil value.
   *
   * @type {number}
   * @constant
   */
  const LessStencilFunc = 513;

  /**
   * Will return true if the stencil reference value is equal to the current stencil value.
   *
   * @type {number}
   * @constant
   */
  const EqualStencilFunc = 514;

  /**
   * Will return true if the stencil reference value is less than or equal to the current stencil value.
   *
   * @type {number}
   * @constant
   */
  const LessEqualStencilFunc = 515;

  /**
   * Will return true if the stencil reference value is greater than the current stencil value.
   *
   * @type {number}
   * @constant
   */
  const GreaterStencilFunc = 516;

  /**
   * Will return true if the stencil reference value is not equal to the current stencil value.
   *
   * @type {number}
   * @constant
   */
  const NotEqualStencilFunc = 517;

  /**
   * Will return true if the stencil reference value is greater than or equal to the current stencil value.
   *
   * @type {number}
   * @constant
   */
  const GreaterEqualStencilFunc = 518;

  /**
   * Will always return true.
   *
   * @type {number}
   * @constant
   */
  const AlwaysStencilFunc = 519;

  /**
   * Never pass.
   *
   * @type {number}
   * @constant
   */
  const NeverCompare = 512;

  /**
   * Pass if the incoming value is less than the texture value.
   *
   * @type {number}
   * @constant
   */
  const LessCompare = 513;

  /**
   * Pass if the incoming value equals the texture value.
   *
   * @type {number}
   * @constant
   */
  const EqualCompare = 514;

  /**
   * Pass if the incoming value is less than or equal to the texture value.
   *
   * @type {number}
   * @constant
   */
  const LessEqualCompare = 515;

  /**
   * Pass if the incoming value is greater than the texture value.
   *
   * @type {number}
   * @constant
   */
  const GreaterCompare = 516;

  /**
   * Pass if the incoming value is not equal to the texture value.
   *
   * @type {number}
   * @constant
   */
  const NotEqualCompare = 517;

  /**
   * Pass if the incoming value is greater than or equal to the texture value.
   *
   * @type {number}
   * @constant
   */
  const GreaterEqualCompare = 518;

  /**
   * Always pass.
   *
   * @type {number}
   * @constant
   */
  const AlwaysCompare = 519;

  /**
   * The contents are intended to be specified once by the application, and used many
   * times as the source for drawing and image specification commands.
   *
   * @type {number}
   * @constant
   */
  const StaticDrawUsage = 35044;

  /**
   * The contents are intended to be respecified repeatedly by the application, and
   * used many times as the source for drawing and image specification commands.
   *
   * @type {number}
   * @constant
   */
  const DynamicDrawUsage = 35048;

  /**
   * GLSL 3 shader code.
   *
   * @type {string}
   * @constant
   */
  const GLSL3 = '300 es';

  /**
   * WebGL coordinate system.
   *
   * @type {number}
   * @constant
   */
  const WebGLCoordinateSystem = 2000;

  /**
   * WebGPU coordinate system.
   *
   * @type {number}
   * @constant
   */
  const WebGPUCoordinateSystem = 2001;

  /**
   * Represents the different timestamp query types.
   *
   * @type {ConstantsTimestampQuery}
   * @constant
   */
  const TimestampQuery = {
  	COMPUTE: 'compute',
  	RENDER: 'render'
  };

  /**
   * Compatibility flags for features that may not be supported across all platforms.
   *
   * @type {Object}
   * @constant
   */
  const Compatibility = {
  	TEXTURE_COMPARE: 'depthTextureCompare'
  };

  /**
   * This type represents mouse buttons and interaction types in context of controls.
   *
   * @typedef {Object} ConstantsMouse
   * @property {number} MIDDLE - The left mouse button.
   * @property {number} LEFT - The middle mouse button.
   * @property {number} RIGHT - The right mouse button.
   * @property {number} ROTATE - A rotate interaction.
   * @property {number} DOLLY - A dolly interaction.
   * @property {number} PAN - A pan interaction.
   **/

  /**
   * This type represents touch interaction types in context of controls.
   *
   * @typedef {Object} ConstantsTouch
   * @property {number} ROTATE - A rotate interaction.
   * @property {number} PAN - A pan interaction.
   * @property {number} DOLLY_PAN - The dolly-pan interaction.
   * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
   **/

  /**
   * This type represents the different timestamp query types.
   *
   * @typedef {Object} ConstantsTimestampQuery
   * @property {string} COMPUTE - A `compute` timestamp query.
   * @property {string} RENDER - A `render` timestamp query.
   **/

  /**
   * Represents the different interpolation sampling types.
   *
   * @typedef {Object} ConstantsInterpolationSamplingType
   * @property {string} PERSPECTIVE - Perspective-correct interpolation.
   * @property {string} LINEAR - Linear interpolation.
   * @property {string} FLAT - Flat interpolation.
   */

  /**
   * Represents the different interpolation sampling modes.
   *
   * @typedef {Object} ConstantsInterpolationSamplingMode
   * @property {string} NORMAL - Normal sampling mode.
   * @property {string} CENTROID - Centroid sampling mode.
   * @property {string} SAMPLE - Sample-specific sampling mode.
   * @property {string} FIRST - Flat interpolation using the first vertex.
   * @property {string} EITHER - Flat interpolation using either vertex.
   */

  /**
   * Checks if an array contains values that require Uint32 representation.
   *
   * This function determines whether the array contains any values >= 65535,
   * which would require a Uint32Array rather than a Uint16Array for proper storage.
   * The function iterates from the end of the array, assuming larger values are
   * typically located at the end.
   *
   * @private
   * @param {Array<number>} array - The array to check.
   * @return {boolean} True if the array contains values >= 65535, false otherwise.
   */
  function arrayNeedsUint32( array ) {

  	// assumes larger values usually on last

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

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

  	}

  	return false;

  }

  /**
   * Returns `true` if the given object is a typed array.
   *
   * @param {any} array - The object to check.
   * @return {boolean} Whether the given object is a typed array.
   */
  function isTypedArray( array ) {

  	return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );

  }

  /**
   * Creates an XHTML element with the specified tag name.
   *
   * This function uses the XHTML namespace to create DOM elements,
   * ensuring proper element creation in XML-based contexts.
   *
   * @private
   * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
   * @return {HTMLElement} The created XHTML element.
   */
  function createElementNS( name ) {

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

  }

  /**
   * Creates a canvas element configured for block display.
   *
   * This is a convenience function that creates a canvas element with
   * display style set to 'block', which is commonly used in three.js
   * rendering contexts to avoid inline element spacing issues.
   *
   * @return {HTMLCanvasElement} A canvas element with display set to 'block'.
   */
  function createCanvasElement() {

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

  }

  /**
   * Internal cache for tracking warning messages to prevent duplicate warnings.
   *
   * @private
   * @type {Object<string, boolean>}
   */
  const _cache$2 = {};

  /**
   * Logs an informational message with the 'THREE.' prefix.
   *
   * If a custom console function is set via setConsoleFunction(), it will be used
   * instead of the native console.log. The first parameter is treated as the
   * method name and is automatically prefixed with 'THREE.'.
   *
   * @param {...any} params - The message components. The first param is used as
   *                          the method name and prefixed with 'THREE.'.
   */
  function log$1( ...params ) {

  	const message = 'THREE.' + params.shift();

  	{

  		console.log( message, ...params );

  	}

  }

  /**
   * Enhances log/warn/error messages related to TSL.
   *
   * @param {Array<any>} params - The original message parameters.
   * @returns {Array<any>} The filtered and enhanced message parameters.
   */
  function enhanceLogMessage( params ) {

  	const message = params[ 0 ];

  	if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) {

  		const stackTrace = params[ 1 ];

  		if ( stackTrace && stackTrace.isStackTrace ) {

  			params[ 0 ] += ' ' + stackTrace.getLocation();

  		} else {

  			params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.';

  		}

  	}

  	return params;

  }

  /**
   * Logs a warning message with the 'THREE.' prefix.
   *
   * If a custom console function is set via setConsoleFunction(), it will be used
   * instead of the native console.warn. The first parameter is treated as the
   * method name and is automatically prefixed with 'THREE.'.
   *
   * @param {...any} params - The message components. The first param is used as
   *                          the method name and prefixed with 'THREE.'.
   */
  function warn( ...params ) {

  	params = enhanceLogMessage( params );

  	const message = 'THREE.' + params.shift();

  	{

  		const stackTrace = params[ 0 ];

  		if ( stackTrace && stackTrace.isStackTrace ) {

  			console.warn( stackTrace.getError( message ) );

  		} else {

  			console.warn( message, ...params );

  		}

  	}

  }

  /**
   * Logs an error message with the 'THREE.' prefix.
   *
   * If a custom console function is set via setConsoleFunction(), it will be used
   * instead of the native console.error. The first parameter is treated as the
   * method name and is automatically prefixed with 'THREE.'.
   *
   * @param {...any} params - The message components. The first param is used as
   *                          the method name and prefixed with 'THREE.'.
   */
  function error( ...params ) {

  	params = enhanceLogMessage( params );

  	const message = 'THREE.' + params.shift();

  	{

  		const stackTrace = params[ 0 ];

  		if ( stackTrace && stackTrace.isStackTrace ) {

  			console.error( stackTrace.getError( message ) );

  		} else {

  			console.error( message, ...params );

  		}

  	}

  }

  /**
   * Logs a warning message only once, preventing duplicate warnings.
   *
   * This function maintains an internal cache of warning messages and will only
   * output each unique warning message once. Useful for warnings that may be
   * triggered repeatedly but should only be shown to the user once.
   *
   * @param {...any} params - The warning message components.
   */
  function warnOnce( ...params ) {

  	const message = params.join( ' ' );

  	if ( message in _cache$2 ) return;

  	_cache$2[ message ] = true;

  	warn( ...params );

  }

  /**
   * Asynchronously probes for WebGL sync object completion.
   *
   * This function creates a promise that resolves when the WebGL sync object
   * signals completion or rejects if the sync operation fails. It uses polling
   * at the specified interval to check the sync status without blocking the
   * main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
   *
   * @private
   * @param {WebGL2RenderingContext} gl - The WebGL rendering context.
   * @param {WebGLSync} sync - The WebGL sync object to wait for.
   * @param {number} interval - The polling interval in milliseconds.
   * @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
   */
  function probeAsync( gl, sync, interval ) {

  	return new Promise( function ( resolve, reject ) {

  		function probe() {

  			switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {

  				case gl.WAIT_FAILED:
  					reject();
  					break;

  				case gl.TIMEOUT_EXPIRED:
  					setTimeout( probe, interval );
  					break;

  				default:
  					resolve();

  			}

  		}

  		setTimeout( probe, interval );

  	} );

  }

  /**
   * Used to select the correct depth functions
   * when reversed depth buffer is used.
   *
   * @private
   * @type {Object}
   */
  const ReversedDepthFuncs = {
  	[ NeverDepth ]: AlwaysDepth,
  	[ LessDepth ]: GreaterDepth,
  	[ EqualDepth ]: NotEqualDepth,
  	[ LessEqualDepth ]: GreaterEqualDepth,

  	[ AlwaysDepth ]: NeverDepth,
  	[ GreaterDepth ]: LessDepth,
  	[ NotEqualDepth ]: EqualDepth,
  	[ GreaterEqualDepth ]: LessEqualDepth,
  };

  /**
   * This modules allows to dispatch event objects on custom JavaScript objects.
   *
   * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
   *
   * Code Example:
   * ```js
   * class Car extends EventDispatcher {
   * 	start() {
   *		this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
   *	}
   *};
   *
   * // Using events with the custom object
   * const car = new Car();
   * car.addEventListener( 'start', function ( event ) {
   * 	alert( event.message );
   * } );
   *
   * car.start();
   * ```
   */
  class EventDispatcher {

  	/**
  	 * Adds the given event listener to the given event type.
  	 *
  	 * @param {string} type - The type of event to listen to.
  	 * @param {Function} listener - The function that gets called when the event is fired.
  	 */
  	addEventListener( type, listener ) {

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

  		const listeners = this._listeners;

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

  			listeners[ type ] = [];

  		}

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

  			listeners[ type ].push( listener );

  		}

  	}

  	/**
  	 * Returns `true` if the given event listener has been added to the given event type.
  	 *
  	 * @param {string} type - The type of event.
  	 * @param {Function} listener - The listener to check.
  	 * @return {boolean} Whether the given event listener has been added to the given event type.
  	 */
  	hasEventListener( type, listener ) {

  		const listeners = this._listeners;

  		if ( listeners === undefined ) return false;

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

  	}

  	/**
  	 * Removes the given event listener from the given event type.
  	 *
  	 * @param {string} type - The type of event.
  	 * @param {Function} listener - The listener to remove.
  	 */
  	removeEventListener( type, listener ) {

  		const listeners = this._listeners;

  		if ( listeners === undefined ) return;

  		const listenerArray = listeners[ type ];

  		if ( listenerArray !== undefined ) {

  			const index = listenerArray.indexOf( listener );

  			if ( index !== -1 ) {

  				listenerArray.splice( index, 1 );

  			}

  		}

  	}

  	/**
  	 * Dispatches an event object.
  	 *
  	 * @param {Object} event - The event that gets fired.
  	 */
  	dispatchEvent( event ) {

  		const listeners = this._listeners;

  		if ( listeners === undefined ) return;

  		const listenerArray = listeners[ event.type ];

  		if ( listenerArray !== undefined ) {

  			event.target = this;

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

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

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

  			}

  			event.target = null;

  		}

  	}

  }

  const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];

  let _seed = 1234567;


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

  /**
   * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
   * (universally unique identifier).
   *
   * @return {string} The UUID.
   */
  function generateUUID() {

  	// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136

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

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

  }

  /**
   * Clamps the given value between min and max.
   *
   * @param {number} value - The value to clamp.
   * @param {number} min - The min value.
   * @param {number} max - The max value.
   * @return {number} The clamped value.
   */
  function clamp$1( value, min, max ) {

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

  }

  /**
   * Computes the Euclidean modulo of the given parameters that
   * is `( ( n % m ) + m ) % m`.
   *
   * @param {number} n - The first parameter.
   * @param {number} m - The second parameter.
   * @return {number} The Euclidean modulo.
   */
  function euclideanModulo( n, m ) {

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

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

  }

  /**
   * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
   * for the given value. `a2` must be greater than `a1`.
   *
   * @param {number} x - The value to be mapped.
   * @param {number} a1 - Minimum value for range A.
   * @param {number} a2 - Maximum value for range A.
   * @param {number} b1 - Minimum value for range B.
   * @param {number} b2 - Maximum value for range B.
   * @return {number} The mapped value.
   */
  function mapLinear( x, a1, a2, b1, b2 ) {

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

  }

  /**
   * Returns the percentage in the closed interval `[0, 1]` of the given value
   * between the start and end point.
   *
   * @param {number} x - The start point
   * @param {number} y - The end point.
   * @param {number} value - A value between start and end.
   * @return {number} The interpolation factor.
   */
  function inverseLerp( x, y, value ) {

  	// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/

  	if ( x !== y ) {

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

  	} else {

  		return 0;

  	}

  }

  /**
   * Returns a value linearly interpolated from two known points based on the given interval -
   * `t = 0` will return `x` and `t = 1` will return `y`.
   *
   * @param {number} x - The start point
   * @param {number} y - The end point.
   * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
   * @return {number} The interpolated value.
   */
  function lerp( x, y, t ) {

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

  }

  /**
   * Smoothly interpolate a number from `x` to `y` in  a spring-like manner using a delta
   * time to maintain frame rate independent movement. For details, see
   * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
   *
   * @param {number} x - The current point.
   * @param {number} y - The target point.
   * @param {number} lambda - A higher lambda value will make the movement more sudden,
   * and a lower value will make the movement more gradual.
   * @param {number} dt - Delta time in seconds.
   * @return {number} The interpolated value.
   */
  function damp( x, y, lambda, dt ) {

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

  }

  /**
   * Returns a value that alternates between `0` and the given `length` parameter.
   *
   * @param {number} x - The value to pingpong.
   * @param {number} [length=1] - The positive value the function will pingpong to.
   * @return {number} The alternated value.
   */
  function pingpong( x, length = 1 ) {

  	// https://www.desmos.com/calculator/vcsjnyz7x4

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

  }

  /**
   * Returns a value in the range `[0,1]` that represents the percentage that `x` has
   * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
   * the `min` and `max`.
   *
   * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
   *
   * @param {number} x - The value to evaluate based on its position between `min` and `max`.
   * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
   * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
   * @return {number} The alternated value.
   */
  function smoothstep$1( x, min, max ) {

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

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

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

  }

  /**
   * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
   * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.
   *
   * @param {number} x - The value to evaluate based on its position between `min` and `max`.
   * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
   * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
   * @return {number} The alternated value.
   */
  function smootherstep( x, min, max ) {

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

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

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

  }

  /**
   * Returns a random integer from `<low, high>` interval.
   *
   * @param {number} low - The lower value boundary.
   * @param {number} high - The upper value boundary
   * @return {number} A random integer.
   */
  function randInt( low, high ) {

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

  }

  /**
   * Returns a random float from `<low, high>` interval.
   *
   * @param {number} low - The lower value boundary.
   * @param {number} high - The upper value boundary
   * @return {number} A random float.
   */
  function randFloat( low, high ) {

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

  }

  /**
   * Returns a random integer from `<-range/2, range/2>` interval.
   *
   * @param {number} range - Defines the value range.
   * @return {number} A random float.
   */
  function randFloatSpread( range ) {

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

  }

  /**
   * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
   *
   * @param {number} [s] - The integer seed.
   * @return {number} A random float.
   */
  function seededRandom( s ) {

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

  	// Mulberry32 generator

  	let t = _seed += 0x6D2B79F5;

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

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

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

  }

  /**
   * Converts degrees to radians.
   *
   * @param {number} degrees - A value in degrees.
   * @return {number} The converted value in radians.
   */
  function degToRad( degrees ) {

  	return degrees * DEG2RAD;

  }

  /**
   * Converts radians to degrees.
   *
   * @param {number} radians - A value in radians.
   * @return {number} The converted value in degrees.
   */
  function radToDeg( radians ) {

  	return radians * RAD2DEG;

  }

  /**
   * Returns `true` if the given number is a power of two.
   *
   * @param {number} value - The value to check.
   * @return {boolean} Whether the given number is a power of two or not.
   */
  function isPowerOfTwo( value ) {

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

  }

  /**
   * Returns the smallest power of two that is greater than or equal to the given number.
   *
   * @param {number} value - The value to find a POT for. Must be greater than `0`.
   * @return {number} The smallest power of two that is greater than or equal to the given number.
   */
  function ceilPowerOfTwo( value ) {

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

  }

  /**
   * Returns the largest power of two that is less than or equal to the given number.
   *
   * @param {number} value - The value to find a POT for. Must be greater than `0`.
   * @return {number} The largest power of two that is less than or equal to the given number.
   */
  function floorPowerOfTwo( value ) {

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

  }

  /**
   * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
   * defined by the given angles and order.
   *
   * Rotations are applied to the axes in the order specified by order:
   * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
   *
   * @param {Quaternion} q - The quaternion to set.
   * @param {number} a - The rotation applied to the first axis, in radians.
   * @param {number} b - The rotation applied to the second axis, in radians.
   * @param {number} c - The rotation applied to the third axis, in radians.
   * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
   */
  function setQuaternionFromProperEuler( q, a, b, c, order ) {

  	const cos = Math.cos;
  	const sin = Math.sin;

  	const c2 = cos( b / 2 );
  	const s2 = sin( b / 2 );

  	const c13 = cos( ( a + c ) / 2 );
  	const s13 = sin( ( a + c ) / 2 );

  	const c1_3 = cos( ( a - c ) / 2 );
  	const s1_3 = sin( ( a - c ) / 2 );

  	const c3_1 = cos( ( c - a ) / 2 );
  	const s3_1 = sin( ( c - a ) / 2 );

  	switch ( order ) {

  		case 'XYX':
  			q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  			break;

  		case 'YZY':
  			q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  			break;

  		case 'ZXZ':
  			q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  			break;

  		case 'XZX':
  			q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  			break;

  		case 'YXY':
  			q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  			break;

  		case 'ZYZ':
  			q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  			break;

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

  	}

  }

  /**
   * Denormalizes the given value according to the given typed array.
   *
   * @param {number} value - The value to denormalize.
   * @param {TypedArray} array - The typed array that defines the data type of the value.
   * @return {number} The denormalize (float) value in the range `[0,1]`.
   */
  function denormalize( value, array ) {

  	switch ( array.constructor ) {

  		case Float32Array:

  			return value;

  		case Uint32Array:

  			return value / 4294967295.0;

  		case Uint16Array:

  			return value / 65535.0;

  		case Uint8Array:

  			return value / 255.0;

  		case Int32Array:

  			return Math.max( value / 2147483647.0, -1 );

  		case Int16Array:

  			return Math.max( value / 32767.0, -1 );

  		case Int8Array:

  			return Math.max( value / 127.0, -1 );

  		default:

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

  	}

  }

  /**
   * Normalizes the given value according to the given typed array.
   *
   * @param {number} value - The float value in the range `[0,1]` to normalize.
   * @param {TypedArray} array - The typed array that defines the data type of the value.
   * @return {number} The normalize value.
   */
  function normalize$1( value, array ) {

  	switch ( array.constructor ) {

  		case Float32Array:

  			return value;

  		case Uint32Array:

  			return Math.round( value * 4294967295.0 );

  		case Uint16Array:

  			return Math.round( value * 65535.0 );

  		case Uint8Array:

  			return Math.round( value * 255.0 );

  		case Int32Array:

  			return Math.round( value * 2147483647.0 );

  		case Int16Array:

  			return Math.round( value * 32767.0 );

  		case Int8Array:

  			return Math.round( value * 127.0 );

  		default:

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

  	}

  }

  /**
   * @class
   * @classdesc A collection of math utility functions.
   * @hideconstructor
   */
  const MathUtils = {
  	DEG2RAD: DEG2RAD,
  	RAD2DEG: RAD2DEG,
  	/**
  	 * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  	 * (universally unique identifier).
  	 *
  	 * @static
  	 * @method
  	 * @return {string} The UUID.
  	 */
  	generateUUID: generateUUID,
  	/**
  	 * Clamps the given value between min and max.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} value - The value to clamp.
  	 * @param {number} min - The min value.
  	 * @param {number} max - The max value.
  	 * @return {number} The clamped value.
  	 */
  	clamp: clamp$1,
  	/**
  	 * Computes the Euclidean modulo of the given parameters that
  	 * is `( ( n % m ) + m ) % m`.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} n - The first parameter.
  	 * @param {number} m - The second parameter.
  	 * @return {number} The Euclidean modulo.
  	 */
  	euclideanModulo: euclideanModulo,
  	/**
  	 * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  	 * for the given value.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} x - The value to be mapped.
  	 * @param {number} a1 - Minimum value for range A.
  	 * @param {number} a2 - Maximum value for range A.
  	 * @param {number} b1 - Minimum value for range B.
  	 * @param {number} b2 - Maximum value for range B.
  	 * @return {number} The mapped value.
  	 */
  	mapLinear: mapLinear,
  	/**
  	 * Returns the percentage in the closed interval `[0, 1]` of the given value
  	 * between the start and end point.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} x - The start point
  	 * @param {number} y - The end point.
  	 * @param {number} value - A value between start and end.
  	 * @return {number} The interpolation factor.
  	 */
  	inverseLerp: inverseLerp,
  	/**
  	 * Returns a value linearly interpolated from two known points based on the given interval -
  	 * `t = 0` will return `x` and `t = 1` will return `y`.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} x - The start point
  	 * @param {number} y - The end point.
  	 * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  	 * @return {number} The interpolated value.
  	 */
  	lerp: lerp,
  	/**
  	 * Smoothly interpolate a number from `x` to `y` in  a spring-like manner using a delta
  	 * time to maintain frame rate independent movement. For details, see
  	 * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  	 *
  	 * @static
  	 * @method
  	 * @param {number} x - The current point.
  	 * @param {number} y - The target point.
  	 * @param {number} lambda - A higher lambda value will make the movement more sudden,
  	 * and a lower value will make the movement more gradual.
  	 * @param {number} dt - Delta time in seconds.
  	 * @return {number} The interpolated value.
  	 */
  	damp: damp,
  	/**
  	 * Returns a value that alternates between `0` and the given `length` parameter.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} x - The value to pingpong.
  	 * @param {number} [length=1] - The positive value the function will pingpong to.
  	 * @return {number} The alternated value.
  	 */
  	pingpong: pingpong,
  	/**
  	 * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  	 * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  	 * the `min` and `max`.
  	 *
  	 * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} x - The value to evaluate based on its position between min and max.
  	 * @param {number} min - The min value. Any x value below min will be `0`.
  	 * @param {number} max - The max value. Any x value above max will be `1`.
  	 * @return {number} The alternated value.
  	 */
  	smoothstep: smoothstep$1,
  	/**
  	 * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  	 * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} x - The value to evaluate based on its position between min and max.
  	 * @param {number} min - The min value. Any x value below min will be `0`.
  	 * @param {number} max - The max value. Any x value above max will be `1`.
  	 * @return {number} The alternated value.
  	 */
  	smootherstep: smootherstep,
  	/**
  	 * Returns a random integer from `<low, high>` interval.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} low - The lower value boundary.
  	 * @param {number} high - The upper value boundary
  	 * @return {number} A random integer.
  	 */
  	randInt: randInt,
  	/**
  	 * Returns a random float from `<low, high>` interval.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} low - The lower value boundary.
  	 * @param {number} high - The upper value boundary
  	 * @return {number} A random float.
  	 */
  	randFloat: randFloat,
  	/**
  	 * Returns a random integer from `<-range/2, range/2>` interval.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} range - Defines the value range.
  	 * @return {number} A random float.
  	 */
  	randFloatSpread: randFloatSpread,
  	/**
  	 * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} [s] - The integer seed.
  	 * @return {number} A random float.
  	 */
  	seededRandom: seededRandom,
  	/**
  	 * Converts degrees to radians.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} degrees - A value in degrees.
  	 * @return {number} The converted value in radians.
  	 */
  	degToRad: degToRad,
  	/**
  	 * Converts radians to degrees.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} radians - A value in radians.
  	 * @return {number} The converted value in degrees.
  	 */
  	radToDeg: radToDeg,
  	/**
  	 * Returns `true` if the given number is a power of two.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} value - The value to check.
  	 * @return {boolean} Whether the given number is a power of two or not.
  	 */
  	isPowerOfTwo: isPowerOfTwo,
  	/**
  	 * Returns the smallest power of two that is greater than or equal to the given number.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} value - The value to find a POT for.
  	 * @return {number} The smallest power of two that is greater than or equal to the given number.
  	 */
  	ceilPowerOfTwo: ceilPowerOfTwo,
  	/**
  	 * Returns the largest power of two that is less than or equal to the given number.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} value - The value to find a POT for.
  	 * @return {number} The largest power of two that is less than or equal to the given number.
  	 */
  	floorPowerOfTwo: floorPowerOfTwo,
  	/**
  	 * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  	 * defined by the given angles and order.
  	 *
  	 * Rotations are applied to the axes in the order specified by order:
  	 * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  	 *
  	 * @static
  	 * @method
  	 * @param {Quaternion} q - The quaternion to set.
  	 * @param {number} a - The rotation applied to the first axis, in radians.
  	 * @param {number} b - The rotation applied to the second axis, in radians.
  	 * @param {number} c - The rotation applied to the third axis, in radians.
  	 * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  	 */
  	setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  	/**
  	 * Normalizes the given value according to the given typed array.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} value - The float value in the range `[0,1]` to normalize.
  	 * @param {TypedArray} array - The typed array that defines the data type of the value.
  	 * @return {number} The normalize value.
  	 */
  	normalize: normalize$1,
  	/**
  	 * Denormalizes the given value according to the given typed array.
  	 *
  	 * @static
  	 * @method
  	 * @param {number} value - The value to denormalize.
  	 * @param {TypedArray} array - The typed array that defines the data type of the value.
  	 * @return {number} The denormalize (float) value in the range `[0,1]`.
  	 */
  	denormalize: denormalize
  };

  /**
   * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
   * (labeled x and y), which can be used to represent a number of things, such as:
   *
   * - A point in 2D space (i.e. a position on a plane).
   * - A direction and length across a plane. In three.js the length will
   * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
   * and the direction is also measured from `(0, 0)` towards `(x, y)`.
   * - Any arbitrary ordered pair of numbers.
   *
   * There are other things a 2D vector can be used to represent, such as
   * momentum vectors, complex numbers and so on, however these are the most
   * common uses in three.js.
   *
   * Iterating through a vector instance will yield its components `(x, y)` in
   * the corresponding order.
   * ```js
   * const a = new THREE.Vector2( 0, 1 );
   *
   * //no arguments; will be initialised to (0, 0)
   * const b = new THREE.Vector2( );
   *
   * const d = a.distanceTo( b );
   * ```
   */
  class Vector2 {

  	/**
  	 * Constructs a new 2D vector.
  	 *
  	 * @param {number} [x=0] - The x value of this vector.
  	 * @param {number} [y=0] - The y value of this vector.
  	 */
  	constructor( x = 0, y = 0 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		Vector2.prototype.isVector2 = true;

  		/**
  		 * The x value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.x = x;

  		/**
  		 * The y value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.y = y;

  	}

  	/**
  	 * Alias for {@link Vector2#x}.
  	 *
  	 * @type {number}
  	 */
  	get width() {

  		return this.x;

  	}

  	set width( value ) {

  		this.x = value;

  	}

  	/**
  	 * Alias for {@link Vector2#y}.
  	 *
  	 * @type {number}
  	 */
  	get height() {

  		return this.y;

  	}

  	set height( value ) {

  		this.y = value;

  	}

  	/**
  	 * Sets the vector components.
  	 *
  	 * @param {number} x - The value of the x component.
  	 * @param {number} y - The value of the y component.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	set( x, y ) {

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

  		return this;

  	}

  	/**
  	 * Sets the vector components to the same value.
  	 *
  	 * @param {number} scalar - The value to set for all vector components.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	setScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Sets the vector's x component to the given value
  	 *
  	 * @param {number} x - The value to set.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	setX( x ) {

  		this.x = x;

  		return this;

  	}

  	/**
  	 * Sets the vector's y component to the given value
  	 *
  	 * @param {number} y - The value to set.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	setY( y ) {

  		this.y = y;

  		return this;

  	}

  	/**
  	 * Allows to set a vector component with an index.
  	 *
  	 * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  	 * @param {number} value - The value to set.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	setComponent( index, value ) {

  		switch ( index ) {

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

  		}

  		return this;

  	}

  	/**
  	 * Returns the value of the vector component which matches the given index.
  	 *
  	 * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  	 * @return {number} A vector component value.
  	 */
  	getComponent( index ) {

  		switch ( index ) {

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

  		}

  	}

  	/**
  	 * Returns a new vector with copied values from this instance.
  	 *
  	 * @return {Vector2} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given vector to this instance.
  	 *
  	 * @param {Vector2} v - The vector to copy.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	copy( v ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vector to this instance.
  	 *
  	 * @param {Vector2} v - The vector to add.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	add( v ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given scalar value to all components of this instance.
  	 *
  	 * @param {number} s - The scalar to add.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	addScalar( s ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vectors and stores the result in this instance.
  	 *
  	 * @param {Vector2} a - The first vector.
  	 * @param {Vector2} b - The second vector.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	addVectors( a, b ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vector scaled by the given factor to this instance.
  	 *
  	 * @param {Vector2} v - The vector.
  	 * @param {number} s - The factor that scales `v`.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	addScaledVector( v, s ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given vector from this instance.
  	 *
  	 * @param {Vector2} v - The vector to subtract.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	sub( v ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given scalar value from all components of this instance.
  	 *
  	 * @param {number} s - The scalar to subtract.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	subScalar( s ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given vectors and stores the result in this instance.
  	 *
  	 * @param {Vector2} a - The first vector.
  	 * @param {Vector2} b - The second vector.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	subVectors( a, b ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies the given vector with this instance.
  	 *
  	 * @param {Vector2} v - The vector to multiply.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	multiply( v ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies the given scalar value with all components of this instance.
  	 *
  	 * @param {number} scalar - The scalar to multiply.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	multiplyScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Divides this instance by the given vector.
  	 *
  	 * @param {Vector2} v - The vector to divide.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	divide( v ) {

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

  		return this;

  	}

  	/**
  	 * Divides this vector by the given scalar.
  	 *
  	 * @param {number} scalar - The scalar to divide.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	divideScalar( scalar ) {

  		return this.multiplyScalar( 1 / scalar );

  	}

  	/**
  	 * Multiplies this vector (with an implicit 1 as the 3rd component) by
  	 * the given 3x3 matrix.
  	 *
  	 * @param {Matrix3} m - The matrix to apply.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	applyMatrix3( m ) {

  		const x = this.x, y = this.y;
  		const e = m.elements;

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

  		return this;

  	}

  	/**
  	 * If this vector's x or y value is greater than the given vector's x or y
  	 * value, replace that value with the corresponding min value.
  	 *
  	 * @param {Vector2} v - The vector.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	min( v ) {

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

  		return this;

  	}

  	/**
  	 * If this vector's x or y value is less than the given vector's x or y
  	 * value, replace that value with the corresponding max value.
  	 *
  	 * @param {Vector2} v - The vector.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	max( v ) {

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

  		return this;

  	}

  	/**
  	 * If this vector's x or y value is greater than the max vector's x or y
  	 * value, it is replaced by the corresponding value.
  	 * If this vector's x or y value is less than the min vector's x or y value,
  	 * it is replaced by the corresponding value.
  	 *
  	 * @param {Vector2} min - The minimum x and y values.
  	 * @param {Vector2} max - The maximum x and y values in the desired range.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	clamp( min, max ) {

  		// assumes min < max, componentwise

  		this.x = clamp$1( this.x, min.x, max.x );
  		this.y = clamp$1( this.y, min.y, max.y );

  		return this;

  	}

  	/**
  	 * If this vector's x or y values are greater than the max value, they are
  	 * replaced by the max value.
  	 * If this vector's x or y values are less than the min value, they are
  	 * replaced by the min value.
  	 *
  	 * @param {number} minVal - The minimum value the components will be clamped to.
  	 * @param {number} maxVal - The maximum value the components will be clamped to.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	clampScalar( minVal, maxVal ) {

  		this.x = clamp$1( this.x, minVal, maxVal );
  		this.y = clamp$1( this.y, minVal, maxVal );

  		return this;

  	}

  	/**
  	 * If this vector's length is greater than the max value, it is replaced by
  	 * the max value.
  	 * If this vector's length is less than the min value, it is replaced by the
  	 * min value.
  	 *
  	 * @param {number} min - The minimum value the vector length will be clamped to.
  	 * @param {number} max - The maximum value the vector length will be clamped to.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	clampLength( min, max ) {

  		const length = this.length();

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

  	}

  	/**
  	 * The components of this vector are rounded down to the nearest integer value.
  	 *
  	 * @return {Vector2} A reference to this vector.
  	 */
  	floor() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded up to the nearest integer value.
  	 *
  	 * @return {Vector2} A reference to this vector.
  	 */
  	ceil() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded to the nearest integer value
  	 *
  	 * @return {Vector2} A reference to this vector.
  	 */
  	round() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded towards zero (up if negative,
  	 * down if positive) to an integer value.
  	 *
  	 * @return {Vector2} A reference to this vector.
  	 */
  	roundToZero() {

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

  		return this;

  	}

  	/**
  	 * Inverts this vector - i.e. sets x = -x and y = -y.
  	 *
  	 * @return {Vector2} A reference to this vector.
  	 */
  	negate() {

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

  		return this;

  	}

  	/**
  	 * Calculates the dot product of the given vector with this instance.
  	 *
  	 * @param {Vector2} v - The vector to compute the dot product with.
  	 * @return {number} The result of the dot product.
  	 */
  	dot( v ) {

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

  	}

  	/**
  	 * Calculates the cross product of the given vector with this instance.
  	 *
  	 * @param {Vector2} v - The vector to compute the cross product with.
  	 * @return {number} The result of the cross product.
  	 */
  	cross( v ) {

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

  	}

  	/**
  	 * Computes the square of the Euclidean length (straight-line length) from
  	 * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  	 * compare the length squared instead as it is slightly more efficient to calculate.
  	 *
  	 * @return {number} The square length of this vector.
  	 */
  	lengthSq() {

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

  	}

  	/**
  	 * Computes the  Euclidean length (straight-line length) from (0, 0) to (x, y).
  	 *
  	 * @return {number} The length of this vector.
  	 */
  	length() {

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

  	}

  	/**
  	 * Computes the Manhattan length of this vector.
  	 *
  	 * @return {number} The length of this vector.
  	 */
  	manhattanLength() {

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

  	}

  	/**
  	 * Converts this vector to a unit vector - that is, sets it equal to a vector
  	 * with the same direction as this one, but with a vector length of `1`.
  	 *
  	 * @return {Vector2} A reference to this vector.
  	 */
  	normalize() {

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

  	}

  	/**
  	 * Computes the angle in radians of this vector with respect to the positive x-axis.
  	 *
  	 * @return {number} The angle in radians.
  	 */
  	angle() {

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

  		return angle;

  	}

  	/**
  	 * Returns the angle between the given vector and this instance in radians.
  	 *
  	 * @param {Vector2} v - The vector to compute the angle with.
  	 * @return {number} The angle in radians.
  	 */
  	angleTo( v ) {

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

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

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

  		// clamp, to handle numerical problems

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

  	}

  	/**
  	 * Computes the distance from the given vector to this instance.
  	 *
  	 * @param {Vector2} v - The vector to compute the distance to.
  	 * @return {number} The distance.
  	 */
  	distanceTo( v ) {

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

  	}

  	/**
  	 * Computes the squared distance from the given vector to this instance.
  	 * If you are just comparing the distance with another distance, you should compare
  	 * the distance squared instead as it is slightly more efficient to calculate.
  	 *
  	 * @param {Vector2} v - The vector to compute the squared distance to.
  	 * @return {number} The squared distance.
  	 */
  	distanceToSquared( v ) {

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

  	}

  	/**
  	 * Computes the Manhattan distance from the given vector to this instance.
  	 *
  	 * @param {Vector2} v - The vector to compute the Manhattan distance to.
  	 * @return {number} The Manhattan distance.
  	 */
  	manhattanDistanceTo( v ) {

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

  	}

  	/**
  	 * Sets this vector to a vector with the same direction as this one, but
  	 * with the specified length.
  	 *
  	 * @param {number} length - The new length of this vector.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	setLength( length ) {

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

  	}

  	/**
  	 * Linearly interpolates between the given vector and this instance, where
  	 * alpha is the percent distance along the line - alpha = 0 will be this
  	 * vector, and alpha = 1 will be the given one.
  	 *
  	 * @param {Vector2} v - The vector to interpolate towards.
  	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	lerp( v, alpha ) {

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

  		return this;

  	}

  	/**
  	 * Linearly interpolates between the given vectors, where alpha is the percent
  	 * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  	 * be the second one. The result is stored in this instance.
  	 *
  	 * @param {Vector2} v1 - The first vector.
  	 * @param {Vector2} v2 - The second vector.
  	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	lerpVectors( v1, v2, alpha ) {

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

  		return this;

  	}

  	/**
  	 * Returns `true` if this vector is equal with the given one.
  	 *
  	 * @param {Vector2} v - The vector to test for equality.
  	 * @return {boolean} Whether this vector is equal with the given one.
  	 */
  	equals( v ) {

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

  	}

  	/**
  	 * Sets this vector's x value to be `array[ offset ]` and y
  	 * value to be `array[ offset + 1 ]`.
  	 *
  	 * @param {Array<number>} array - An array holding the vector component values.
  	 * @param {number} [offset=0] - The offset into the array.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	fromArray( array, offset = 0 ) {

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

  		return this;

  	}

  	/**
  	 * Writes the components of this vector to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array holding the vector components.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number>} The vector components.
  	 */
  	toArray( array = [], offset = 0 ) {

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

  		return array;

  	}

  	/**
  	 * Sets the components of this vector from the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  	 * @param {number} index - The index into the attribute.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	fromBufferAttribute( attribute, index ) {

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

  		return this;

  	}

  	/**
  	 * Rotates this vector around the given center by the given angle.
  	 *
  	 * @param {Vector2} center - The point around which to rotate.
  	 * @param {number} angle - The angle to rotate, in radians.
  	 * @return {Vector2} A reference to this vector.
  	 */
  	rotateAround( center, angle ) {

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

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

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

  		return this;

  	}

  	/**
  	 * Sets each component of this vector to a pseudo-random value between `0` and
  	 * `1`, excluding `1`.
  	 *
  	 * @return {Vector2} A reference to this vector.
  	 */
  	random() {

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

  		return this;

  	}

  	*[ Symbol.iterator ]() {

  		yield this.x;
  		yield this.y;

  	}

  }

  /**
   * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
   *
   * Iterating through a vector instance will yield its components `(x, y, z, w)` in
   * the corresponding order.
   *
   * Note that three.js expects Quaternions to be normalized.
   * ```js
   * const quaternion = new THREE.Quaternion();
   * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
   *
   * const vector = new THREE.Vector3( 1, 0, 0 );
   * vector.applyQuaternion( quaternion );
   * ```
   */
  class Quaternion {

  	/**
  	 * Constructs a new quaternion.
  	 *
  	 * @param {number} [x=0] - The x value of this quaternion.
  	 * @param {number} [y=0] - The y value of this quaternion.
  	 * @param {number} [z=0] - The z value of this quaternion.
  	 * @param {number} [w=1] - The w value of this quaternion.
  	 */
  	constructor( x = 0, y = 0, z = 0, w = 1 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isQuaternion = true;

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

  	}

  	/**
  	 * Interpolates between two quaternions via SLERP. This implementation assumes the
  	 * quaternion data are managed in flat arrays.
  	 *
  	 * @param {Array<number>} dst - The destination array.
  	 * @param {number} dstOffset - An offset into the destination array.
  	 * @param {Array<number>} src0 - The source array of the first quaternion.
  	 * @param {number} srcOffset0 - An offset into the first source array.
  	 * @param {Array<number>} src1 -  The source array of the second quaternion.
  	 * @param {number} srcOffset1 - An offset into the second source array.
  	 * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  	 * @see {@link Quaternion#slerp}
  	 */
  	static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {

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

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

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

  			let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;

  			if ( dot < 0 ) {

  				x1 = - x1;
  				y1 = - y1;
  				z1 = - z1;
  				w1 = - w1;

  				dot = - dot;

  			}

  			let s = 1 - t;

  			if ( dot < 0.9995 ) {

  				// slerp

  				const theta = Math.acos( dot );
  				const sin = Math.sin( theta );

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

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

  			} else {

  				// for small angles, lerp then normalize

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

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

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

  			}

  		}

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

  	}

  	/**
  	 * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  	 * in flat arrays.
  	 *
  	 * @param {Array<number>} dst - The destination array.
  	 * @param {number} dstOffset - An offset into the destination array.
  	 * @param {Array<number>} src0 - The source array of the first quaternion.
  	 * @param {number} srcOffset0 - An offset into the first source array.
  	 * @param {Array<number>} src1 -  The source array of the second quaternion.
  	 * @param {number} srcOffset1 - An offset into the second source array.
  	 * @return {Array<number>} The destination array.
  	 * @see {@link Quaternion#multiplyQuaternions}.
  	 */
  	static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {

  		const x0 = src0[ srcOffset0 ];
  		const y0 = src0[ srcOffset0 + 1 ];
  		const z0 = src0[ srcOffset0 + 2 ];
  		const w0 = src0[ srcOffset0 + 3 ];

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

  		dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  		dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  		dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  		dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;

  		return dst;

  	}

  	/**
  	 * The x value of this quaternion.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get x() {

  		return this._x;

  	}

  	set x( value ) {

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

  	}

  	/**
  	 * The y value of this quaternion.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get y() {

  		return this._y;

  	}

  	set y( value ) {

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

  	}

  	/**
  	 * The z value of this quaternion.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get z() {

  		return this._z;

  	}

  	set z( value ) {

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

  	}

  	/**
  	 * The w value of this quaternion.
  	 *
  	 * @type {number}
  	 * @default 1
  	 */
  	get w() {

  		return this._w;

  	}

  	set w( value ) {

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

  	}

  	/**
  	 * Sets the quaternion components.
  	 *
  	 * @param {number} x - The x value of this quaternion.
  	 * @param {number} y - The y value of this quaternion.
  	 * @param {number} z - The z value of this quaternion.
  	 * @param {number} w - The w value of this quaternion.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	set( x, y, z, w ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Returns a new quaternion with copied values from this instance.
  	 *
  	 * @return {Quaternion} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given quaternion to this instance.
  	 *
  	 * @param {Quaternion} quaternion - The quaternion to copy.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	copy( quaternion ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Sets this quaternion from the rotation specified by the given
  	 * Euler angles.
  	 *
  	 * @param {Euler} euler - The Euler angles.
  	 * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	setFromEuler( euler, update = true ) {

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

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

  		const cos = Math.cos;
  		const sin = Math.sin;

  		const c1 = cos( x / 2 );
  		const c2 = cos( y / 2 );
  		const c3 = cos( z / 2 );

  		const s1 = sin( x / 2 );
  		const s2 = sin( y / 2 );
  		const s3 = sin( z / 2 );

  		switch ( order ) {

  			case 'XYZ':
  				this._x = s1 * c2 * c3 + c1 * s2 * s3;
  				this._y = c1 * s2 * c3 - s1 * c2 * s3;
  				this._z = c1 * c2 * s3 + s1 * s2 * c3;
  				this._w = c1 * c2 * c3 - s1 * s2 * s3;
  				break;

  			case 'YXZ':
  				this._x = s1 * c2 * c3 + c1 * s2 * s3;
  				this._y = c1 * s2 * c3 - s1 * c2 * s3;
  				this._z = c1 * c2 * s3 - s1 * s2 * c3;
  				this._w = c1 * c2 * c3 + s1 * s2 * s3;
  				break;

  			case 'ZXY':
  				this._x = s1 * c2 * c3 - c1 * s2 * s3;
  				this._y = c1 * s2 * c3 + s1 * c2 * s3;
  				this._z = c1 * c2 * s3 + s1 * s2 * c3;
  				this._w = c1 * c2 * c3 - s1 * s2 * s3;
  				break;

  			case 'ZYX':
  				this._x = s1 * c2 * c3 - c1 * s2 * s3;
  				this._y = c1 * s2 * c3 + s1 * c2 * s3;
  				this._z = c1 * c2 * s3 - s1 * s2 * c3;
  				this._w = c1 * c2 * c3 + s1 * s2 * s3;
  				break;

  			case 'YZX':
  				this._x = s1 * c2 * c3 + c1 * s2 * s3;
  				this._y = c1 * s2 * c3 + s1 * c2 * s3;
  				this._z = c1 * c2 * s3 - s1 * s2 * c3;
  				this._w = c1 * c2 * c3 - s1 * s2 * s3;
  				break;

  			case 'XZY':
  				this._x = s1 * c2 * c3 - c1 * s2 * s3;
  				this._y = c1 * s2 * c3 - s1 * c2 * s3;
  				this._z = c1 * c2 * s3 + s1 * s2 * c3;
  				this._w = c1 * c2 * c3 + s1 * s2 * s3;
  				break;

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

  		}

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

  		return this;

  	}

  	/**
  	 * Sets this quaternion from the given axis and angle.
  	 *
  	 * @param {Vector3} axis - The normalized axis.
  	 * @param {number} angle - The angle in radians.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	setFromAxisAngle( axis, angle ) {

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

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

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Sets this quaternion from the given rotation matrix.
  	 *
  	 * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	setFromRotationMatrix( m ) {

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

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

  		const te = m.elements,

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

  			trace = m11 + m22 + m33;

  		if ( trace > 0 ) {

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

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

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

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

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

  		} else if ( m22 > m33 ) {

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

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

  		} else {

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

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

  		}

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Sets this quaternion to the rotation required to rotate the direction vector
  	 * `vFrom` to the direction vector `vTo`.
  	 *
  	 * @param {Vector3} vFrom - The first (normalized) direction vector.
  	 * @param {Vector3} vTo - The second (normalized) direction vector.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	setFromUnitVectors( vFrom, vTo ) {

  		// assumes direction vectors vFrom and vTo are normalized

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

  		if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286

  			// vFrom and vTo point in opposite directions

  			r = 0;

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

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

  			} else {

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

  			}

  		} else {

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

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

  		}

  		return this.normalize();

  	}

  	/**
  	 * Returns the angle between this quaternion and the given one in radians.
  	 *
  	 * @param {Quaternion} q - The quaternion to compute the angle with.
  	 * @return {number} The angle in radians.
  	 */
  	angleTo( q ) {

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

  	}

  	/**
  	 * Rotates this quaternion by a given angular step to the given quaternion.
  	 * The method ensures that the final quaternion will not overshoot `q`.
  	 *
  	 * @param {Quaternion} q - The target quaternion.
  	 * @param {number} step - The angular step in radians.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	rotateTowards( q, step ) {

  		const angle = this.angleTo( q );

  		if ( angle === 0 ) return this;

  		const t = Math.min( 1, step / angle );

  		this.slerp( q, t );

  		return this;

  	}

  	/**
  	 * Sets this quaternion to the identity quaternion; that is, to the
  	 * quaternion that represents "no rotation".
  	 *
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	identity() {

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

  	}

  	/**
  	 * Inverts this quaternion via {@link Quaternion#conjugate}. The
  	 * quaternion is assumed to have unit length.
  	 *
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	invert() {

  		return this.conjugate();

  	}

  	/**
  	 * Returns the rotational conjugate of this quaternion. The conjugate of a
  	 * quaternion represents the same rotation in the opposite direction about
  	 * the rotational axis.
  	 *
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	conjugate() {

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Calculates the dot product of this quaternion and the given one.
  	 *
  	 * @param {Quaternion} v - The quaternion to compute the dot product with.
  	 * @return {number} The result of the dot product.
  	 */
  	dot( v ) {

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

  	}

  	/**
  	 * Computes the squared Euclidean length (straight-line length) of this quaternion,
  	 * considered as a 4 dimensional vector. This can be useful if you are comparing the
  	 * lengths of two quaternions, as this is a slightly more efficient calculation than
  	 * {@link Quaternion#length}.
  	 *
  	 * @return {number} The squared Euclidean length.
  	 */
  	lengthSq() {

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

  	}

  	/**
  	 * Computes the Euclidean length (straight-line length) of this quaternion,
  	 * considered as a 4 dimensional vector.
  	 *
  	 * @return {number} The Euclidean length.
  	 */
  	length() {

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

  	}

  	/**
  	 * Normalizes this quaternion - that is, calculated the quaternion that performs
  	 * the same rotation as this one, but has a length equal to `1`.
  	 *
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	normalize() {

  		let l = this.length();

  		if ( l === 0 ) {

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

  		} else {

  			l = 1 / l;

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

  		}

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Multiplies this quaternion by the given one.
  	 *
  	 * @param {Quaternion} q - The quaternion.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	multiply( q ) {

  		return this.multiplyQuaternions( this, q );

  	}

  	/**
  	 * Pre-multiplies this quaternion by the given one.
  	 *
  	 * @param {Quaternion} q - The quaternion.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	premultiply( q ) {

  		return this.multiplyQuaternions( q, this );

  	}

  	/**
  	 * Multiplies the given quaternions and stores the result in this instance.
  	 *
  	 * @param {Quaternion} a - The first quaternion.
  	 * @param {Quaternion} b - The second quaternion.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	multiplyQuaternions( a, b ) {

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

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

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Performs a spherical linear interpolation between this quaternion and the target quaternion.
  	 *
  	 * @param {Quaternion} qb - The target quaternion.
  	 * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	slerp( qb, t ) {

  		let x = qb._x, y = qb._y, z = qb._z, w = qb._w;

  		let dot = this.dot( qb );

  		if ( dot < 0 ) {

  			x = - x;
  			y = - y;
  			z = - z;
  			w = - w;

  			dot = - dot;

  		}

  		let s = 1 - t;

  		if ( dot < 0.9995 ) {

  			// slerp

  			const theta = Math.acos( dot );
  			const sin = Math.sin( theta );

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

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

  			this._onChangeCallback();

  		} else {

  			// for small angles, lerp then normalize

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

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

  		}

  		return this;

  	}

  	/**
  	 * Performs a spherical linear interpolation between the given quaternions
  	 * and stores the result in this quaternion.
  	 *
  	 * @param {Quaternion} qa - The source quaternion.
  	 * @param {Quaternion} qb - The target quaternion.
  	 * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	slerpQuaternions( qa, qb, t ) {

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

  	}

  	/**
  	 * Sets this quaternion to a uniformly random, normalized quaternion.
  	 *
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	random() {

  		// Ken Shoemake
  		// Uniform random rotations
  		// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.

  		const theta1 = 2 * Math.PI * Math.random();
  		const theta2 = 2 * Math.PI * Math.random();

  		const x0 = Math.random();
  		const r1 = Math.sqrt( 1 - x0 );
  		const r2 = Math.sqrt( x0 );

  		return this.set(
  			r1 * Math.sin( theta1 ),
  			r1 * Math.cos( theta1 ),
  			r2 * Math.sin( theta2 ),
  			r2 * Math.cos( theta2 ),
  		);

  	}

  	/**
  	 * Returns `true` if this quaternion is equal with the given one.
  	 *
  	 * @param {Quaternion} quaternion - The quaternion to test for equality.
  	 * @return {boolean} Whether this quaternion is equal with the given one.
  	 */
  	equals( quaternion ) {

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

  	}

  	/**
  	 * Sets this quaternion's components from the given array.
  	 *
  	 * @param {Array<number>} array - An array holding the quaternion component values.
  	 * @param {number} [offset=0] - The offset into the array.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	fromArray( array, offset = 0 ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Writes the components of this quaternion to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number>} The quaternion components.
  	 */
  	toArray( array = [], offset = 0 ) {

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

  		return array;

  	}

  	/**
  	 * Sets the components of this quaternion from the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  	 * @param {number} index - The index into the attribute.
  	 * @return {Quaternion} A reference to this quaternion.
  	 */
  	fromBufferAttribute( attribute, index ) {

  		this._x = attribute.getX( index );
  		this._y = attribute.getY( index );
  		this._z = attribute.getZ( index );
  		this._w = attribute.getW( index );

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * This methods defines the serialization result of this class. Returns the
  	 * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  	 *
  	 * @return {Array<number>} The serialized quaternion.
  	 */
  	toJSON() {

  		return this.toArray();

  	}

  	_onChange( callback ) {

  		this._onChangeCallback = callback;

  		return this;

  	}

  	_onChangeCallback() {}

  	*[ Symbol.iterator ]() {

  		yield this._x;
  		yield this._y;
  		yield this._z;
  		yield this._w;

  	}

  }

  /**
   * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
   * (labeled x, y and z), which can be used to represent a number of things, such as:
   *
   * - A point in 3D space.
   * - A direction and length in 3D space. In three.js the length will
   * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
   * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
   * - Any arbitrary ordered triplet of numbers.
   *
   * There are other things a 3D vector can be used to represent, such as
   * momentum vectors and so on, however these are the most
   * common uses in three.js.
   *
   * Iterating through a vector instance will yield its components `(x, y, z)` in
   * the corresponding order.
   * ```js
   * const a = new THREE.Vector3( 0, 1, 0 );
   *
   * //no arguments; will be initialised to (0, 0, 0)
   * const b = new THREE.Vector3( );
   *
   * const d = a.distanceTo( b );
   * ```
   */
  class Vector3 {

  	/**
  	 * Constructs a new 3D vector.
  	 *
  	 * @param {number} [x=0] - The x value of this vector.
  	 * @param {number} [y=0] - The y value of this vector.
  	 * @param {number} [z=0] - The z value of this vector.
  	 */
  	constructor( x = 0, y = 0, z = 0 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		Vector3.prototype.isVector3 = true;

  		/**
  		 * The x value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.x = x;

  		/**
  		 * The y value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.y = y;

  		/**
  		 * The z value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.z = z;

  	}

  	/**
  	 * Sets the vector components.
  	 *
  	 * @param {number} x - The value of the x component.
  	 * @param {number} y - The value of the y component.
  	 * @param {number} z - The value of the z component.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	set( x, y, z ) {

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

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

  		return this;

  	}

  	/**
  	 * Sets the vector components to the same value.
  	 *
  	 * @param {number} scalar - The value to set for all vector components.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Sets the vector's x component to the given value.
  	 *
  	 * @param {number} x - The value to set.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setX( x ) {

  		this.x = x;

  		return this;

  	}

  	/**
  	 * Sets the vector's y component to the given value.
  	 *
  	 * @param {number} y - The value to set.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setY( y ) {

  		this.y = y;

  		return this;

  	}

  	/**
  	 * Sets the vector's z component to the given value.
  	 *
  	 * @param {number} z - The value to set.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setZ( z ) {

  		this.z = z;

  		return this;

  	}

  	/**
  	 * Allows to set a vector component with an index.
  	 *
  	 * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  	 * @param {number} value - The value to set.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setComponent( index, value ) {

  		switch ( index ) {

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

  		}

  		return this;

  	}

  	/**
  	 * Returns the value of the vector component which matches the given index.
  	 *
  	 * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  	 * @return {number} A vector component value.
  	 */
  	getComponent( index ) {

  		switch ( index ) {

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

  		}

  	}

  	/**
  	 * Returns a new vector with copied values from this instance.
  	 *
  	 * @return {Vector3} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given vector to this instance.
  	 *
  	 * @param {Vector3} v - The vector to copy.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	copy( v ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vector to this instance.
  	 *
  	 * @param {Vector3} v - The vector to add.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	add( v ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given scalar value to all components of this instance.
  	 *
  	 * @param {number} s - The scalar to add.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	addScalar( s ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vectors and stores the result in this instance.
  	 *
  	 * @param {Vector3} a - The first vector.
  	 * @param {Vector3} b - The second vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	addVectors( a, b ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vector scaled by the given factor to this instance.
  	 *
  	 * @param {Vector3|Vector4} v - The vector.
  	 * @param {number} s - The factor that scales `v`.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	addScaledVector( v, s ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given vector from this instance.
  	 *
  	 * @param {Vector3} v - The vector to subtract.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	sub( v ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given scalar value from all components of this instance.
  	 *
  	 * @param {number} s - The scalar to subtract.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	subScalar( s ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given vectors and stores the result in this instance.
  	 *
  	 * @param {Vector3} a - The first vector.
  	 * @param {Vector3} b - The second vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	subVectors( a, b ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies the given vector with this instance.
  	 *
  	 * @param {Vector3} v - The vector to multiply.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	multiply( v ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies the given scalar value with all components of this instance.
  	 *
  	 * @param {number} scalar - The scalar to multiply.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	multiplyScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies the given vectors and stores the result in this instance.
  	 *
  	 * @param {Vector3} a - The first vector.
  	 * @param {Vector3} b - The second vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	multiplyVectors( a, b ) {

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

  		return this;

  	}

  	/**
  	 * Applies the given Euler rotation to this vector.
  	 *
  	 * @param {Euler} euler - The Euler angles.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	applyEuler( euler ) {

  		return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) );

  	}

  	/**
  	 * Applies a rotation specified by an axis and an angle to this vector.
  	 *
  	 * @param {Vector3} axis - A normalized vector representing the rotation axis.
  	 * @param {number} angle - The angle in radians.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	applyAxisAngle( axis, angle ) {

  		return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) );

  	}

  	/**
  	 * Multiplies this vector with the given 3x3 matrix.
  	 *
  	 * @param {Matrix3} m - The 3x3 matrix.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	applyMatrix3( m ) {

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

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

  		return this;

  	}

  	/**
  	 * Multiplies this vector by the given normal matrix and normalizes
  	 * the result.
  	 *
  	 * @param {Matrix3} m - The normal matrix.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	applyNormalMatrix( m ) {

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

  	}

  	/**
  	 * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  	 * divides by perspective.
  	 *
  	 * @param {Matrix4} m - The matrix to apply.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	applyMatrix4( m ) {

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

  		const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );

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

  		return this;

  	}

  	/**
  	 * Applies the given Quaternion to this vector.
  	 *
  	 * @param {Quaternion} q - The Quaternion.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	applyQuaternion( q ) {

  		// quaternion q is assumed to have unit length

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

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

  		// v + q.w * t + cross( q.xyz, t );
  		this.x = vx + qw * tx + qy * tz - qz * ty;
  		this.y = vy + qw * ty + qz * tx - qx * tz;
  		this.z = vz + qw * tz + qx * ty - qy * tx;

  		return this;

  	}

  	/**
  	 * Projects this vector from world space into the camera's normalized
  	 * device coordinate (NDC) space.
  	 *
  	 * @param {Camera} camera - The camera.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	project( camera ) {

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

  	}

  	/**
  	 * Unprojects this vector from the camera's normalized device coordinate (NDC)
  	 * space into world space.
  	 *
  	 * @param {Camera} camera - The camera.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	unproject( camera ) {

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

  	}

  	/**
  	 * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  	 * subset of the given 4x4 matrix and then normalizes the result.
  	 *
  	 * @param {Matrix4} m - The matrix.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	transformDirection( m ) {

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

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

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

  		return this.normalize();

  	}

  	/**
  	 * Divides this instance by the given vector.
  	 *
  	 * @param {Vector3} v - The vector to divide.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	divide( v ) {

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

  		return this;

  	}

  	/**
  	 * Divides this vector by the given scalar.
  	 *
  	 * @param {number} scalar - The scalar to divide.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	divideScalar( scalar ) {

  		return this.multiplyScalar( 1 / scalar );

  	}

  	/**
  	 * If this vector's x, y or z value is greater than the given vector's x, y or z
  	 * value, replace that value with the corresponding min value.
  	 *
  	 * @param {Vector3} v - The vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	min( v ) {

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

  		return this;

  	}

  	/**
  	 * If this vector's x, y or z value is less than the given vector's x, y or z
  	 * value, replace that value with the corresponding max value.
  	 *
  	 * @param {Vector3} v - The vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	max( v ) {

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

  		return this;

  	}

  	/**
  	 * If this vector's x, y or z value is greater than the max vector's x, y or z
  	 * value, it is replaced by the corresponding value.
  	 * If this vector's x, y or z value is less than the min vector's x, y or z value,
  	 * it is replaced by the corresponding value.
  	 *
  	 * @param {Vector3} min - The minimum x, y and z values.
  	 * @param {Vector3} max - The maximum x, y and z values in the desired range.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	clamp( min, max ) {

  		// assumes min < max, componentwise

  		this.x = clamp$1( this.x, min.x, max.x );
  		this.y = clamp$1( this.y, min.y, max.y );
  		this.z = clamp$1( this.z, min.z, max.z );

  		return this;

  	}

  	/**
  	 * If this vector's x, y or z values are greater than the max value, they are
  	 * replaced by the max value.
  	 * If this vector's x, y or z values are less than the min value, they are
  	 * replaced by the min value.
  	 *
  	 * @param {number} minVal - The minimum value the components will be clamped to.
  	 * @param {number} maxVal - The maximum value the components will be clamped to.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	clampScalar( minVal, maxVal ) {

  		this.x = clamp$1( this.x, minVal, maxVal );
  		this.y = clamp$1( this.y, minVal, maxVal );
  		this.z = clamp$1( this.z, minVal, maxVal );

  		return this;

  	}

  	/**
  	 * If this vector's length is greater than the max value, it is replaced by
  	 * the max value.
  	 * If this vector's length is less than the min value, it is replaced by the
  	 * min value.
  	 *
  	 * @param {number} min - The minimum value the vector length will be clamped to.
  	 * @param {number} max - The maximum value the vector length will be clamped to.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	clampLength( min, max ) {

  		const length = this.length();

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

  	}

  	/**
  	 * The components of this vector are rounded down to the nearest integer value.
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	floor() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded up to the nearest integer value.
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	ceil() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded to the nearest integer value
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	round() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded towards zero (up if negative,
  	 * down if positive) to an integer value.
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	roundToZero() {

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

  		return this;

  	}

  	/**
  	 * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	negate() {

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

  		return this;

  	}

  	/**
  	 * Calculates the dot product of the given vector with this instance.
  	 *
  	 * @param {Vector3} v - The vector to compute the dot product with.
  	 * @return {number} The result of the dot product.
  	 */
  	dot( v ) {

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

  	}

  	/**
  	 * Computes the square of the Euclidean length (straight-line length) from
  	 * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  	 * compare the length squared instead as it is slightly more efficient to calculate.
  	 *
  	 * @return {number} The square length of this vector.
  	 */
  	lengthSq() {

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

  	}

  	/**
  	 * Computes the  Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  	 *
  	 * @return {number} The length of this vector.
  	 */
  	length() {

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

  	}

  	/**
  	 * Computes the Manhattan length of this vector.
  	 *
  	 * @return {number} The length of this vector.
  	 */
  	manhattanLength() {

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

  	}

  	/**
  	 * Converts this vector to a unit vector - that is, sets it equal to a vector
  	 * with the same direction as this one, but with a vector length of `1`.
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	normalize() {

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

  	}

  	/**
  	 * Sets this vector to a vector with the same direction as this one, but
  	 * with the specified length.
  	 *
  	 * @param {number} length - The new length of this vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setLength( length ) {

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

  	}

  	/**
  	 * Linearly interpolates between the given vector and this instance, where
  	 * alpha is the percent distance along the line - alpha = 0 will be this
  	 * vector, and alpha = 1 will be the given one.
  	 *
  	 * @param {Vector3} v - The vector to interpolate towards.
  	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	lerp( v, alpha ) {

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

  		return this;

  	}

  	/**
  	 * Linearly interpolates between the given vectors, where alpha is the percent
  	 * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  	 * be the second one. The result is stored in this instance.
  	 *
  	 * @param {Vector3} v1 - The first vector.
  	 * @param {Vector3} v2 - The second vector.
  	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	lerpVectors( v1, v2, alpha ) {

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

  		return this;

  	}

  	/**
  	 * Calculates the cross product of the given vector with this instance.
  	 *
  	 * @param {Vector3} v - The vector to compute the cross product with.
  	 * @return {Vector3} The result of the cross product.
  	 */
  	cross( v ) {

  		return this.crossVectors( this, v );

  	}

  	/**
  	 * Calculates the cross product of the given vectors and stores the result
  	 * in this instance.
  	 *
  	 * @param {Vector3} a - The first vector.
  	 * @param {Vector3} b - The second vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	crossVectors( a, b ) {

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

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

  		return this;

  	}

  	/**
  	 * Projects this vector onto the given one.
  	 *
  	 * @param {Vector3} v - The vector to project to.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	projectOnVector( v ) {

  		const denominator = v.lengthSq();

  		if ( denominator === 0 ) return this.set( 0, 0, 0 );

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

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

  	}

  	/**
  	 * Projects this vector onto a plane by subtracting this
  	 * vector projected onto the plane's normal from this vector.
  	 *
  	 * @param {Vector3} planeNormal - The plane normal.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	projectOnPlane( planeNormal ) {

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

  		return this.sub( _vector$c );

  	}

  	/**
  	 * Reflects this vector off a plane orthogonal to the given normal vector.
  	 *
  	 * @param {Vector3} normal - The (normalized) normal vector.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	reflect( normal ) {

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

  	}
  	/**
  	 * Returns the angle between the given vector and this instance in radians.
  	 *
  	 * @param {Vector3} v - The vector to compute the angle with.
  	 * @return {number} The angle in radians.
  	 */
  	angleTo( v ) {

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

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

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

  		// clamp, to handle numerical problems

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

  	}

  	/**
  	 * Computes the distance from the given vector to this instance.
  	 *
  	 * @param {Vector3} v - The vector to compute the distance to.
  	 * @return {number} The distance.
  	 */
  	distanceTo( v ) {

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

  	}

  	/**
  	 * Computes the squared distance from the given vector to this instance.
  	 * If you are just comparing the distance with another distance, you should compare
  	 * the distance squared instead as it is slightly more efficient to calculate.
  	 *
  	 * @param {Vector3} v - The vector to compute the squared distance to.
  	 * @return {number} The squared distance.
  	 */
  	distanceToSquared( v ) {

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

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

  	}

  	/**
  	 * Computes the Manhattan distance from the given vector to this instance.
  	 *
  	 * @param {Vector3} v - The vector to compute the Manhattan distance to.
  	 * @return {number} The Manhattan distance.
  	 */
  	manhattanDistanceTo( v ) {

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

  	}

  	/**
  	 * Sets the vector components from the given spherical coordinates.
  	 *
  	 * @param {Spherical} s - The spherical coordinates.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromSpherical( s ) {

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

  	}

  	/**
  	 * Sets the vector components from the given spherical coordinates.
  	 *
  	 * @param {number} radius - The radius.
  	 * @param {number} phi - The phi angle in radians.
  	 * @param {number} theta - The theta angle in radians.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromSphericalCoords( radius, phi, theta ) {

  		const sinPhiRadius = Math.sin( phi ) * radius;

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

  		return this;

  	}

  	/**
  	 * Sets the vector components from the given cylindrical coordinates.
  	 *
  	 * @param {Cylindrical} c - The cylindrical coordinates.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromCylindrical( c ) {

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

  	}

  	/**
  	 * Sets the vector components from the given cylindrical coordinates.
  	 *
  	 * @param {number} radius - The radius.
  	 * @param {number} theta - The theta angle in radians.
  	 * @param {number} y - The y value.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromCylindricalCoords( radius, theta, y ) {

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

  		return this;

  	}

  	/**
  	 * Sets the vector components to the position elements of the
  	 * given transformation matrix.
  	 *
  	 * @param {Matrix4} m - The 4x4 matrix.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromMatrixPosition( m ) {

  		const e = m.elements;

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

  		return this;

  	}

  	/**
  	 * Sets the vector components to the scale elements of the
  	 * given transformation matrix.
  	 *
  	 * @param {Matrix4} m - The 4x4 matrix.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromMatrixScale( m ) {

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

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

  		return this;

  	}

  	/**
  	 * Sets the vector components from the specified matrix column.
  	 *
  	 * @param {Matrix4} m - The 4x4 matrix.
  	 * @param {number} index - The column index.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromMatrixColumn( m, index ) {

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

  	}

  	/**
  	 * Sets the vector components from the specified matrix column.
  	 *
  	 * @param {Matrix3} m - The 3x3 matrix.
  	 * @param {number} index - The column index.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromMatrix3Column( m, index ) {

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

  	}

  	/**
  	 * Sets the vector components from the given Euler angles.
  	 *
  	 * @param {Euler} e - The Euler angles to set.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromEuler( e ) {

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

  		return this;

  	}

  	/**
  	 * Sets the vector components from the RGB components of the
  	 * given color.
  	 *
  	 * @param {Color} c - The color to set.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	setFromColor( c ) {

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

  		return this;

  	}

  	/**
  	 * Returns `true` if this vector is equal with the given one.
  	 *
  	 * @param {Vector3} v - The vector to test for equality.
  	 * @return {boolean} Whether this vector is equal with the given one.
  	 */
  	equals( v ) {

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

  	}

  	/**
  	 * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  	 * and z value to be `array[ offset + 2 ]`.
  	 *
  	 * @param {Array<number>} array - An array holding the vector component values.
  	 * @param {number} [offset=0] - The offset into the array.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	fromArray( array, offset = 0 ) {

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

  		return this;

  	}

  	/**
  	 * Writes the components of this vector to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array holding the vector components.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number>} The vector components.
  	 */
  	toArray( array = [], offset = 0 ) {

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

  		return array;

  	}

  	/**
  	 * Sets the components of this vector from the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  	 * @param {number} index - The index into the attribute.
  	 * @return {Vector3} A reference to this vector.
  	 */
  	fromBufferAttribute( attribute, index ) {

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

  		return this;

  	}

  	/**
  	 * Sets each component of this vector to a pseudo-random value between `0` and
  	 * `1`, excluding `1`.
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	random() {

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

  		return this;

  	}

  	/**
  	 * Sets this vector to a uniformly random point on a unit sphere.
  	 *
  	 * @return {Vector3} A reference to this vector.
  	 */
  	randomDirection() {

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

  		const theta = Math.random() * Math.PI * 2;
  		const u = Math.random() * 2 - 1;
  		const c = Math.sqrt( 1 - u * u );

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

  		return this;

  	}

  	*[ Symbol.iterator ]() {

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

  	}

  }

  const _vector$c = /*@__PURE__*/ new Vector3();
  const _quaternion$5 = /*@__PURE__*/ new Quaternion();

  /**
   * Represents a 3x3 matrix.
   *
   * A Note on Row-Major and Column-Major Ordering:
   *
   * The constructor and {@link Matrix3#set} method take arguments in
   * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
   * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
   * This means that calling:
   * ```js
   * const m = new THREE.Matrix();
   * m.set( 11, 12, 13,
   *        21, 22, 23,
   *        31, 32, 33 );
   * ```
   * will result in the elements array containing:
   * ```js
   * m.elements = [ 11, 21, 31,
   *                12, 22, 32,
   *                13, 23, 33 ];
   * ```
   * and internally all calculations are performed using column-major ordering.
   * However, as the actual ordering makes no difference mathematically and
   * most people are used to thinking about matrices in row-major order, the
   * three.js documentation shows matrices in row-major order. Just bear in
   * mind that if you are reading the source code, you'll have to take the
   * transpose of any matrices outlined here to make sense of the calculations.
   */
  class Matrix3 {

  	/**
  	 * Constructs a new 3x3 matrix. The arguments are supposed to be
  	 * in row-major order. If no arguments are provided, the constructor
  	 * initializes the matrix as an identity matrix.
  	 *
  	 * @param {number} [n11] - 1-1 matrix element.
  	 * @param {number} [n12] - 1-2 matrix element.
  	 * @param {number} [n13] - 1-3 matrix element.
  	 * @param {number} [n21] - 2-1 matrix element.
  	 * @param {number} [n22] - 2-2 matrix element.
  	 * @param {number} [n23] - 2-3 matrix element.
  	 * @param {number} [n31] - 3-1 matrix element.
  	 * @param {number} [n32] - 3-2 matrix element.
  	 * @param {number} [n33] - 3-3 matrix element.
  	 */
  	constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		Matrix3.prototype.isMatrix3 = true;

  		/**
  		 * A column-major list of matrix values.
  		 *
  		 * @type {Array<number>}
  		 */
  		this.elements = [

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

  		];

  		if ( n11 !== undefined ) {

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

  		}

  	}

  	/**
  	 * Sets the elements of the matrix.The arguments are supposed to be
  	 * in row-major order.
  	 *
  	 * @param {number} [n11] - 1-1 matrix element.
  	 * @param {number} [n12] - 1-2 matrix element.
  	 * @param {number} [n13] - 1-3 matrix element.
  	 * @param {number} [n21] - 2-1 matrix element.
  	 * @param {number} [n22] - 2-2 matrix element.
  	 * @param {number} [n23] - 2-3 matrix element.
  	 * @param {number} [n31] - 3-1 matrix element.
  	 * @param {number} [n32] - 3-2 matrix element.
  	 * @param {number} [n33] - 3-3 matrix element.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

  		const te = this.elements;

  		te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  		te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  		te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;

  		return this;

  	}

  	/**
  	 * Sets this matrix to the 3x3 identity matrix.
  	 *
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	identity() {

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Copies the values of the given matrix to this instance.
  	 *
  	 * @param {Matrix3} m - The matrix to copy.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	copy( m ) {

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

  		te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  		te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  		te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];

  		return this;

  	}

  	/**
  	 * Extracts the basis of this matrix into the three axis vectors provided.
  	 *
  	 * @param {Vector3} xAxis - The basis's x axis.
  	 * @param {Vector3} yAxis - The basis's y axis.
  	 * @param {Vector3} zAxis - The basis's z axis.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	extractBasis( xAxis, yAxis, zAxis ) {

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

  		return this;

  	}

  	/**
  	 * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  	 *
  	 * @param {Matrix4} m - The 4x4 matrix.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	setFromMatrix4( m ) {

  		const me = m.elements;

  		this.set(

  			me[ 0 ], me[ 4 ], me[ 8 ],
  			me[ 1 ], me[ 5 ], me[ 9 ],
  			me[ 2 ], me[ 6 ], me[ 10 ]

  		);

  		return this;

  	}

  	/**
  	 * Post-multiplies this matrix by the given 3x3 matrix.
  	 *
  	 * @param {Matrix3} m - The matrix to multiply with.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	multiply( m ) {

  		return this.multiplyMatrices( this, m );

  	}

  	/**
  	 * Pre-multiplies this matrix by the given 3x3 matrix.
  	 *
  	 * @param {Matrix3} m - The matrix to multiply with.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	premultiply( m ) {

  		return this.multiplyMatrices( m, this );

  	}

  	/**
  	 * Multiples the given 3x3 matrices and stores the result
  	 * in this matrix.
  	 *
  	 * @param {Matrix3} a - The first matrix.
  	 * @param {Matrix3} b - The second matrix.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	multiplyMatrices( a, b ) {

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

  		const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  		const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  		const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];

  		const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  		const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  		const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];

  		te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  		te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  		te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;

  		te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  		te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  		te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;

  		te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  		te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  		te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;

  		return this;

  	}

  	/**
  	 * Multiplies every component of the matrix by the given scalar.
  	 *
  	 * @param {number} s - The scalar.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	multiplyScalar( s ) {

  		const te = this.elements;

  		te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  		te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  		te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;

  		return this;

  	}

  	/**
  	 * Computes and returns the determinant of this matrix.
  	 *
  	 * @return {number} The determinant.
  	 */
  	determinant() {

  		const te = this.elements;

  		const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  			d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  			g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];

  		return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;

  	}

  	/**
  	 * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  	 * You can not invert with a determinant of zero. If you attempt this, the method produces
  	 * a zero matrix instead.
  	 *
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	invert() {

  		const te = this.elements,

  			n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  			n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  			n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],

  			t11 = n33 * n22 - n32 * n23,
  			t12 = n32 * n13 - n33 * n12,
  			t13 = n23 * n12 - n22 * n13,

  			det = n11 * t11 + n21 * t12 + n31 * t13;

  		if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );

  		const detInv = 1 / det;

  		te[ 0 ] = t11 * detInv;
  		te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  		te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;

  		te[ 3 ] = t12 * detInv;
  		te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  		te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;

  		te[ 6 ] = t13 * detInv;
  		te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  		te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;

  		return this;

  	}

  	/**
  	 * Transposes this matrix in place.
  	 *
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	transpose() {

  		let tmp;
  		const m = this.elements;

  		tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  		tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  		tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;

  		return this;

  	}

  	/**
  	 * Computes the normal matrix which is the inverse transpose of the upper
  	 * left 3x3 portion of the given 4x4 matrix.
  	 *
  	 * @param {Matrix4} matrix4 - The 4x4 matrix.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	getNormalMatrix( matrix4 ) {

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

  	}

  	/**
  	 * Transposes this matrix into the supplied array, and returns itself unchanged.
  	 *
  	 * @param {Array<number>} r - An array to store the transposed matrix elements.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	transposeIntoArray( r ) {

  		const m = this.elements;

  		r[ 0 ] = m[ 0 ];
  		r[ 1 ] = m[ 3 ];
  		r[ 2 ] = m[ 6 ];
  		r[ 3 ] = m[ 1 ];
  		r[ 4 ] = m[ 4 ];
  		r[ 5 ] = m[ 7 ];
  		r[ 6 ] = m[ 2 ];
  		r[ 7 ] = m[ 5 ];
  		r[ 8 ] = m[ 8 ];

  		return this;

  	}

  	/**
  	 * Sets the UV transform matrix from offset, repeat, rotation, and center.
  	 *
  	 * @param {number} tx - Offset x.
  	 * @param {number} ty - Offset y.
  	 * @param {number} sx - Repeat x.
  	 * @param {number} sy - Repeat y.
  	 * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  	 * @param {number} cx - Center x of rotation.
  	 * @param {number} cy - Center y of rotation
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {

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

  		this.set(
  			sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  			- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  			0, 0, 1
  		);

  		return this;

  	}

  	/**
  	 * Scales this matrix with the given scalar values.
  	 *
  	 * @param {number} sx - The amount to scale in the X axis.
  	 * @param {number} sy - The amount to scale in the Y axis.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	scale( sx, sy ) {

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

  		return this;

  	}

  	/**
  	 * Rotates this matrix by the given angle.
  	 *
  	 * @param {number} theta - The rotation in radians.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	rotate( theta ) {

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

  		return this;

  	}

  	/**
  	 * Translates this matrix by the given scalar values.
  	 *
  	 * @param {number} tx - The amount to translate in the X axis.
  	 * @param {number} ty - The amount to translate in the Y axis.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	translate( tx, ty ) {

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

  		return this;

  	}

  	// for 2D Transforms

  	/**
  	 * Sets this matrix as a 2D translation transform.
  	 *
  	 * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  	 * @param {number} y - The amount to translate in the Y axis.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	makeTranslation( x, y ) {

  		if ( x.isVector2 ) {

  			this.set(

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

  			);

  		} else {

  			this.set(

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

  			);

  		}

  		return this;

  	}

  	/**
  	 * Sets this matrix as a 2D rotational transformation.
  	 *
  	 * @param {number} theta - The rotation in radians.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	makeRotation( theta ) {

  		// counterclockwise

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

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Sets this matrix as a 2D scale transform.
  	 *
  	 * @param {number} x - The amount to scale in the X axis.
  	 * @param {number} y - The amount to scale in the Y axis.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	makeScale( x, y ) {

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Returns `true` if this matrix is equal with the given one.
  	 *
  	 * @param {Matrix3} matrix - The matrix to test for equality.
  	 * @return {boolean} Whether this matrix is equal with the given one.
  	 */
  	equals( matrix ) {

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

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

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

  		}

  		return true;

  	}

  	/**
  	 * Sets the elements of the matrix from the given array.
  	 *
  	 * @param {Array<number>} array - The matrix elements in column-major order.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Matrix3} A reference to this matrix.
  	 */
  	fromArray( array, offset = 0 ) {

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

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

  		}

  		return this;

  	}

  	/**
  	 * Writes the elements of this matrix to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number>} The matrix elements in column-major order.
  	 */
  	toArray( array = [], offset = 0 ) {

  		const te = this.elements;

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

  		array[ offset + 3 ] = te[ 3 ];
  		array[ offset + 4 ] = te[ 4 ];
  		array[ offset + 5 ] = te[ 5 ];

  		array[ offset + 6 ] = te[ 6 ];
  		array[ offset + 7 ] = te[ 7 ];
  		array[ offset + 8 ] = te[ 8 ];

  		return array;

  	}

  	/**
  	 * Returns a matrix with copied values from this instance.
  	 *
  	 * @return {Matrix3} A clone of this instance.
  	 */
  	clone() {

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

  	}

  }

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

  const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  	0.4123908, 0.3575843, 0.1804808,
  	0.2126390, 0.7151687, 0.0721923,
  	0.0193308, 0.1191948, 0.9505322
  );

  const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  	3.2409699, -1.5373832, -0.4986108,
  	-0.9692436, 1.8759675, 0.0415551,
  	0.0556301, -0.203977, 1.0569715
  );

  function createColorManagement() {

  	const ColorManagement = {

  		enabled: true,

  		workingColorSpace: LinearSRGBColorSpace,

  		/**
  		 * Implementations of supported color spaces.
  		 *
  		 * Required:
  		 *	- primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  		 *	- whitePoint: reference white [ x y ]
  		 *	- transfer: transfer function (pre-defined)
  		 *	- toXYZ: Matrix3 RGB to XYZ transform
  		 *	- fromXYZ: Matrix3 XYZ to RGB transform
  		 *	- luminanceCoefficients: RGB luminance coefficients
  		 *
  		 * Optional:
  		 *  - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  		 *  - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  		 *
  		 * Reference:
  		 * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  		 */
  		spaces: {},

  		convert: function ( color, sourceColorSpace, targetColorSpace ) {

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

  				return color;

  			}

  			if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {

  				color.r = SRGBToLinear( color.r );
  				color.g = SRGBToLinear( color.g );
  				color.b = SRGBToLinear( color.b );

  			}

  			if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {

  				color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  				color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );

  			}

  			if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {

  				color.r = LinearToSRGB( color.r );
  				color.g = LinearToSRGB( color.g );
  				color.b = LinearToSRGB( color.b );

  			}

  			return color;

  		},

  		workingToColorSpace: function ( color, targetColorSpace ) {

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

  		},

  		colorSpaceToWorking: function ( color, sourceColorSpace ) {

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

  		},

  		getPrimaries: function ( colorSpace ) {

  			return this.spaces[ colorSpace ].primaries;

  		},

  		getTransfer: function ( colorSpace ) {

  			if ( colorSpace === NoColorSpace ) return LinearTransfer;

  			return this.spaces[ colorSpace ].transfer;

  		},

  		getToneMappingMode: function ( colorSpace ) {

  			return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';

  		},

  		getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {

  			return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );

  		},

  		define: function ( colorSpaces ) {

  			Object.assign( this.spaces, colorSpaces );

  		},

  		// Internal APIs

  		_getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {

  			return targetMatrix
  				.copy( this.spaces[ sourceColorSpace ].toXYZ )
  				.multiply( this.spaces[ targetColorSpace ].fromXYZ );

  		},

  		_getDrawingBufferColorSpace: function ( colorSpace ) {

  			return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;

  		},

  		_getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {

  			return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;

  		},

  		// Deprecated

  		fromWorkingColorSpace: function ( color, targetColorSpace ) {

  			warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177

  			return ColorManagement.workingToColorSpace( color, targetColorSpace );

  		},

  		toWorkingColorSpace: function ( color, sourceColorSpace ) {

  			warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177

  			return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );

  		},

  	};

  	/******************************************************************************
  	 * sRGB definitions
  	 */

  	const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  	const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  	const D65 = [ 0.3127, 0.3290 ];

  	ColorManagement.define( {

  		[ LinearSRGBColorSpace ]: {
  			primaries: REC709_PRIMARIES,
  			whitePoint: D65,
  			transfer: LinearTransfer,
  			toXYZ: LINEAR_REC709_TO_XYZ,
  			fromXYZ: XYZ_TO_LINEAR_REC709,
  			luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  			workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  			outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  		},

  		[ SRGBColorSpace ]: {
  			primaries: REC709_PRIMARIES,
  			whitePoint: D65,
  			transfer: SRGBTransfer,
  			toXYZ: LINEAR_REC709_TO_XYZ,
  			fromXYZ: XYZ_TO_LINEAR_REC709,
  			luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  			outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  		},

  	} );

  	return ColorManagement;

  }

  const ColorManagement = /*@__PURE__*/ createColorManagement();

  function SRGBToLinear( c ) {

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

  }

  function LinearToSRGB( c ) {

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

  }

  let _canvas;

  /**
   * A class containing utility functions for images.
   *
   * @hideconstructor
   */
  class ImageUtils {

  	/**
  	 * Returns a data URI containing a representation of the given image.
  	 *
  	 * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  	 * @param {string} [type='image/png'] - Indicates the image format.
  	 * @return {string} The data URI.
  	 */
  	static getDataURL( image, type = 'image/png' ) {

  		if ( /^data:/i.test( image.src ) ) {

  			return image.src;

  		}

  		if ( typeof HTMLCanvasElement === 'undefined' ) {

  			return image.src;

  		}

  		let canvas;

  		if ( image instanceof HTMLCanvasElement ) {

  			canvas = image;

  		} else {

  			if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );

  			_canvas.width = image.width;
  			_canvas.height = image.height;

  			const context = _canvas.getContext( '2d' );

  			if ( image instanceof ImageData ) {

  				context.putImageData( image, 0, 0 );

  			} else {

  				context.drawImage( image, 0, 0, image.width, image.height );

  			}

  			canvas = _canvas;

  		}

  		return canvas.toDataURL( type );

  	}

  	/**
  	 * Converts the given sRGB image data to linear color space.
  	 *
  	 * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  	 * @return {HTMLCanvasElement|Object} The converted image.
  	 */
  	static sRGBToLinear( image ) {

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

  			const canvas = createElementNS( 'canvas' );

  			canvas.width = image.width;
  			canvas.height = image.height;

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

  			const imageData = context.getImageData( 0, 0, image.width, image.height );
  			const data = imageData.data;

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

  				data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;

  			}

  			context.putImageData( imageData, 0, 0 );

  			return canvas;

  		} else if ( image.data ) {

  			const data = image.data.slice( 0 );

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

  				if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {

  					data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );

  				} else {

  					// assuming float

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

  				}

  			}

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

  		} else {

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

  		}

  	}

  }

  let _sourceId = 0;

  /**
   * Represents the data source of a texture.
   *
   * The main purpose of this class is to decouple the data definition from the texture
   * definition so the same data can be used with multiple texture instances.
   */
  class Source {

  	/**
  	 * Constructs a new video texture.
  	 *
  	 * @param {any} [data=null] - The data definition of a texture.
  	 */
  	constructor( data = null ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSource = true;

  		/**
  		 * The ID of the source.
  		 *
  		 * @name Source#id
  		 * @type {number}
  		 * @readonly
  		 */
  		Object.defineProperty( this, 'id', { value: _sourceId ++ } );

  		/**
  		 * The UUID of the source.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.uuid = generateUUID();

  		/**
  		 * The data definition of a texture.
  		 *
  		 * @type {any}
  		 */
  		this.data = data;

  		/**
  		 * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  		 * provides more control on how texture data should be processed. When `dataReady` is set
  		 * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  		 * the data into the GPU memory.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.dataReady = true;

  		/**
  		 * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default 0
  		 */
  		this.version = 0;

  	}

  	/**
  	 * Returns the dimensions of the source into the given target vector.
  	 *
  	 * @param {(Vector2|Vector3)} target - The target object the result is written into.
  	 * @return {(Vector2|Vector3)} The dimensions of the source.
  	 */
  	getSize( target ) {

  		const data = this.data;

  		if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {

  			target.set( data.videoWidth, data.videoHeight, 0 );

  		} else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {

  			target.set( data.displayHeight, data.displayWidth, 0 );

  		} else if ( data !== null ) {

  			target.set( data.width, data.height, data.depth || 0 );

  		} else {

  			target.set( 0, 0, 0 );

  		}

  		return target;

  	}

  	/**
  	 * When the property is set to `true`, the engine allocates the memory
  	 * for the texture (if necessary) and triggers the actual texture upload
  	 * to the GPU next time the source is used.
  	 *
  	 * @type {boolean}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsUpdate( value ) {

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

  	}

  	/**
  	 * Serializes the source into JSON.
  	 *
  	 * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  	 * @return {Object} A JSON object representing the serialized source.
  	 * @see {@link ObjectLoader#parse}
  	 */
  	toJSON( meta ) {

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

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

  			return meta.images[ this.uuid ];

  		}

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

  		const data = this.data;

  		if ( data !== null ) {

  			let url;

  			if ( Array.isArray( data ) ) {

  				// cube texture

  				url = [];

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

  					if ( data[ i ].isDataTexture ) {

  						url.push( serializeImage( data[ i ].image ) );

  					} else {

  						url.push( serializeImage( data[ i ] ) );

  					}

  				}

  			} else {

  				// texture

  				url = serializeImage( data );

  			}

  			output.url = url;

  		}

  		if ( ! isRootObject ) {

  			meta.images[ this.uuid ] = output;

  		}

  		return output;

  	}

  }

  function serializeImage( image ) {

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

  		// default images

  		return ImageUtils.getDataURL( image );

  	} else {

  		if ( image.data ) {

  			// images of DataTexture

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

  		} else {

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

  		}

  	}

  }

  let _textureId = 0;

  const _tempVec3 = /*@__PURE__*/ new Vector3();

  /**
   * Base class for all textures.
   *
   * Note: After the initial use of a texture, its dimensions, format, and type
   * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
   *
   * @augments EventDispatcher
   */
  class Texture extends EventDispatcher {

  	/**
  	 * Constructs a new texture.
  	 *
  	 * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  	 * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  	 * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  	 * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  	 * @param {number} [magFilter=LinearFilter] - The mag filter value.
  	 * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  	 * @param {number} [format=RGBAFormat] - The texture format.
  	 * @param {number} [type=UnsignedByteType] - The texture type.
  	 * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  	 * @param {string} [colorSpace=NoColorSpace] - The color space.
  	 */
  	constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isTexture = true;

  		/**
  		 * The ID of the texture.
  		 *
  		 * @name Texture#id
  		 * @type {number}
  		 * @readonly
  		 */
  		Object.defineProperty( this, 'id', { value: _textureId ++ } );

  		/**
  		 * The UUID of the texture.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.uuid = generateUUID();

  		/**
  		 * The name of the texture.
  		 *
  		 * @type {string}
  		 */
  		this.name = '';

  		/**
  		 * The data definition of a texture. A reference to the data source can be
  		 * shared across textures. This is often useful in context of spritesheets
  		 * where multiple textures render the same data but with different texture
  		 * transformations.
  		 *
  		 * @type {Source}
  		 */
  		this.source = new Source( image );

  		/**
  		 * An array holding user-defined mipmaps.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.mipmaps = [];

  		/**
  		 * How the texture is applied to the object. The value `UVMapping`
  		 * is the default, where texture or uv coordinates are used to apply the map.
  		 *
  		 * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  		 * @default UVMapping
  		*/
  		this.mapping = mapping;

  		/**
  		 * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  		 * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.channel = 0;

  		/**
  		 * This defines how the texture is wrapped horizontally and corresponds to
  		 * *U* in UV mapping.
  		 *
  		 * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  		 * @default ClampToEdgeWrapping
  		 */
  		this.wrapS = wrapS;

  		/**
  		 * This defines how the texture is wrapped horizontally and corresponds to
  		 * *V* in UV mapping.
  		 *
  		 * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  		 * @default ClampToEdgeWrapping
  		 */
  		this.wrapT = wrapT;

  		/**
  		 * How the texture is sampled when a texel covers more than one pixel.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default LinearFilter
  		 */
  		this.magFilter = magFilter;

  		/**
  		 * How the texture is sampled when a texel covers less than one pixel.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default LinearMipmapLinearFilter
  		 */
  		this.minFilter = minFilter;

  		/**
  		 * The number of samples taken along the axis through the pixel that has the
  		 * highest density of texels. By default, this value is `1`. A higher value
  		 * gives a less blurry result than a basic mipmap, at the cost of more
  		 * texture samples being used.
  		 *
  		 * @type {number}
  		 * @default Texture.DEFAULT_ANISOTROPY
  		 */
  		this.anisotropy = anisotropy;

  		/**
  		 * The format of the texture.
  		 *
  		 * @type {number}
  		 * @default RGBAFormat
  		 */
  		this.format = format;

  		/**
  		 * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  		 * defines how the texture data is going to be stored on the GPU.
  		 *
  		 * This property allows to overwrite the default format.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.internalFormat = null;

  		/**
  		 * The data type of the texture.
  		 *
  		 * @type {number}
  		 * @default UnsignedByteType
  		 */
  		this.type = type;

  		/**
  		 * How much a single repetition of the texture is offset from the beginning,
  		 * in each direction U and V. Typical range is `0.0` to `1.0`.
  		 *
  		 * @type {Vector2}
  		 * @default (0,0)
  		 */
  		this.offset = new Vector2( 0, 0 );

  		/**
  		 * How many times the texture is repeated across the surface, in each
  		 * direction U and V. If repeat is set greater than `1` in either direction,
  		 * the corresponding wrap parameter should also be set to `RepeatWrapping`
  		 * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.repeat = new Vector2( 1, 1 );

  		/**
  		 * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  		 * to the center of the texture. Default is `(0, 0)`, the lower left.
  		 *
  		 * @type {Vector2}
  		 * @default (0,0)
  		 */
  		this.center = new Vector2( 0, 0 );

  		/**
  		 * How much the texture is rotated around the center point, in radians.
  		 * Positive values are counter-clockwise.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.rotation = 0;

  		/**
  		 * Whether to update the texture's uv-transformation {@link Texture#matrix}
  		 * from the properties {@link Texture#offset}, {@link Texture#repeat},
  		 * {@link Texture#rotation}, and {@link Texture#center}.
  		 *
  		 * Set this to `false` if you are specifying the uv-transform matrix directly.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.matrixAutoUpdate = true;

  		/**
  		 * The uv-transformation matrix of the texture.
  		 *
  		 * @type {Matrix3}
  		 */
  		this.matrix = new Matrix3();

  		/**
  		 * Whether to generate mipmaps (if possible) for a texture.
  		 *
  		 * Set this to `false` if you are creating mipmaps manually.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.generateMipmaps = true;

  		/**
  		 * If set to `true`, the alpha channel, if present, is multiplied into the
  		 * color channels when the texture is uploaded to the GPU.
  		 *
  		 * Note that this property has no effect when using `ImageBitmap`. You need to
  		 * configure premultiply alpha on bitmap creation instead.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.premultiplyAlpha = false;

  		/**
  		 * If set to `true`, the texture is flipped along the vertical axis when
  		 * uploaded to the GPU.
  		 *
  		 * Note that this property has no effect when using `ImageBitmap`. You need to
  		 * configure the flip on bitmap creation instead.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.flipY = true;

  		/**
  		 * Specifies the alignment requirements for the start of each pixel row in memory.
  		 * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  		 * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  		 *
  		 * @type {number}
  		 * @default 4
  		 */
  		this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)

  		/**
  		 * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  		 *
  		 * @type {string}
  		 * @default NoColorSpace
  		 */
  		this.colorSpace = colorSpace;

  		/**
  		 * An object that can be used to store custom data about the texture. It
  		 * should not hold references to functions as these will not be cloned.
  		 *
  		 * @type {Object}
  		 */
  		this.userData = {};

  		/**
  		 * This can be used to only update a subregion or specific rows of the texture (for example, just the
  		 * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.updateRanges = [];

  		/**
  		 * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default 0
  		 */
  		this.version = 0;

  		/**
  		 * A callback function, called when the texture is updated (e.g., when
  		 * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  		 *
  		 * @type {?Function}
  		 * @default null
  		 */
  		this.onUpdate = null;

  		/**
  		 * An optional back reference to the textures render target.
  		 *
  		 * @type {?(RenderTarget|WebGLRenderTarget)}
  		 * @default null
  		 */
  		this.renderTarget = null;

  		/**
  		 * Indicates whether a texture belongs to a render target or not.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default false
  		 */
  		this.isRenderTargetTexture = false;

  		/**
  		 * Indicates if a texture should be handled like a texture array.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default false
  		 */
  		this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;

  		/**
  		 * Indicates whether this texture should be processed by `PMREMGenerator` or not
  		 * (only relevant for render target textures).
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default 0
  		 */
  		this.pmremVersion = 0;

  	}

  	/**
  	 * The width of the texture in pixels.
  	 */
  	get width() {

  		return this.source.getSize( _tempVec3 ).x;

  	}

  	/**
  	 * The height of the texture in pixels.
  	 */
  	get height() {

  		return this.source.getSize( _tempVec3 ).y;

  	}

  	/**
  	 * The depth of the texture in pixels.
  	 */
  	get depth() {

  		return this.source.getSize( _tempVec3 ).z;

  	}

  	/**
  	 * The image object holding the texture data.
  	 *
  	 * @type {?Object}
  	 */
  	get image() {

  		return this.source.data;

  	}

  	set image( value = null ) {

  		this.source.data = value;

  	}

  	/**
  	 * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  	 * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  	 */
  	updateMatrix() {

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

  	}

  	/**
  	 * Adds a range of data in the data texture to be updated on the GPU.
  	 *
  	 * @param {number} start - Position at which to start update.
  	 * @param {number} count - The number of components to update.
  	 */
  	addUpdateRange( start, count ) {

  		this.updateRanges.push( { start, count } );

  	}

  	/**
  	 * Clears the update ranges.
  	 */
  	clearUpdateRanges() {

  		this.updateRanges.length = 0;

  	}

  	/**
  	 * Returns a new texture with copied values from this instance.
  	 *
  	 * @return {Texture} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given texture to this instance.
  	 *
  	 * @param {Texture} source - The texture to copy.
  	 * @return {Texture} A reference to this instance.
  	 */
  	copy( source ) {

  		this.name = source.name;

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

  		this.mapping = source.mapping;
  		this.channel = source.channel;

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

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

  		this.anisotropy = source.anisotropy;

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

  		this.offset.copy( source.offset );
  		this.repeat.copy( source.repeat );
  		this.center.copy( source.center );
  		this.rotation = source.rotation;

  		this.matrixAutoUpdate = source.matrixAutoUpdate;
  		this.matrix.copy( source.matrix );

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

  		this.renderTarget = source.renderTarget;
  		this.isRenderTargetTexture = source.isRenderTargetTexture;
  		this.isArrayTexture = source.isArrayTexture;

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

  		this.needsUpdate = true;

  		return this;

  	}

  	/**
  	 * Sets this texture's properties based on `values`.
  	 * @param {Object} values - A container with texture parameters.
  	 */
  	setValues( values ) {

  		for ( const key in values ) {

  			const newValue = values[ key ];

  			if ( newValue === undefined ) {

  				warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  				continue;

  			}

  			const currentValue = this[ key ];

  			if ( currentValue === undefined ) {

  				warn( `Texture.setValues(): property '${ key }' does not exist.` );
  				continue;

  			}

  			if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {

  				currentValue.copy( newValue );

  			} else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {

  				currentValue.copy( newValue );

  			} else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {

  				currentValue.copy( newValue );

  			} else {

  				this[ key ] = newValue;

  			}

  		}

  	}

  	/**
  	 * Serializes the texture into JSON.
  	 *
  	 * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  	 * @return {Object} A JSON object representing the serialized texture.
  	 * @see {@link ObjectLoader#parse}
  	 */
  	toJSON( meta ) {

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

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

  			return meta.textures[ this.uuid ];

  		}

  		const output = {

  			metadata: {
  				version: 4.7,
  				type: 'Texture',
  				generator: 'Texture.toJSON'
  			},

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

  			image: this.source.toJSON( meta ).uuid,

  			mapping: this.mapping,
  			channel: this.channel,

  			repeat: [ this.repeat.x, this.repeat.y ],
  			offset: [ this.offset.x, this.offset.y ],
  			center: [ this.center.x, this.center.y ],
  			rotation: this.rotation,

  			wrap: [ this.wrapS, this.wrapT ],

  			format: this.format,
  			internalFormat: this.internalFormat,
  			type: this.type,
  			colorSpace: this.colorSpace,

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

  			flipY: this.flipY,

  			generateMipmaps: this.generateMipmaps,
  			premultiplyAlpha: this.premultiplyAlpha,
  			unpackAlignment: this.unpackAlignment

  		};

  		if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;

  		if ( ! isRootObject ) {

  			meta.textures[ this.uuid ] = output;

  		}

  		return output;

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever this instance is no longer used in your app.
  	 *
  	 * @fires Texture#dispose
  	 */
  	dispose() {

  		/**
  		 * Fires when the texture has been disposed of.
  		 *
  		 * @event Texture#dispose
  		 * @type {Object}
  		 */
  		this.dispatchEvent( { type: 'dispose' } );

  	}

  	/**
  	 * Transforms the given uv vector with the textures uv transformation matrix.
  	 *
  	 * @param {Vector2} uv - The uv vector.
  	 * @return {Vector2} The transformed uv vector.
  	 */
  	transformUv( uv ) {

  		if ( this.mapping !== 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;

  	}

  	/**
  	 * Setting this property to `true` indicates the engine the texture
  	 * must be updated in the next render. This triggers a texture upload
  	 * to the GPU and ensures correct texture parameter configuration.
  	 *
  	 * @type {boolean}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsUpdate( value ) {

  		if ( value === true ) {

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

  		}

  	}

  	/**
  	 * Setting this property to `true` indicates the engine the PMREM
  	 * must be regenerated.
  	 *
  	 * @type {boolean}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsPMREMUpdate( value ) {

  		if ( value === true ) {

  			this.pmremVersion ++;

  		}

  	}

  }

  /**
   * The default image for all textures.
   *
   * @static
   * @type {?Image}
   * @default null
   */
  Texture.DEFAULT_IMAGE = null;

  /**
   * The default mapping for all textures.
   *
   * @static
   * @type {number}
   * @default UVMapping
   */
  Texture.DEFAULT_MAPPING = UVMapping;

  /**
   * The default anisotropy value for all textures.
   *
   * @static
   * @type {number}
   * @default 1
   */
  Texture.DEFAULT_ANISOTROPY = 1;

  /**
   * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
   * (labeled x, y, z and w), which can be used to represent a number of things, such as:
   *
   * - A point in 4D space.
   * - A direction and length in 4D space. In three.js the length will
   * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
   * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
   * - Any arbitrary ordered quadruplet of numbers.
   *
   * There are other things a 4D vector can be used to represent, however these
   * are the most common uses in *three.js*.
   *
   * Iterating through a vector instance will yield its components `(x, y, z, w)` in
   * the corresponding order.
   * ```js
   * const a = new THREE.Vector4( 0, 1, 0, 0 );
   *
   * //no arguments; will be initialised to (0, 0, 0, 1)
   * const b = new THREE.Vector4( );
   *
   * const d = a.dot( b );
   * ```
   */
  class Vector4 {

  	/**
  	 * Constructs a new 4D vector.
  	 *
  	 * @param {number} [x=0] - The x value of this vector.
  	 * @param {number} [y=0] - The y value of this vector.
  	 * @param {number} [z=0] - The z value of this vector.
  	 * @param {number} [w=1] - The w value of this vector.
  	 */
  	constructor( x = 0, y = 0, z = 0, w = 1 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		Vector4.prototype.isVector4 = true;

  		/**
  		 * The x value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.x = x;

  		/**
  		 * The y value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.y = y;

  		/**
  		 * The z value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.z = z;

  		/**
  		 * The w value of this vector.
  		 *
  		 * @type {number}
  		 */
  		this.w = w;

  	}

  	/**
  	 * Alias for {@link Vector4#z}.
  	 *
  	 * @type {number}
  	 */
  	get width() {

  		return this.z;

  	}

  	set width( value ) {

  		this.z = value;

  	}

  	/**
  	 * Alias for {@link Vector4#w}.
  	 *
  	 * @type {number}
  	 */
  	get height() {

  		return this.w;

  	}

  	set height( value ) {

  		this.w = value;

  	}

  	/**
  	 * Sets the vector components.
  	 *
  	 * @param {number} x - The value of the x component.
  	 * @param {number} y - The value of the y component.
  	 * @param {number} z - The value of the z component.
  	 * @param {number} w - The value of the w component.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	set( x, y, z, w ) {

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

  		return this;

  	}

  	/**
  	 * Sets the vector components to the same value.
  	 *
  	 * @param {number} scalar - The value to set for all vector components.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Sets the vector's x component to the given value
  	 *
  	 * @param {number} x - The value to set.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setX( x ) {

  		this.x = x;

  		return this;

  	}

  	/**
  	 * Sets the vector's y component to the given value
  	 *
  	 * @param {number} y - The value to set.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setY( y ) {

  		this.y = y;

  		return this;

  	}

  	/**
  	 * Sets the vector's z component to the given value
  	 *
  	 * @param {number} z - The value to set.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setZ( z ) {

  		this.z = z;

  		return this;

  	}

  	/**
  	 * Sets the vector's w component to the given value
  	 *
  	 * @param {number} w - The value to set.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setW( w ) {

  		this.w = w;

  		return this;

  	}

  	/**
  	 * Allows to set a vector component with an index.
  	 *
  	 * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  	 * `2` equals to z, `3` equals to w.
  	 * @param {number} value - The value to set.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setComponent( index, value ) {

  		switch ( index ) {

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

  		}

  		return this;

  	}

  	/**
  	 * Returns the value of the vector component which matches the given index.
  	 *
  	 * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  	 * `2` equals to z, `3` equals to w.
  	 * @return {number} A vector component value.
  	 */
  	getComponent( index ) {

  		switch ( index ) {

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

  		}

  	}

  	/**
  	 * Returns a new vector with copied values from this instance.
  	 *
  	 * @return {Vector4} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given vector to this instance.
  	 *
  	 * @param {Vector3|Vector4} v - The vector to copy.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	copy( v ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vector to this instance.
  	 *
  	 * @param {Vector4} v - The vector to add.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	add( v ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given scalar value to all components of this instance.
  	 *
  	 * @param {number} s - The scalar to add.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	addScalar( s ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vectors and stores the result in this instance.
  	 *
  	 * @param {Vector4} a - The first vector.
  	 * @param {Vector4} b - The second vector.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	addVectors( a, b ) {

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

  		return this;

  	}

  	/**
  	 * Adds the given vector scaled by the given factor to this instance.
  	 *
  	 * @param {Vector4} v - The vector.
  	 * @param {number} s - The factor that scales `v`.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	addScaledVector( v, s ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given vector from this instance.
  	 *
  	 * @param {Vector4} v - The vector to subtract.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	sub( v ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given scalar value from all components of this instance.
  	 *
  	 * @param {number} s - The scalar to subtract.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	subScalar( s ) {

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

  		return this;

  	}

  	/**
  	 * Subtracts the given vectors and stores the result in this instance.
  	 *
  	 * @param {Vector4} a - The first vector.
  	 * @param {Vector4} b - The second vector.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	subVectors( a, b ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies the given vector with this instance.
  	 *
  	 * @param {Vector4} v - The vector to multiply.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	multiply( v ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies the given scalar value with all components of this instance.
  	 *
  	 * @param {number} scalar - The scalar to multiply.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	multiplyScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Multiplies this vector with the given 4x4 matrix.
  	 *
  	 * @param {Matrix4} m - The 4x4 matrix.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	applyMatrix4( m ) {

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

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

  		return this;

  	}

  	/**
  	 * Divides this instance by the given vector.
  	 *
  	 * @param {Vector4} v - The vector to divide.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	divide( v ) {

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

  		return this;

  	}

  	/**
  	 * Divides this vector by the given scalar.
  	 *
  	 * @param {number} scalar - The scalar to divide.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	divideScalar( scalar ) {

  		return this.multiplyScalar( 1 / scalar );

  	}

  	/**
  	 * Sets the x, y and z components of this
  	 * vector to the quaternion's axis and w to the angle.
  	 *
  	 * @param {Quaternion} q - The Quaternion to set.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setAxisAngleFromQuaternion( q ) {

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

  		// q is assumed to be normalized

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

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

  		if ( s < 0.0001 ) {

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

  		} else {

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

  		}

  		return this;

  	}

  	/**
  	 * Sets the x, y and z components of this
  	 * vector to the axis of rotation and w to the angle.
  	 *
  	 * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setAxisAngleFromRotationMatrix( m ) {

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

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

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

  			te = m.elements,

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

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

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

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

  				// this singularity is identity matrix so angle = 0

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

  				return this; // zero angle, arbitrary axis

  			}

  			// otherwise this singularity is angle = 180

  			angle = Math.PI;

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

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

  				// m11 is the largest diagonal term

  				if ( xx < epsilon ) {

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

  				} else {

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

  				}

  			} else if ( yy > zz ) {

  				// m22 is the largest diagonal term

  				if ( yy < epsilon ) {

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

  				} else {

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

  				}

  			} else {

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

  				if ( zz < epsilon ) {

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

  				} else {

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

  				}

  			}

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

  			return this; // return 180 deg rotation

  		}

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

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

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

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

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

  		return this;

  	}

  	/**
  	 * Sets the vector components to the position elements of the
  	 * given transformation matrix.
  	 *
  	 * @param {Matrix4} m - The 4x4 matrix.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setFromMatrixPosition( m ) {

  		const e = m.elements;

  		this.x = e[ 12 ];
  		this.y = e[ 13 ];
  		this.z = e[ 14 ];
  		this.w = e[ 15 ];

  		return this;

  	}

  	/**
  	 * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  	 * value, replace that value with the corresponding min value.
  	 *
  	 * @param {Vector4} v - The vector.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	min( v ) {

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

  		return this;

  	}

  	/**
  	 * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  	 * value, replace that value with the corresponding max value.
  	 *
  	 * @param {Vector4} v - The vector.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	max( v ) {

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

  		return this;

  	}

  	/**
  	 * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  	 * value, it is replaced by the corresponding value.
  	 * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  	 * it is replaced by the corresponding value.
  	 *
  	 * @param {Vector4} min - The minimum x, y and z values.
  	 * @param {Vector4} max - The maximum x, y and z values in the desired range.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	clamp( min, max ) {

  		// assumes min < max, componentwise

  		this.x = clamp$1( this.x, min.x, max.x );
  		this.y = clamp$1( this.y, min.y, max.y );
  		this.z = clamp$1( this.z, min.z, max.z );
  		this.w = clamp$1( this.w, min.w, max.w );

  		return this;

  	}

  	/**
  	 * If this vector's x, y, z or w values are greater than the max value, they are
  	 * replaced by the max value.
  	 * If this vector's x, y, z or w values are less than the min value, they are
  	 * replaced by the min value.
  	 *
  	 * @param {number} minVal - The minimum value the components will be clamped to.
  	 * @param {number} maxVal - The maximum value the components will be clamped to.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	clampScalar( minVal, maxVal ) {

  		this.x = clamp$1( this.x, minVal, maxVal );
  		this.y = clamp$1( this.y, minVal, maxVal );
  		this.z = clamp$1( this.z, minVal, maxVal );
  		this.w = clamp$1( this.w, minVal, maxVal );

  		return this;

  	}

  	/**
  	 * If this vector's length is greater than the max value, it is replaced by
  	 * the max value.
  	 * If this vector's length is less than the min value, it is replaced by the
  	 * min value.
  	 *
  	 * @param {number} min - The minimum value the vector length will be clamped to.
  	 * @param {number} max - The maximum value the vector length will be clamped to.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	clampLength( min, max ) {

  		const length = this.length();

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

  	}

  	/**
  	 * The components of this vector are rounded down to the nearest integer value.
  	 *
  	 * @return {Vector4} A reference to this vector.
  	 */
  	floor() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded up to the nearest integer value.
  	 *
  	 * @return {Vector4} A reference to this vector.
  	 */
  	ceil() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded to the nearest integer value
  	 *
  	 * @return {Vector4} A reference to this vector.
  	 */
  	round() {

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

  		return this;

  	}

  	/**
  	 * The components of this vector are rounded towards zero (up if negative,
  	 * down if positive) to an integer value.
  	 *
  	 * @return {Vector4} A reference to this vector.
  	 */
  	roundToZero() {

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

  		return this;

  	}

  	/**
  	 * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  	 *
  	 * @return {Vector4} A reference to this vector.
  	 */
  	negate() {

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

  		return this;

  	}

  	/**
  	 * Calculates the dot product of the given vector with this instance.
  	 *
  	 * @param {Vector4} v - The vector to compute the dot product with.
  	 * @return {number} The result of the dot product.
  	 */
  	dot( v ) {

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

  	}

  	/**
  	 * Computes the square of the Euclidean length (straight-line length) from
  	 * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  	 * compare the length squared instead as it is slightly more efficient to calculate.
  	 *
  	 * @return {number} The square length of this vector.
  	 */
  	lengthSq() {

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

  	}

  	/**
  	 * Computes the  Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  	 *
  	 * @return {number} The length of this vector.
  	 */
  	length() {

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

  	}

  	/**
  	 * Computes the Manhattan length of this vector.
  	 *
  	 * @return {number} The length of this vector.
  	 */
  	manhattanLength() {

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

  	}

  	/**
  	 * Converts this vector to a unit vector - that is, sets it equal to a vector
  	 * with the same direction as this one, but with a vector length of `1`.
  	 *
  	 * @return {Vector4} A reference to this vector.
  	 */
  	normalize() {

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

  	}

  	/**
  	 * Sets this vector to a vector with the same direction as this one, but
  	 * with the specified length.
  	 *
  	 * @param {number} length - The new length of this vector.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	setLength( length ) {

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

  	}

  	/**
  	 * Linearly interpolates between the given vector and this instance, where
  	 * alpha is the percent distance along the line - alpha = 0 will be this
  	 * vector, and alpha = 1 will be the given one.
  	 *
  	 * @param {Vector4} v - The vector to interpolate towards.
  	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	lerp( v, alpha ) {

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

  		return this;

  	}

  	/**
  	 * Linearly interpolates between the given vectors, where alpha is the percent
  	 * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  	 * be the second one. The result is stored in this instance.
  	 *
  	 * @param {Vector4} v1 - The first vector.
  	 * @param {Vector4} v2 - The second vector.
  	 * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	lerpVectors( v1, v2, alpha ) {

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

  		return this;

  	}

  	/**
  	 * Returns `true` if this vector is equal with the given one.
  	 *
  	 * @param {Vector4} v - The vector to test for equality.
  	 * @return {boolean} Whether this vector is equal with the given one.
  	 */
  	equals( v ) {

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

  	}

  	/**
  	 * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  	 * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  	 *
  	 * @param {Array<number>} array - An array holding the vector component values.
  	 * @param {number} [offset=0] - The offset into the array.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	fromArray( array, offset = 0 ) {

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

  		return this;

  	}

  	/**
  	 * Writes the components of this vector to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array holding the vector components.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number>} The vector components.
  	 */
  	toArray( array = [], offset = 0 ) {

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

  		return array;

  	}

  	/**
  	 * Sets the components of this vector from the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  	 * @param {number} index - The index into the attribute.
  	 * @return {Vector4} A reference to this vector.
  	 */
  	fromBufferAttribute( attribute, index ) {

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

  		return this;

  	}

  	/**
  	 * Sets each component of this vector to a pseudo-random value between `0` and
  	 * `1`, excluding `1`.
  	 *
  	 * @return {Vector4} A reference to this vector.
  	 */
  	random() {

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

  		return this;

  	}

  	*[ Symbol.iterator ]() {

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

  	}

  }

  /**
   * A render target is a buffer where the video card draws pixels for a scene
   * that is being rendered in the background. It is used in different effects,
   * such as applying postprocessing to a rendered image before displaying it
   * on the screen.
   *
   * @augments EventDispatcher
   */
  class RenderTarget extends EventDispatcher {

  	/**
  	 * Render target options.
  	 *
  	 * @typedef {Object} RenderTarget~Options
  	 * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  	 * @property {number} [magFilter=LinearFilter] - The mag filter.
  	 * @property {number} [minFilter=LinearFilter] - The min filter.
  	 * @property {number} [format=RGBAFormat] - The texture format.
  	 * @property {number} [type=UnsignedByteType] - The texture type.
  	 * @property {?string} [internalFormat=null] - The texture's internal format.
  	 * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  	 * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  	 * @property {number} [anisotropy=1] - The texture's anisotropy value.
  	 * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  	 * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  	 * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  	 * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  	 * @property {boolean} [resolveStencilBuffer=true] - Whether  to resolve the stencil buffer or not.
  	 * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  	 * @property {number} [samples=0] - The MSAA samples count.
  	 * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  	 * @property {number} [depth=1] - The texture depth.
  	 * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  	 */

  	/**
  	 * Constructs a new render target.
  	 *
  	 * @param {number} [width=1] - The width of the render target.
  	 * @param {number} [height=1] - The height of the render target.
  	 * @param {RenderTarget~Options} [options] - The configuration object.
  	 */
  	constructor( width = 1, height = 1, options = {} ) {

  		super();

  		options = Object.assign( {
  			generateMipmaps: false,
  			internalFormat: null,
  			minFilter: LinearFilter,
  			depthBuffer: true,
  			stencilBuffer: false,
  			resolveDepthBuffer: true,
  			resolveStencilBuffer: true,
  			depthTexture: null,
  			samples: 0,
  			count: 1,
  			depth: 1,
  			multiview: false
  		}, options );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRenderTarget = true;

  		/**
  		 * The width of the render target.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.width = width;

  		/**
  		 * The height of the render target.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.height = height;

  		/**
  		 * The depth of the render target.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.depth = options.depth;

  		/**
  		 * A rectangular area inside the render target's viewport. Fragments that are
  		 * outside the area will be discarded.
  		 *
  		 * @type {Vector4}
  		 * @default (0,0,width,height)
  		 */
  		this.scissor = new Vector4( 0, 0, width, height );

  		/**
  		 * Indicates whether the scissor test should be enabled when rendering into
  		 * this render target or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.scissorTest = false;

  		/**
  		 * A rectangular area representing the render target's viewport.
  		 *
  		 * @type {Vector4}
  		 * @default (0,0,width,height)
  		 */
  		this.viewport = new Vector4( 0, 0, width, height );

  		/**
  		 * An array of textures. Each color attachment is represented as a separate texture.
  		 * Has at least a single entry for the default color attachment.
  		 *
  		 * @type {Array<Texture>}
  		 */
  		this.textures = [];

  		const image = { width: width, height: height, depth: options.depth };
  		const texture = new Texture( image );

  		const count = options.count;
  		for ( let i = 0; i < count; i ++ ) {

  			this.textures[ i ] = texture.clone();
  			this.textures[ i ].isRenderTargetTexture = true;
  			this.textures[ i ].renderTarget = this;

  		}

  		this._setTextureOptions( options );

  		/**
  		 * Whether to allocate a depth buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.depthBuffer = options.depthBuffer;

  		/**
  		 * Whether to allocate a stencil buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.stencilBuffer = options.stencilBuffer;

  		/**
  		 * Whether to resolve the depth buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.resolveDepthBuffer = options.resolveDepthBuffer;

  		/**
  		 * Whether to resolve the stencil buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.resolveStencilBuffer = options.resolveStencilBuffer;

  		this._depthTexture = null;
  		this.depthTexture = options.depthTexture;

  		/**
  		 * The number of MSAA samples.
  		 *
  		 * A value of `0` disables MSAA.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.samples = options.samples;

  		/**
  		 * Whether to this target is used in multiview rendering.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.multiview = options.multiview;

  	}

  	_setTextureOptions( options = {} ) {

  		const values = {
  			minFilter: LinearFilter,
  			generateMipmaps: false,
  			flipY: false,
  			internalFormat: null
  		};

  		if ( options.mapping !== undefined ) values.mapping = options.mapping;
  		if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  		if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  		if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  		if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  		if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  		if ( options.format !== undefined ) values.format = options.format;
  		if ( options.type !== undefined ) values.type = options.type;
  		if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  		if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  		if ( options.flipY !== undefined ) values.flipY = options.flipY;
  		if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  		if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;

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

  			const texture = this.textures[ i ];
  			texture.setValues( values );

  		}

  	}

  	/**
  	 * The texture representing the default color attachment.
  	 *
  	 * @type {Texture}
  	 */
  	get texture() {

  		return this.textures[ 0 ];

  	}

  	set texture( value ) {

  		this.textures[ 0 ] = value;

  	}

  	set depthTexture( current ) {

  		if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  		if ( current !== null ) current.renderTarget = this;

  		this._depthTexture = current;

  	}

  	/**
  	 * Instead of saving the depth in a renderbuffer, a texture
  	 * can be used instead which is useful for further processing
  	 * e.g. in context of post-processing.
  	 *
  	 * @type {?DepthTexture}
  	 * @default null
  	 */
  	get depthTexture() {

  		return this._depthTexture;

  	}

  	/**
  	 * Sets the size of this render target.
  	 *
  	 * @param {number} width - The width.
  	 * @param {number} height - The height.
  	 * @param {number} [depth=1] - The depth.
  	 */
  	setSize( width, height, depth = 1 ) {

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

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

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

  				this.textures[ i ].image.width = width;
  				this.textures[ i ].image.height = height;
  				this.textures[ i ].image.depth = depth;

  				if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693

  					// TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  					// Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  					// both are evaluated on each call?

  					this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;

  				}

  			}

  			this.dispose();

  		}

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

  	}

  	/**
  	 * Returns a new render target with copied values from this instance.
  	 *
  	 * @return {RenderTarget} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the settings of the given render target. This is a structural copy so
  	 * no resources are shared between render targets after the copy. That includes
  	 * all MRT textures and the depth texture.
  	 *
  	 * @param {RenderTarget} source - The render target to copy.
  	 * @return {RenderTarget} A reference to this instance.
  	 */
  	copy( source ) {

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

  		this.scissor.copy( source.scissor );
  		this.scissorTest = source.scissorTest;

  		this.viewport.copy( source.viewport );

  		this.textures.length = 0;

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

  			this.textures[ i ] = source.textures[ i ].clone();
  			this.textures[ i ].isRenderTargetTexture = true;
  			this.textures[ i ].renderTarget = this;

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

  			const image = Object.assign( {}, source.textures[ i ].image );
  			this.textures[ i ].source = new Source( image );

  		}

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

  		this.resolveDepthBuffer = source.resolveDepthBuffer;
  		this.resolveStencilBuffer = source.resolveStencilBuffer;

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

  		this.samples = source.samples;

  		return this;

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever this instance is no longer used in your app.
  	 *
  	 * @fires RenderTarget#dispose
  	 */
  	dispose() {

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

  	}

  }

  /**
   * A render target used in context of {@link WebGLRenderer}.
   *
   * @augments RenderTarget
   */
  class WebGLRenderTarget extends RenderTarget {

  	/**
  	 * Constructs a new 3D render target.
  	 *
  	 * @param {number} [width=1] - The width of the render target.
  	 * @param {number} [height=1] - The height of the render target.
  	 * @param {RenderTarget~Options} [options] - The configuration object.
  	 */
  	constructor( width = 1, height = 1, options = {} ) {

  		super( width, height, options );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isWebGLRenderTarget = true;

  	}

  }

  /**
   * Creates an array of textures directly from raw buffer data.
   *
   * @augments Texture
   */
  class DataArrayTexture extends Texture {

  	/**
  	 * Constructs a new data array texture.
  	 *
  	 * @param {?TypedArray} [data=null] - The buffer data.
  	 * @param {number} [width=1] - The width of the texture.
  	 * @param {number} [height=1] - The height of the texture.
  	 * @param {number} [depth=1] - The depth of the texture.
  	 */
  	constructor( data = null, width = 1, height = 1, depth = 1 ) {

  		super( null );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isDataArrayTexture = true;

  		/**
  		 * The image definition of a data texture.
  		 *
  		 * @type {{data:TypedArray,width:number,height:number,depth:number}}
  		 */
  		this.image = { data, width, height, depth };

  		/**
  		 * How the texture is sampled when a texel covers more than one pixel.
  		 *
  		 * Overwritten and set to `NearestFilter` by default.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default NearestFilter
  		 */
  		this.magFilter = NearestFilter;

  		/**
  		 * How the texture is sampled when a texel covers less than one pixel.
  		 *
  		 * Overwritten and set to `NearestFilter` by default.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default NearestFilter
  		 */
  		this.minFilter = NearestFilter;

  		/**
  		 * This defines how the texture is wrapped in the depth and corresponds to
  		 * *W* in UVW mapping.
  		 *
  		 * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  		 * @default ClampToEdgeWrapping
  		 */
  		this.wrapR = ClampToEdgeWrapping;

  		/**
  		 * Whether to generate mipmaps (if possible) for a texture.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.generateMipmaps = false;

  		/**
  		 * If set to `true`, the texture is flipped along the vertical axis when
  		 * uploaded to the GPU.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flipY = false;

  		/**
  		 * Specifies the alignment requirements for the start of each pixel row in memory.
  		 *
  		 * Overwritten and set to `1` by default.
  		 *
  		 * @type {boolean}
  		 * @default 1
  		 */
  		this.unpackAlignment = 1;

  		/**
  		 * A set of all layers which need to be updated in the texture.
  		 *
  		 * @type {Set<number>}
  		 */
  		this.layerUpdates = new Set();

  	}

  	/**
  	 * Describes that a specific layer of the texture needs to be updated.
  	 * Normally when {@link Texture#needsUpdate} is set to `true`, the
  	 * entire data texture array is sent to the GPU. Marking specific
  	 * layers will only transmit subsets of all mipmaps associated with a
  	 * specific depth in the array which is often much more performant.
  	 *
  	 * @param {number} layerIndex - The layer index that should be updated.
  	 */
  	addLayerUpdate( layerIndex ) {

  		this.layerUpdates.add( layerIndex );

  	}

  	/**
  	 * Resets the layer updates registry.
  	 */
  	clearLayerUpdates() {

  		this.layerUpdates.clear();

  	}

  }

  /**
   * Creates a three-dimensional texture from raw data, with parameters to
   * divide it into width, height, and depth.
   *
   * @augments Texture
   */
  class Data3DTexture extends Texture {

  	/**
  	 * Constructs a new data array texture.
  	 *
  	 * @param {?TypedArray} [data=null] - The buffer data.
  	 * @param {number} [width=1] - The width of the texture.
  	 * @param {number} [height=1] - The height of the texture.
  	 * @param {number} [depth=1] - The depth of the texture.
  	 */
  	constructor( data = null, width = 1, height = 1, depth = 1 ) {

  		// We're going to add .setXXX() methods for setting properties later.
  		// Users can still set in Data3DTexture directly.
  		//
  		//	const texture = new THREE.Data3DTexture( data, width, height, depth );
  		// 	texture.anisotropy = 16;
  		//
  		// See #14839

  		super( null );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isData3DTexture = true;

  		/**
  		 * The image definition of a data texture.
  		 *
  		 * @type {{data:TypedArray,width:number,height:number,depth:number}}
  		 */
  		this.image = { data, width, height, depth };

  		/**
  		 * How the texture is sampled when a texel covers more than one pixel.
  		 *
  		 * Overwritten and set to `NearestFilter` by default.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default NearestFilter
  		 */
  		this.magFilter = NearestFilter;

  		/**
  		 * How the texture is sampled when a texel covers less than one pixel.
  		 *
  		 * Overwritten and set to `NearestFilter` by default.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default NearestFilter
  		 */
  		this.minFilter = NearestFilter;

  		/**
  		 * This defines how the texture is wrapped in the depth and corresponds to
  		 * *W* in UVW mapping.
  		 *
  		 * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  		 * @default ClampToEdgeWrapping
  		 */
  		this.wrapR = ClampToEdgeWrapping;

  		/**
  		 * Whether to generate mipmaps (if possible) for a texture.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.generateMipmaps = false;

  		/**
  		 * If set to `true`, the texture is flipped along the vertical axis when
  		 * uploaded to the GPU.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flipY = false;

  		/**
  		 * Specifies the alignment requirements for the start of each pixel row in memory.
  		 *
  		 * Overwritten and set to `1` by default.
  		 *
  		 * @type {boolean}
  		 * @default 1
  		 */
  		this.unpackAlignment = 1;

  	}

  }

  /**
   * Represents a 4x4 matrix.
   *
   * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
   * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
   *
   * This allows a 3D vector representing a point in 3D space to undergo
   * transformations such as translation, rotation, shear, scale, reflection,
   * orthogonal or perspective projection and so on, by being multiplied by the
   * matrix. This is known as `applying` the matrix to the vector.
   *
   * A Note on Row-Major and Column-Major Ordering:
   *
   * The constructor and {@link Matrix3#set} method take arguments in
   * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
   * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
   * This means that calling:
   * ```js
   * const m = new THREE.Matrix4();
   * m.set( 11, 12, 13, 14,
   *        21, 22, 23, 24,
   *        31, 32, 33, 34,
   *        41, 42, 43, 44 );
   * ```
   * will result in the elements array containing:
   * ```js
   * m.elements = [ 11, 21, 31, 41,
   *                12, 22, 32, 42,
   *                13, 23, 33, 43,
   *                14, 24, 34, 44 ];
   * ```
   * and internally all calculations are performed using column-major ordering.
   * However, as the actual ordering makes no difference mathematically and
   * most people are used to thinking about matrices in row-major order, the
   * three.js documentation shows matrices in row-major order. Just bear in
   * mind that if you are reading the source code, you'll have to take the
   * transpose of any matrices outlined here to make sense of the calculations.
   */
  class Matrix4 {

  	/**
  	 * Constructs a new 4x4 matrix. The arguments are supposed to be
  	 * in row-major order. If no arguments are provided, the constructor
  	 * initializes the matrix as an identity matrix.
  	 *
  	 * @param {number} [n11] - 1-1 matrix element.
  	 * @param {number} [n12] - 1-2 matrix element.
  	 * @param {number} [n13] - 1-3 matrix element.
  	 * @param {number} [n14] - 1-4 matrix element.
  	 * @param {number} [n21] - 2-1 matrix element.
  	 * @param {number} [n22] - 2-2 matrix element.
  	 * @param {number} [n23] - 2-3 matrix element.
  	 * @param {number} [n24] - 2-4 matrix element.
  	 * @param {number} [n31] - 3-1 matrix element.
  	 * @param {number} [n32] - 3-2 matrix element.
  	 * @param {number} [n33] - 3-3 matrix element.
  	 * @param {number} [n34] - 3-4 matrix element.
  	 * @param {number} [n41] - 4-1 matrix element.
  	 * @param {number} [n42] - 4-2 matrix element.
  	 * @param {number} [n43] - 4-3 matrix element.
  	 * @param {number} [n44] - 4-4 matrix element.
  	 */
  	constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		Matrix4.prototype.isMatrix4 = true;

  		/**
  		 * A column-major list of matrix values.
  		 *
  		 * @type {Array<number>}
  		 */
  		this.elements = [

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

  		];

  		if ( n11 !== undefined ) {

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

  		}

  	}

  	/**
  	 * Sets the elements of the matrix.The arguments are supposed to be
  	 * in row-major order.
  	 *
  	 * @param {number} [n11] - 1-1 matrix element.
  	 * @param {number} [n12] - 1-2 matrix element.
  	 * @param {number} [n13] - 1-3 matrix element.
  	 * @param {number} [n14] - 1-4 matrix element.
  	 * @param {number} [n21] - 2-1 matrix element.
  	 * @param {number} [n22] - 2-2 matrix element.
  	 * @param {number} [n23] - 2-3 matrix element.
  	 * @param {number} [n24] - 2-4 matrix element.
  	 * @param {number} [n31] - 3-1 matrix element.
  	 * @param {number} [n32] - 3-2 matrix element.
  	 * @param {number} [n33] - 3-3 matrix element.
  	 * @param {number} [n34] - 3-4 matrix element.
  	 * @param {number} [n41] - 4-1 matrix element.
  	 * @param {number} [n42] - 4-2 matrix element.
  	 * @param {number} [n43] - 4-3 matrix element.
  	 * @param {number} [n44] - 4-4 matrix element.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

  		const te = this.elements;

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

  		return this;

  	}

  	/**
  	 * Sets this matrix to the 4x4 identity matrix.
  	 *
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	identity() {

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Returns a matrix with copied values from this instance.
  	 *
  	 * @return {Matrix4} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given matrix to this instance.
  	 *
  	 * @param {Matrix4} m - The matrix to copy.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	copy( m ) {

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

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

  		return this;

  	}

  	/**
  	 * Copies the translation component of the given matrix
  	 * into this matrix's translation component.
  	 *
  	 * @param {Matrix4} m - The matrix to copy the translation component.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	copyPosition( m ) {

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

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

  		return this;

  	}

  	/**
  	 * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  	 *
  	 * @param {Matrix3} m - The 3x3 matrix.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	setFromMatrix3( m ) {

  		const me = m.elements;

  		this.set(

  			me[ 0 ], me[ 3 ], me[ 6 ], 0,
  			me[ 1 ], me[ 4 ], me[ 7 ], 0,
  			me[ 2 ], me[ 5 ], me[ 8 ], 0,
  			0, 0, 0, 1

  		);

  		return this;

  	}

  	/**
  	 * Extracts the basis of this matrix into the three axis vectors provided.
  	 *
  	 * @param {Vector3} xAxis - The basis's x axis.
  	 * @param {Vector3} yAxis - The basis's y axis.
  	 * @param {Vector3} zAxis - The basis's z axis.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	extractBasis( xAxis, yAxis, zAxis ) {

  		if ( this.determinant() === 0 ) {

  			xAxis.set( 1, 0, 0 );
  			yAxis.set( 0, 1, 0 );
  			zAxis.set( 0, 0, 1 );

  			return this;

  		}

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

  		return this;

  	}

  	/**
  	 * Sets the given basis vectors to this matrix.
  	 *
  	 * @param {Vector3} xAxis - The basis's x axis.
  	 * @param {Vector3} yAxis - The basis's y axis.
  	 * @param {Vector3} zAxis - The basis's z axis.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeBasis( xAxis, yAxis, zAxis ) {

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

  		return this;

  	}

  	/**
  	 * Extracts the rotation component of the given matrix
  	 * into this matrix's rotation component.
  	 *
  	 * Note: This method does not support reflection matrices.
  	 *
  	 * @param {Matrix4} m - The matrix.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	extractRotation( m ) {

  		if ( m.determinant() === 0 ) {

  			return this.identity();

  		}

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

  		const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
  		const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
  		const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();

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

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

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

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

  		return this;

  	}

  	/**
  	 * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  	 * the rotation specified by the given Euler angles. The rest of
  	 * the matrix is set to the identity. Depending on the {@link Euler#order},
  	 * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  	 * for a complete list.
  	 *
  	 * @param {Euler} euler - The Euler angles.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeRotationFromEuler( euler ) {

  		const te = this.elements;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  		}

  		// 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;

  	}

  	/**
  	 * Sets the rotation component of this matrix to the rotation specified by
  	 * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  	 * The rest of the matrix is set to the identity.
  	 *
  	 * @param {Quaternion} q - The Quaternion.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeRotationFromQuaternion( q ) {

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

  	}

  	/**
  	 * Sets the rotation component of the transformation matrix, looking from `eye` towards
  	 * `target`, and oriented by the up-direction.
  	 *
  	 * @param {Vector3} eye - The eye vector.
  	 * @param {Vector3} target - The target vector.
  	 * @param {Vector3} up - The up vector.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	lookAt( eye, target, up ) {

  		const te = this.elements;

  		_z.subVectors( eye, target );

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

  			// 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;

  	}

  	/**
  	 * Post-multiplies this matrix by the given 4x4 matrix.
  	 *
  	 * @param {Matrix4} m - The matrix to multiply with.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	multiply( m ) {

  		return this.multiplyMatrices( this, m );

  	}

  	/**
  	 * Pre-multiplies this matrix by the given 4x4 matrix.
  	 *
  	 * @param {Matrix4} m - The matrix to multiply with.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	premultiply( m ) {

  		return this.multiplyMatrices( m, this );

  	}

  	/**
  	 * Multiples the given 4x4 matrices and stores the result
  	 * in this matrix.
  	 *
  	 * @param {Matrix4} a - The first matrix.
  	 * @param {Matrix4} b - The second matrix.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	multiplyMatrices( a, b ) {

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

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

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

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

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

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

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

  		return this;

  	}

  	/**
  	 * Multiplies every component of the matrix by the given scalar.
  	 *
  	 * @param {number} s - The scalar.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	multiplyScalar( s ) {

  		const te = this.elements;

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

  		return this;

  	}

  	/**
  	 * Computes and returns the determinant of this matrix.
  	 *
  	 * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  	 *
  	 * @return {number} The determinant.
  	 */
  	determinant() {

  		const te = this.elements;

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

  		const t11 = n23 * n34 - n24 * n33;
  		const t12 = n22 * n34 - n24 * n32;
  		const t13 = n22 * n33 - n23 * n32;

  		const t21 = n21 * n34 - n24 * n31;
  		const t22 = n21 * n33 - n23 * n31;
  		const t23 = n21 * n32 - n22 * n31;

  		return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  			n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  			n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  			n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );

  	}

  	/**
  	 * Transposes this matrix in place.
  	 *
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	transpose() {

  		const te = this.elements;
  		let tmp;

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

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

  		return this;

  	}

  	/**
  	 * Sets the position component for this matrix from the given vector,
  	 * without affecting the rest of the matrix.
  	 *
  	 * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  	 * @param {number} y - The y component of the vector.
  	 * @param {number} z - The z component of the vector.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	setPosition( x, y, z ) {

  		const te = this.elements;

  		if ( x.isVector3 ) {

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

  		} else {

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

  		}

  		return this;

  	}

  	/**
  	 * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  	 * You can not invert with a determinant of zero. If you attempt this, the method produces
  	 * a zero matrix instead.
  	 *
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	invert() {

  		// based on https://github.com/toji/gl-matrix
  		const te = this.elements,

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

  			t1 = n11 * n22 - n21 * n12,
  			t2 = n11 * n32 - n31 * n12,
  			t3 = n11 * n42 - n41 * n12,
  			t4 = n21 * n32 - n31 * n22,
  			t5 = n21 * n42 - n41 * n22,
  			t6 = n31 * n42 - n41 * n32,
  			t7 = n13 * n24 - n23 * n14,
  			t8 = n13 * n34 - n33 * n14,
  			t9 = n13 * n44 - n43 * n14,
  			t10 = n23 * n34 - n33 * n24,
  			t11 = n23 * n44 - n43 * n24,
  			t12 = n33 * n44 - n43 * n34;

  		const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;

  		if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );

  		const detInv = 1 / det;

  		te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
  		te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
  		te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
  		te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;

  		te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
  		te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
  		te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
  		te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;

  		te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
  		te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
  		te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
  		te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;

  		te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
  		te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
  		te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
  		te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;

  		return this;

  	}

  	/**
  	 * Multiplies the columns of this matrix by the given vector.
  	 *
  	 * @param {Vector3} v - The scale vector.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	scale( v ) {

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

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

  		return this;

  	}

  	/**
  	 * Gets the maximum scale value of the three axes.
  	 *
  	 * @return {number} The maximum scale.
  	 */
  	getMaxScaleOnAxis() {

  		const te = this.elements;

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

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

  	}

  	/**
  	 * Sets this matrix as a translation transform from the given vector.
  	 *
  	 * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  	 * @param {number} y - The amount to translate in the Y axis.
  	 * @param {number} z - The amount to translate in the z axis.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeTranslation( x, y, z ) {

  		if ( x.isVector3 ) {

  			this.set(

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

  			);

  		} else {

  			this.set(

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

  			);

  		}

  		return this;

  	}

  	/**
  	 * Sets this matrix as a rotational transformation around the X axis by
  	 * the given angle.
  	 *
  	 * @param {number} theta - The rotation in radians.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeRotationX( theta ) {

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

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Sets this matrix as a rotational transformation around the Y axis by
  	 * the given angle.
  	 *
  	 * @param {number} theta - The rotation in radians.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeRotationY( theta ) {

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

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Sets this matrix as a rotational transformation around the Z axis by
  	 * the given angle.
  	 *
  	 * @param {number} theta - The rotation in radians.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeRotationZ( theta ) {

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

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Sets this matrix as a rotational transformation around the given axis by
  	 * the given angle.
  	 *
  	 * This is a somewhat controversial but mathematically sound alternative to
  	 * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  	 *
  	 * @param {Vector3} axis - The normalized rotation axis.
  	 * @param {number} angle - The rotation in radians.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeRotationAxis( axis, angle ) {

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

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

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Sets this matrix as a scale transformation.
  	 *
  	 * @param {number} x - The amount to scale in the X axis.
  	 * @param {number} y - The amount to scale in the Y axis.
  	 * @param {number} z - The amount to scale in the Z axis.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeScale( x, y, z ) {

  		this.set(

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

  		);

  		return this;

  	}

  	/**
  	 * Sets this matrix as a shear transformation.
  	 *
  	 * @param {number} xy - The amount to shear X by Y.
  	 * @param {number} xz - The amount to shear X by Z.
  	 * @param {number} yx - The amount to shear Y by X.
  	 * @param {number} yz - The amount to shear Y by Z.
  	 * @param {number} zx - The amount to shear Z by X.
  	 * @param {number} zy - The amount to shear Z by Y.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeShear( xy, xz, yx, yz, zx, zy ) {

  		this.set(

  			1, yx, zx, 0,
  			xy, 1, zy, 0,
  			xz, yz, 1, 0,
  			0, 0, 0, 1

  		);

  		return this;

  	}

  	/**
  	 * Sets this matrix to the transformation composed of the given position,
  	 * rotation (Quaternion) and scale.
  	 *
  	 * @param {Vector3} position - The position vector.
  	 * @param {Quaternion} quaternion - The rotation as a Quaternion.
  	 * @param {Vector3} scale - The scale vector.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	compose( position, quaternion, scale ) {

  		const te = this.elements;

  		const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  		const x2 = x + x,	y2 = y + y, z2 = z + z;
  		const xx = x * x2, xy = x * y2, xz = x * z2;
  		const yy = y * y2, yz = y * z2, zz = z * z2;
  		const wx = w * x2, wy = w * y2, wz = w * z2;

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

  		te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  		te[ 1 ] = ( xy + wz ) * sx;
  		te[ 2 ] = ( xz - wy ) * sx;
  		te[ 3 ] = 0;

  		te[ 4 ] = ( xy - wz ) * sy;
  		te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  		te[ 6 ] = ( yz + wx ) * sy;
  		te[ 7 ] = 0;

  		te[ 8 ] = ( xz + wy ) * sz;
  		te[ 9 ] = ( yz - wx ) * sz;
  		te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  		te[ 11 ] = 0;

  		te[ 12 ] = position.x;
  		te[ 13 ] = position.y;
  		te[ 14 ] = position.z;
  		te[ 15 ] = 1;

  		return this;

  	}

  	/**
  	 * Decomposes this matrix into its position, rotation and scale components
  	 * and provides the result in the given objects.
  	 *
  	 * Note: Not all matrices are decomposable in this way. For example, if an
  	 * object has a non-uniformly scaled parent, then the object's world matrix
  	 * may not be decomposable, and this method may not be appropriate.
  	 *
  	 * @param {Vector3} position - The position vector.
  	 * @param {Quaternion} quaternion - The rotation as a Quaternion.
  	 * @param {Vector3} scale - The scale vector.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	decompose( position, quaternion, scale ) {

  		const te = this.elements;

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

  		const det = this.determinant();

  		if ( det === 0 ) {

  			scale.set( 1, 1, 1 );
  			quaternion.identity();

  			return this;

  		}

  		let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  		const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  		const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();

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

  		// scale the rotation part
  		_m1$2$1.copy( this );

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

  		_m1$2$1.elements[ 0 ] *= invSX;
  		_m1$2$1.elements[ 1 ] *= invSX;
  		_m1$2$1.elements[ 2 ] *= invSX;

  		_m1$2$1.elements[ 4 ] *= invSY;
  		_m1$2$1.elements[ 5 ] *= invSY;
  		_m1$2$1.elements[ 6 ] *= invSY;

  		_m1$2$1.elements[ 8 ] *= invSZ;
  		_m1$2$1.elements[ 9 ] *= invSZ;
  		_m1$2$1.elements[ 10 ] *= invSZ;

  		quaternion.setFromRotationMatrix( _m1$2$1 );

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

  		return this;

  	}

  	/**
  	 * Creates a perspective projection matrix. This is used internally by
  	 * {@link PerspectiveCamera#updateProjectionMatrix}.

  	 * @param {number} left - Left boundary of the viewing frustum at the near plane.
  	 * @param {number} right - Right boundary of the viewing frustum at the near plane.
  	 * @param {number} top - Top boundary of the viewing frustum at the near plane.
  	 * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  	 * @param {number} near - The distance from the camera to the near plane.
  	 * @param {number} far - The distance from the camera to the far plane.
  	 * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  	 * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {

  		const te = this.elements;

  		const x = 2 * near / ( right - left );
  		const y = 2 * near / ( top - bottom );

  		const a = ( right + left ) / ( right - left );
  		const b = ( top + bottom ) / ( top - bottom );

  		let c, d;

  		if ( reversedDepth ) {

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

  		} else {

  			if ( coordinateSystem === WebGLCoordinateSystem ) {

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

  			} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

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

  			} else {

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

  			}

  		}

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

  		return this;

  	}

  	/**
  	 * Creates a orthographic projection matrix. This is used internally by
  	 * {@link OrthographicCamera#updateProjectionMatrix}.

  	 * @param {number} left - Left boundary of the viewing frustum at the near plane.
  	 * @param {number} right - Right boundary of the viewing frustum at the near plane.
  	 * @param {number} top - Top boundary of the viewing frustum at the near plane.
  	 * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  	 * @param {number} near - The distance from the camera to the near plane.
  	 * @param {number} far - The distance from the camera to the far plane.
  	 * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  	 * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {

  		const te = this.elements;

  		const x = 2 / ( right - left );
  		const y = 2 / ( top - bottom );

  		const a = - ( right + left ) / ( right - left );
  		const b = - ( top + bottom ) / ( top - bottom );

  		let c, d;

  		if ( reversedDepth ) {

  			c = 1 / ( far - near );
  			d = far / ( far - near );

  		} else {

  			if ( coordinateSystem === WebGLCoordinateSystem ) {

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

  			} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

  				c = -1 / ( far - near );
  				d = - near / ( far - near );

  			} else {

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

  			}

  		}

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

  		return this;

  	}

  	/**
  	 * Returns `true` if this matrix is equal with the given one.
  	 *
  	 * @param {Matrix4} matrix - The matrix to test for equality.
  	 * @return {boolean} Whether this matrix is equal with the given one.
  	 */
  	equals( matrix ) {

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

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

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

  		}

  		return true;

  	}

  	/**
  	 * Sets the elements of the matrix from the given array.
  	 *
  	 * @param {Array<number>} array - The matrix elements in column-major order.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Matrix4} A reference to this matrix.
  	 */
  	fromArray( array, offset = 0 ) {

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

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

  		}

  		return this;

  	}

  	/**
  	 * Writes the elements of this matrix to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number>} The matrix elements in column-major order.
  	 */
  	toArray( array = [], offset = 0 ) {

  		const te = this.elements;

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

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

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

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

  		return array;

  	}

  }

  const _v1$7 = /*@__PURE__*/ new Vector3();
  const _m1$2$1 = /*@__PURE__*/ new Matrix4();
  const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  const _x = /*@__PURE__*/ new Vector3();
  const _y = /*@__PURE__*/ new Vector3();
  const _z = /*@__PURE__*/ new Vector3();

  const _matrix$2 = /*@__PURE__*/ new Matrix4();
  const _quaternion$4 = /*@__PURE__*/ new Quaternion();

  /**
   * A class representing Euler angles.
   *
   * Euler angles describe a rotational transformation by rotating an object on
   * its various axes in specified amounts per axis, and a specified axis
   * order.
   *
   * Iterating through an instance will yield its components (x, y, z,
   * order) in the corresponding order.
   *
   * ```js
   * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
   * const b = new THREE.Vector3( 1, 0, 1 );
   * b.applyEuler(a);
   * ```
   */
  class Euler {

  	/**
  	 * Constructs a new euler instance.
  	 *
  	 * @param {number} [x=0] - The angle of the x axis in radians.
  	 * @param {number} [y=0] - The angle of the y axis in radians.
  	 * @param {number} [z=0] - The angle of the z axis in radians.
  	 * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  	 */
  	constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isEuler = true;

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

  	}

  	/**
  	 * The angle of the x axis in radians.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get x() {

  		return this._x;

  	}

  	set x( value ) {

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

  	}

  	/**
  	 * The angle of the y axis in radians.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get y() {

  		return this._y;

  	}

  	set y( value ) {

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

  	}

  	/**
  	 * The angle of the z axis in radians.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get z() {

  		return this._z;

  	}

  	set z( value ) {

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

  	}

  	/**
  	 * A string representing the order that the rotations are applied.
  	 *
  	 * @type {string}
  	 * @default 'XYZ'
  	 */
  	get order() {

  		return this._order;

  	}

  	set order( value ) {

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

  	}

  	/**
  	 * Sets the Euler components.
  	 *
  	 * @param {number} x - The angle of the x axis in radians.
  	 * @param {number} y - The angle of the y axis in radians.
  	 * @param {number} z - The angle of the z axis in radians.
  	 * @param {string} [order] - A string representing the order that the rotations are applied.
  	 * @return {Euler} A reference to this Euler instance.
  	 */
  	set( x, y, z, order = this._order ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Returns a new Euler instance with copied values from this instance.
  	 *
  	 * @return {Euler} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given Euler instance to this instance.
  	 *
  	 * @param {Euler} euler - The Euler instance to copy.
  	 * @return {Euler} A reference to this Euler instance.
  	 */
  	copy( euler ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Sets the angles of this Euler instance from a pure rotation matrix.
  	 *
  	 * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  	 * @param {string} [order] - A string representing the order that the rotations are applied.
  	 * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  	 * @return {Euler} A reference to this Euler instance.
  	 */
  	setFromRotationMatrix( m, order = this._order, update = true ) {

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

  		switch ( order ) {

  			case 'XYZ':

  				this._y = Math.asin( clamp$1( m13, -1, 1 ) );

  				if ( Math.abs( m13 ) < 0.9999999 ) {

  					this._x = Math.atan2( - m23, m33 );
  					this._z = Math.atan2( - m12, m11 );

  				} else {

  					this._x = Math.atan2( m32, m22 );
  					this._z = 0;

  				}

  				break;

  			case 'YXZ':

  				this._x = Math.asin( - clamp$1( m23, -1, 1 ) );

  				if ( Math.abs( m23 ) < 0.9999999 ) {

  					this._y = Math.atan2( m13, m33 );
  					this._z = Math.atan2( m21, m22 );

  				} else {

  					this._y = Math.atan2( - m31, m11 );
  					this._z = 0;

  				}

  				break;

  			case 'ZXY':

  				this._x = Math.asin( clamp$1( m32, -1, 1 ) );

  				if ( Math.abs( m32 ) < 0.9999999 ) {

  					this._y = Math.atan2( - m31, m33 );
  					this._z = Math.atan2( - m12, m22 );

  				} else {

  					this._y = 0;
  					this._z = Math.atan2( m21, m11 );

  				}

  				break;

  			case 'ZYX':

  				this._y = Math.asin( - clamp$1( m31, -1, 1 ) );

  				if ( Math.abs( m31 ) < 0.9999999 ) {

  					this._x = Math.atan2( m32, m33 );
  					this._z = Math.atan2( m21, m11 );

  				} else {

  					this._x = 0;
  					this._z = Math.atan2( - m12, m22 );

  				}

  				break;

  			case 'YZX':

  				this._z = Math.asin( clamp$1( m21, -1, 1 ) );

  				if ( Math.abs( m21 ) < 0.9999999 ) {

  					this._x = Math.atan2( - m23, m22 );
  					this._y = Math.atan2( - m31, m11 );

  				} else {

  					this._x = 0;
  					this._y = Math.atan2( m13, m33 );

  				}

  				break;

  			case 'XZY':

  				this._z = Math.asin( - clamp$1( m12, -1, 1 ) );

  				if ( Math.abs( m12 ) < 0.9999999 ) {

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

  				} else {

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

  				}

  				break;

  			default:

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

  		}

  		this._order = order;

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

  		return this;

  	}

  	/**
  	 * Sets the angles of this Euler instance from a normalized quaternion.
  	 *
  	 * @param {Quaternion} q - A normalized Quaternion.
  	 * @param {string} [order] - A string representing the order that the rotations are applied.
  	 * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  	 * @return {Euler} A reference to this Euler instance.
  	 */
  	setFromQuaternion( q, order, update ) {

  		_matrix$2.makeRotationFromQuaternion( q );

  		return this.setFromRotationMatrix( _matrix$2, order, update );

  	}

  	/**
  	 * Sets the angles of this Euler instance from the given vector.
  	 *
  	 * @param {Vector3} v - The vector.
  	 * @param {string} [order] - A string representing the order that the rotations are applied.
  	 * @return {Euler} A reference to this Euler instance.
  	 */
  	setFromVector3( v, order = this._order ) {

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

  	}

  	/**
  	 * Resets the euler angle with a new order by creating a quaternion from this
  	 * euler angle and then setting this euler angle with the quaternion and the
  	 * new order.
  	 *
  	 * Warning: This discards revolution information.
  	 *
  	 * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  	 * @return {Euler} A reference to this Euler instance.
  	 */
  	reorder( newOrder ) {

  		_quaternion$4.setFromEuler( this );

  		return this.setFromQuaternion( _quaternion$4, newOrder );

  	}

  	/**
  	 * Returns `true` if this Euler instance is equal with the given one.
  	 *
  	 * @param {Euler} euler - The Euler instance to test for equality.
  	 * @return {boolean} Whether this Euler instance is equal with the given one.
  	 */
  	equals( euler ) {

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

  	}

  	/**
  	 * Sets this Euler instance's components to values from the given array. The first three
  	 * entries of the array are assign to the x,y and z components. An optional fourth entry
  	 * defines the Euler order.
  	 *
  	 * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  	 * @return {Euler} A reference to this Euler instance.
  	 */
  	fromArray( array ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	/**
  	 * Writes the components of this Euler instance to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number,number,number,string>} The Euler components.
  	 */
  	toArray( array = [], offset = 0 ) {

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

  		return array;

  	}

  	_onChange( callback ) {

  		this._onChangeCallback = callback;

  		return this;

  	}

  	_onChangeCallback() {}

  	*[ Symbol.iterator ]() {

  		yield this._x;
  		yield this._y;
  		yield this._z;
  		yield this._order;

  	}

  }

  /**
   * The default Euler angle order.
   *
   * @static
   * @type {string}
   * @default 'XYZ'
   */
  Euler.DEFAULT_ORDER = 'XYZ';

  /**
   * A layers object assigns an 3D object to 1 or more of 32
   * layers numbered `0` to `31` - internally the layers are stored as a
   * bit mask], and by default all 3D objects are a member of layer `0`.
   *
   * This can be used to control visibility - an object must share a layer with
   * a camera to be visible when that camera's view is
   * rendered.
   *
   * All classes that inherit from {@link Object3D} have an `layers` property which
   * is an instance of this class.
   */
  class Layers {

  	/**
  	 * Constructs a new layers instance, with membership
  	 * initially set to layer `0`.
  	 */
  	constructor() {

  		/**
  		 * A bit mask storing which of the 32 layers this layers object is currently
  		 * a member of.
  		 *
  		 * @type {number}
  		 */
  		this.mask = 1 | 0;

  	}

  	/**
  	 * Sets membership to the given layer, and remove membership all other layers.
  	 *
  	 * @param {number} layer - The layer to set.
  	 */
  	set( layer ) {

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

  	}

  	/**
  	 * Adds membership of the given layer.
  	 *
  	 * @param {number} layer - The layer to enable.
  	 */
  	enable( layer ) {

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

  	}

  	/**
  	 * Adds membership to all layers.
  	 */
  	enableAll() {

  		this.mask = 0xffffffff | 0;

  	}

  	/**
  	 * Toggles the membership of the given layer.
  	 *
  	 * @param {number} layer - The layer to toggle.
  	 */
  	toggle( layer ) {

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

  	}

  	/**
  	 * Removes membership of the given layer.
  	 *
  	 * @param {number} layer - The layer to enable.
  	 */
  	disable( layer ) {

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

  	}

  	/**
  	 * Removes the membership from all layers.
  	 */
  	disableAll() {

  		this.mask = 0;

  	}

  	/**
  	 * Returns `true` if this and the given layers object have at least one
  	 * layer in common.
  	 *
  	 * @param {Layers} layers - The layers to test.
  	 * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  	 */
  	test( layers ) {

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

  	}

  	/**
  	 * Returns `true` if the given layer is enabled.
  	 *
  	 * @param {number} layer - The layer to test.
  	 * @return {boolean } Whether the given layer is enabled or not.
  	 */
  	isEnabled( layer ) {

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

  	}

  }

  let _object3DId = 0;

  const _v1$6 = /*@__PURE__*/ new Vector3();
  const _q1 = /*@__PURE__*/ new Quaternion();
  const _m1$1$2 = /*@__PURE__*/ new Matrix4();
  const _target = /*@__PURE__*/ new Vector3();

  const _position$4 = /*@__PURE__*/ new Vector3();
  const _scale$3 = /*@__PURE__*/ new Vector3();
  const _quaternion$3 = /*@__PURE__*/ new Quaternion();

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

  /**
   * Fires when the object has been added to its parent object.
   *
   * @event Object3D#added
   * @type {Object}
   */
  const _addedEvent = { type: 'added' };

  /**
   * Fires when the object has been removed from its parent object.
   *
   * @event Object3D#removed
   * @type {Object}
   */
  const _removedEvent = { type: 'removed' };

  /**
   * Fires when a new child object has been added.
   *
   * @event Object3D#childadded
   * @type {Object}
   */
  const _childaddedEvent = { type: 'childadded', child: null };

  /**
   * Fires when a child object has been removed.
   *
   * @event Object3D#childremoved
   * @type {Object}
   */
  const _childremovedEvent = { type: 'childremoved', child: null };

  /**
   * This is the base class for most objects in three.js and provides a set of
   * properties and methods for manipulating objects in 3D space.
   *
   * @augments EventDispatcher
   */
  class Object3D extends EventDispatcher {

  	/**
  	 * Constructs a new 3D object.
  	 */
  	constructor() {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isObject3D = true;

  		/**
  		 * The ID of the 3D object.
  		 *
  		 * @name Object3D#id
  		 * @type {number}
  		 * @readonly
  		 */
  		Object.defineProperty( this, 'id', { value: _object3DId ++ } );

  		/**
  		 * The UUID of the 3D object.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.uuid = generateUUID();

  		/**
  		 * The name of the 3D object.
  		 *
  		 * @type {string}
  		 */
  		this.name = '';

  		/**
  		 * The type property is used for detecting the object type
  		 * in context of serialization/deserialization.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.type = 'Object3D';

  		/**
  		 * A reference to the parent object.
  		 *
  		 * @type {?Object3D}
  		 * @default null
  		 */
  		this.parent = null;

  		/**
  		 * An array holding the child 3D objects of this instance.
  		 *
  		 * @type {Array<Object3D>}
  		 */
  		this.children = [];

  		/**
  		 * Defines the `up` direction of the 3D object which influences
  		 * the orientation via methods like {@link Object3D#lookAt}.
  		 *
  		 * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  		 *
  		 * @type {Vector3}
  		 */
  		this.up = Object3D.DEFAULT_UP.clone();

  		const position = new Vector3();
  		const rotation = new Euler();
  		const quaternion = new Quaternion();
  		const scale = new Vector3( 1, 1, 1 );

  		function onRotationChange() {

  			quaternion.setFromEuler( rotation, false );

  		}

  		function onQuaternionChange() {

  			rotation.setFromQuaternion( quaternion, undefined, false );

  		}

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

  		Object.defineProperties( this, {
  			/**
  			 * Represents the object's local position.
  			 *
  			 * @name Object3D#position
  			 * @type {Vector3}
  			 * @default (0,0,0)
  			 */
  			position: {
  				configurable: true,
  				enumerable: true,
  				value: position
  			},
  			/**
  			 * Represents the object's local rotation as Euler angles, in radians.
  			 *
  			 * @name Object3D#rotation
  			 * @type {Euler}
  			 * @default (0,0,0)
  			 */
  			rotation: {
  				configurable: true,
  				enumerable: true,
  				value: rotation
  			},
  			/**
  			 * Represents the object's local rotation as Quaternions.
  			 *
  			 * @name Object3D#quaternion
  			 * @type {Quaternion}
  			 */
  			quaternion: {
  				configurable: true,
  				enumerable: true,
  				value: quaternion
  			},
  			/**
  			 * Represents the object's local scale.
  			 *
  			 * @name Object3D#scale
  			 * @type {Vector3}
  			 * @default (1,1,1)
  			 */
  			scale: {
  				configurable: true,
  				enumerable: true,
  				value: scale
  			},
  			/**
  			 * Represents the object's model-view matrix.
  			 *
  			 * @name Object3D#modelViewMatrix
  			 * @type {Matrix4}
  			 */
  			modelViewMatrix: {
  				value: new Matrix4()
  			},
  			/**
  			 * Represents the object's normal matrix.
  			 *
  			 * @name Object3D#normalMatrix
  			 * @type {Matrix3}
  			 */
  			normalMatrix: {
  				value: new Matrix3()
  			}
  		} );

  		/**
  		 * Represents the object's transformation matrix in local space.
  		 *
  		 * @type {Matrix4}
  		 */
  		this.matrix = new Matrix4();

  		/**
  		 * Represents the object's transformation matrix in world space.
  		 * If the 3D object has no parent, then it's identical to the local transformation matrix
  		 *
  		 * @type {Matrix4}
  		 */
  		this.matrixWorld = new Matrix4();

  		/**
  		 * When set to `true`, the engine automatically computes the local matrix from position,
  		 * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
  		 * the local matrix by calling `updateMatrix()`.
  		 *
  		 * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;

  		/**
  		 * When set to `true`, the engine automatically computes the world matrix from the current local
  		 * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
  		 * recomputing the world matrix by directly updating the `matrixWorld` property.
  		 *
  		 * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer

  		/**
  		 * When set to `true`, it calculates the world matrix in that frame and resets this property
  		 * to `false`.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.matrixWorldNeedsUpdate = false;

  		/**
  		 * The layer membership of the 3D object. The 3D object is only visible if it has
  		 * at least one layer in common with the camera in use. This property can also be
  		 * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  		 *
  		 * @type {Layers}
  		 */
  		this.layers = new Layers();

  		/**
  		 * When set to `true`, the 3D object gets rendered.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.visible = true;

  		/**
  		 * When set to `true`, the 3D object gets rendered into shadow maps.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.castShadow = false;

  		/**
  		 * When set to `true`, the 3D object is affected by shadows in the scene.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.receiveShadow = false;

  		/**
  		 * When set to `true`, the 3D object is honored by view frustum culling.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.frustumCulled = true;

  		/**
  		 * This value allows the default rendering order of scene graph objects to be
  		 * overridden although opaque and transparent objects remain sorted independently.
  		 * When this property is set for an instance of {@link Group},all descendants
  		 * objects will be sorted and rendered together. Sorting is from lowest to highest
  		 * render order.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.renderOrder = 0;

  		/**
  		 * An array holding the animation clips of the 3D object.
  		 *
  		 * @type {Array<AnimationClip>}
  		 */
  		this.animations = [];

  		/**
  		 * Custom depth material to be used when rendering to the depth map. Can only be used
  		 * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  		 * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  		 * material for proper shadows.
  		 *
  		 * Only relevant in context of {@link WebGLRenderer}.
  		 *
  		 * @type {(Material|undefined)}
  		 * @default undefined
  		 */
  		this.customDepthMaterial = undefined;

  		/**
  		 * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  		 *
  		 * Only relevant in context of {@link WebGLRenderer}.
  		 *
  		 * @type {(Material|undefined)}
  		 * @default undefined
  		 */
  		this.customDistanceMaterial = undefined;

  		/**
  		 * Whether the 3D object is supposed to be static or not. If set to `true`, it means
  		 * the 3D object is not going to be changed after the initial renderer. This includes
  		 * geometry and material settings. A static 3D object can be processed by the renderer
  		 * slightly faster since certain state checks can be bypassed.
  		 *
  		 * Only relevant in context of {@link WebGPURenderer}.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.static = false;

  		/**
  		 * An object that can be used to store custom data about the 3D object. It
  		 * should not hold references to functions as these will not be cloned.
  		 *
  		 * @type {Object}
  		 */
  		this.userData = {};

  		/**
  		 * The pivot point for rotation and scale transformations.
  		 * When set, rotation and scale are applied around this point
  		 * instead of the object's origin.
  		 *
  		 * @type {?Vector3}
  		 * @default null
  		 */
  		this.pivot = null;

  	}

  	/**
  	 * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  	 *
  	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 * @param {Camera} shadowCamera - The shadow camera.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Material} depthMaterial - The depth material.
  	 * @param {Object} group - The geometry group data.
  	 */
  	onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}

  	/**
  	 * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  	 *
  	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 * @param {Camera} shadowCamera - The shadow camera.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Material} depthMaterial - The depth material.
  	 * @param {Object} group - The geometry group data.
  	 */
  	onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}

  	/**
  	 * A callback that is executed immediately before a 3D object is rendered.
  	 *
  	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Material} material - The 3D object's material.
  	 * @param {Object} group - The geometry group data.
  	 */
  	onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}

  	/**
  	 * A callback that is executed immediately after a 3D object is rendered.
  	 *
  	 * @param {Renderer|WebGLRenderer} renderer - The renderer.
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Material} material - The 3D object's material.
  	 * @param {Object} group - The geometry group data.
  	 */
  	onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}

  	/**
  	 * Applies the given transformation matrix to the object and updates the object's position,
  	 * rotation and scale.
  	 *
  	 * @param {Matrix4} matrix - The transformation matrix.
  	 */
  	applyMatrix4( matrix ) {

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

  		this.matrix.premultiply( matrix );

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

  	}

  	/**
  	 * Applies a rotation represented by given the quaternion to the 3D object.
  	 *
  	 * @param {Quaternion} q - The quaternion.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	applyQuaternion( q ) {

  		this.quaternion.premultiply( q );

  		return this;

  	}

  	/**
  	 * Sets the given rotation represented as an axis/angle couple to the 3D object.
  	 *
  	 * @param {Vector3} axis - The (normalized) axis vector.
  	 * @param {number} angle - The angle in radians.
  	 */
  	setRotationFromAxisAngle( axis, angle ) {

  		// assumes axis is normalized

  		this.quaternion.setFromAxisAngle( axis, angle );

  	}

  	/**
  	 * Sets the given rotation represented as Euler angles to the 3D object.
  	 *
  	 * @param {Euler} euler - The Euler angles.
  	 */
  	setRotationFromEuler( euler ) {

  		this.quaternion.setFromEuler( euler, true );

  	}

  	/**
  	 * Sets the given rotation represented as rotation matrix to the 3D object.
  	 *
  	 * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  	 * a pure rotation matrix (i.e, unscaled).
  	 */
  	setRotationFromMatrix( m ) {

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

  		this.quaternion.setFromRotationMatrix( m );

  	}

  	/**
  	 * Sets the given rotation represented as a Quaternion to the 3D object.
  	 *
  	 * @param {Quaternion} q - The Quaternion
  	 */
  	setRotationFromQuaternion( q ) {

  		// assumes q is normalized

  		this.quaternion.copy( q );

  	}

  	/**
  	 * Rotates the 3D object along an axis in local space.
  	 *
  	 * @param {Vector3} axis - The (normalized) axis vector.
  	 * @param {number} angle - The angle in radians.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	rotateOnAxis( axis, angle ) {

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

  		_q1.setFromAxisAngle( axis, angle );

  		this.quaternion.multiply( _q1 );

  		return this;

  	}

  	/**
  	 * Rotates the 3D object along an axis in world space.
  	 *
  	 * @param {Vector3} axis - The (normalized) axis vector.
  	 * @param {number} angle - The angle in radians.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	rotateOnWorldAxis( axis, angle ) {

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

  		_q1.setFromAxisAngle( axis, angle );

  		this.quaternion.premultiply( _q1 );

  		return this;

  	}

  	/**
  	 * Rotates the 3D object around its X axis in local space.
  	 *
  	 * @param {number} angle - The angle in radians.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	rotateX( angle ) {

  		return this.rotateOnAxis( _xAxis, angle );

  	}

  	/**
  	 * Rotates the 3D object around its Y axis in local space.
  	 *
  	 * @param {number} angle - The angle in radians.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	rotateY( angle ) {

  		return this.rotateOnAxis( _yAxis, angle );

  	}

  	/**
  	 * Rotates the 3D object around its Z axis in local space.
  	 *
  	 * @param {number} angle - The angle in radians.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	rotateZ( angle ) {

  		return this.rotateOnAxis( _zAxis, angle );

  	}

  	/**
  	 * Translate the 3D object by a distance along the given axis in local space.
  	 *
  	 * @param {Vector3} axis - The (normalized) axis vector.
  	 * @param {number} distance - The distance in world units.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	translateOnAxis( axis, distance ) {

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

  		_v1$6.copy( axis ).applyQuaternion( this.quaternion );

  		this.position.add( _v1$6.multiplyScalar( distance ) );

  		return this;

  	}

  	/**
  	 * Translate the 3D object by a distance along its X-axis in local space.
  	 *
  	 * @param {number} distance - The distance in world units.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	translateX( distance ) {

  		return this.translateOnAxis( _xAxis, distance );

  	}

  	/**
  	 * Translate the 3D object by a distance along its Y-axis in local space.
  	 *
  	 * @param {number} distance - The distance in world units.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	translateY( distance ) {

  		return this.translateOnAxis( _yAxis, distance );

  	}

  	/**
  	 * Translate the 3D object by a distance along its Z-axis in local space.
  	 *
  	 * @param {number} distance - The distance in world units.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	translateZ( distance ) {

  		return this.translateOnAxis( _zAxis, distance );

  	}

  	/**
  	 * Converts the given vector from this 3D object's local space to world space.
  	 *
  	 * @param {Vector3} vector - The vector to convert.
  	 * @return {Vector3} The converted vector.
  	 */
  	localToWorld( vector ) {

  		this.updateWorldMatrix( true, false );

  		return vector.applyMatrix4( this.matrixWorld );

  	}

  	/**
  	 * Converts the given vector from this 3D object's world space to local space.
  	 *
  	 * @param {Vector3} vector - The vector to convert.
  	 * @return {Vector3} The converted vector.
  	 */
  	worldToLocal( vector ) {

  		this.updateWorldMatrix( true, false );

  		return vector.applyMatrix4( _m1$1$2.copy( this.matrixWorld ).invert() );

  	}

  	/**
  	 * Rotates the object to face a point in world space.
  	 *
  	 * This method does not support objects having non-uniformly-scaled parent(s).
  	 *
  	 * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  	 * @param {number} [y] - The y coordinate in world space.
  	 * @param {number} [z] - The z coordinate in world space.
  	 */
  	lookAt( x, y, z ) {

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

  		if ( x.isVector3 ) {

  			_target.copy( x );

  		} else {

  			_target.set( x, y, z );

  		}

  		const parent = this.parent;

  		this.updateWorldMatrix( true, false );

  		_position$4.setFromMatrixPosition( this.matrixWorld );

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

  			_m1$1$2.lookAt( _position$4, _target, this.up );

  		} else {

  			_m1$1$2.lookAt( _target, _position$4, this.up );

  		}

  		this.quaternion.setFromRotationMatrix( _m1$1$2 );

  		if ( parent ) {

  			_m1$1$2.extractRotation( parent.matrixWorld );
  			_q1.setFromRotationMatrix( _m1$1$2 );
  			this.quaternion.premultiply( _q1.invert() );

  		}

  	}

  	/**
  	 * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  	 * objects may be added. Any current parent on an object passed in here will be
  	 * removed, since an object can have at most one parent.
  	 *
  	 * @fires Object3D#added
  	 * @fires Object3D#childadded
  	 * @param {Object3D} object - The 3D object to add.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	add( object ) {

  		if ( arguments.length > 1 ) {

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

  				this.add( arguments[ i ] );

  			}

  			return this;

  		}

  		if ( object === this ) {

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

  		}

  		if ( object && object.isObject3D ) {

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

  			object.dispatchEvent( _addedEvent );

  			_childaddedEvent.child = object;
  			this.dispatchEvent( _childaddedEvent );
  			_childaddedEvent.child = null;

  		} else {

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

  		}

  		return this;

  	}

  	/**
  	 * Removes the given 3D object as child from this 3D object.
  	 * An arbitrary number of objects may be removed.
  	 *
  	 * @fires Object3D#removed
  	 * @fires Object3D#childremoved
  	 * @param {Object3D} object - The 3D object to remove.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	remove( object ) {

  		if ( arguments.length > 1 ) {

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

  				this.remove( arguments[ i ] );

  			}

  			return this;

  		}

  		const index = this.children.indexOf( object );

  		if ( index !== -1 ) {

  			object.parent = null;
  			this.children.splice( index, 1 );

  			object.dispatchEvent( _removedEvent );

  			_childremovedEvent.child = object;
  			this.dispatchEvent( _childremovedEvent );
  			_childremovedEvent.child = null;

  		}

  		return this;

  	}

  	/**
  	 * Removes this 3D object from its current parent.
  	 *
  	 * @fires Object3D#removed
  	 * @fires Object3D#childremoved
  	 * @return {Object3D} A reference to this instance.
  	 */
  	removeFromParent() {

  		const parent = this.parent;

  		if ( parent !== null ) {

  			parent.remove( this );

  		}

  		return this;

  	}

  	/**
  	 * Removes all child objects.
  	 *
  	 * @fires Object3D#removed
  	 * @fires Object3D#childremoved
  	 * @return {Object3D} A reference to this instance.
  	 */
  	clear() {

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

  	}

  	/**
  	 * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  	 * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  	 *
  	 * @fires Object3D#added
  	 * @fires Object3D#childadded
  	 * @param {Object3D} object - The 3D object to attach.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	attach( object ) {

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

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

  		this.updateWorldMatrix( true, false );

  		_m1$1$2.copy( this.matrixWorld ).invert();

  		if ( object.parent !== null ) {

  			object.parent.updateWorldMatrix( true, false );

  			_m1$1$2.multiply( object.parent.matrixWorld );

  		}

  		object.applyMatrix4( _m1$1$2 );

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

  		object.updateWorldMatrix( false, true );

  		object.dispatchEvent( _addedEvent );

  		_childaddedEvent.child = object;
  		this.dispatchEvent( _childaddedEvent );
  		_childaddedEvent.child = null;

  		return this;

  	}

  	/**
  	 * Searches through the 3D object and its children, starting with the 3D object
  	 * itself, and returns the first with a matching ID.
  	 *
  	 * @param {number} id - The id.
  	 * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  	 */
  	getObjectById( id ) {

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

  	}

  	/**
  	 * Searches through the 3D object and its children, starting with the 3D object
  	 * itself, and returns the first with a matching name.
  	 *
  	 * @param {string} name - The name.
  	 * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  	 */
  	getObjectByName( name ) {

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

  	}

  	/**
  	 * Searches through the 3D object and its children, starting with the 3D object
  	 * itself, and returns the first with a matching property value.
  	 *
  	 * @param {string} name - The name of the property.
  	 * @param {any} value - The value.
  	 * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  	 */
  	getObjectByProperty( name, value ) {

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

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

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

  			if ( object !== undefined ) {

  				return object;

  			}

  		}

  		return undefined;

  	}

  	/**
  	 * Searches through the 3D object and its children, starting with the 3D object
  	 * itself, and returns all 3D objects with a matching property value.
  	 *
  	 * @param {string} name - The name of the property.
  	 * @param {any} value - The value.
  	 * @param {Array<Object3D>} result - The method stores the result in this array.
  	 * @return {Array<Object3D>} The found 3D objects.
  	 */
  	getObjectsByProperty( name, value, result = [] ) {

  		if ( this[ name ] === value ) result.push( this );

  		const children = this.children;

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

  			children[ i ].getObjectsByProperty( name, value, result );

  		}

  		return result;

  	}

  	/**
  	 * Returns a vector representing the position of the 3D object in world space.
  	 *
  	 * @param {Vector3} target - The target vector the result is stored to.
  	 * @return {Vector3} The 3D object's position in world space.
  	 */
  	getWorldPosition( target ) {

  		this.updateWorldMatrix( true, false );

  		return target.setFromMatrixPosition( this.matrixWorld );

  	}

  	/**
  	 * Returns a Quaternion representing the position of the 3D object in world space.
  	 *
  	 * @param {Quaternion} target - The target Quaternion the result is stored to.
  	 * @return {Quaternion} The 3D object's rotation in world space.
  	 */
  	getWorldQuaternion( target ) {

  		this.updateWorldMatrix( true, false );

  		this.matrixWorld.decompose( _position$4, target, _scale$3 );

  		return target;

  	}

  	/**
  	 * Returns a vector representing the scale of the 3D object in world space.
  	 *
  	 * @param {Vector3} target - The target vector the result is stored to.
  	 * @return {Vector3} The 3D object's scale in world space.
  	 */
  	getWorldScale( target ) {

  		this.updateWorldMatrix( true, false );

  		this.matrixWorld.decompose( _position$4, _quaternion$3, target );

  		return target;

  	}

  	/**
  	 * Returns a vector representing the ("look") direction of the 3D object in world space.
  	 *
  	 * @param {Vector3} target - The target vector the result is stored to.
  	 * @return {Vector3} The 3D object's direction in world space.
  	 */
  	getWorldDirection( target ) {

  		this.updateWorldMatrix( true, false );

  		const e = this.matrixWorld.elements;

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

  	}

  	/**
  	 * Abstract method to get intersections between a casted ray and this
  	 * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  	 * implement this method in order to use raycasting.
  	 *
  	 * @abstract
  	 * @param {Raycaster} raycaster - The raycaster.
  	 * @param {Array<Object>} intersects - An array holding the result of the method.
  	 */
  	raycast( /* raycaster, intersects */ ) {}

  	/**
  	 * Executes the callback on this 3D object and all descendants.
  	 *
  	 * Note: Modifying the scene graph inside the callback is discouraged.
  	 *
  	 * @param {Function} callback - A callback function that allows to process the current 3D object.
  	 */
  	traverse( callback ) {

  		callback( this );

  		const children = this.children;

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

  			children[ i ].traverse( callback );

  		}

  	}

  	/**
  	 * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  	 * Descendants of invisible 3D objects are not traversed.
  	 *
  	 * Note: Modifying the scene graph inside the callback is discouraged.
  	 *
  	 * @param {Function} callback - A callback function that allows to process the current 3D object.
  	 */
  	traverseVisible( callback ) {

  		if ( this.visible === false ) return;

  		callback( this );

  		const children = this.children;

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

  			children[ i ].traverseVisible( callback );

  		}

  	}

  	/**
  	 * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  	 *
  	 * Note: Modifying the scene graph inside the callback is discouraged.
  	 *
  	 * @param {Function} callback - A callback function that allows to process the current 3D object.
  	 */
  	traverseAncestors( callback ) {

  		const parent = this.parent;

  		if ( parent !== null ) {

  			callback( parent );

  			parent.traverseAncestors( callback );

  		}

  	}

  	/**
  	 * Updates the transformation matrix in local space by computing it from the current
  	 * position, rotation and scale values.
  	 */
  	updateMatrix() {

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

  		const pivot = this.pivot;

  		if ( pivot !== null ) {

  			const px = pivot.x, py = pivot.y, pz = pivot.z;
  			const te = this.matrix.elements;

  			te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
  			te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
  			te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;

  		}

  		this.matrixWorldNeedsUpdate = true;

  	}

  	/**
  	 * Updates the transformation matrix in world space of this 3D objects and its descendants.
  	 *
  	 * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  	 * local space. The computation of the local and world matrix can be controlled with the
  	 * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  	 * `true` by default.  Set these flags to `false` if you need more control over the update matrix process.
  	 *
  	 * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  	 * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  	 */
  	updateMatrixWorld( force ) {

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

  		if ( this.matrixWorldNeedsUpdate || force ) {

  			if ( this.matrixWorldAutoUpdate === true ) {

  				if ( this.parent === null ) {

  					this.matrixWorld.copy( this.matrix );

  				} else {

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

  				}

  			}

  			this.matrixWorldNeedsUpdate = false;

  			force = true;

  		}

  		// make sure descendants are updated if required

  		const children = this.children;

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

  			const child = children[ i ];

  			child.updateMatrixWorld( force );

  		}

  	}

  	/**
  	 * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  	 * update of ancestor and descendant nodes.
  	 *
  	 * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  	 * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  	 */
  	updateWorldMatrix( updateParents, updateChildren ) {

  		const parent = this.parent;

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

  			parent.updateWorldMatrix( true, false );

  		}

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

  		if ( this.matrixWorldAutoUpdate === true ) {

  			if ( this.parent === null ) {

  				this.matrixWorld.copy( this.matrix );

  			} else {

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

  			}

  		}

  		// make sure descendants are updated

  		if ( updateChildren === true ) {

  			const children = this.children;

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

  				const child = children[ i ];

  				child.updateWorldMatrix( false, true );

  			}

  		}

  	}

  	/**
  	 * Serializes the 3D object into JSON.
  	 *
  	 * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  	 * @return {Object} A JSON object representing the serialized 3D object.
  	 * @see {@link ObjectLoader#parse}
  	 */
  	toJSON( meta ) {

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

  		const output = {};

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

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

  			output.metadata = {
  				version: 4.7,
  				type: 'Object',
  				generator: 'Object3D.toJSON'
  			};

  		}

  		// standard Object3D serialization

  		const object = {};

  		object.uuid = this.uuid;
  		object.type = this.type;

  		if ( this.name !== '' ) object.name = this.name;
  		if ( this.castShadow === true ) object.castShadow = true;
  		if ( this.receiveShadow === true ) object.receiveShadow = true;
  		if ( this.visible === false ) object.visible = false;
  		if ( this.frustumCulled === false ) object.frustumCulled = false;
  		if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  		if ( this.static !== false ) object.static = this.static;
  		if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;

  		object.layers = this.layers.mask;
  		object.matrix = this.matrix.toArray();
  		object.up = this.up.toArray();

  		if ( this.pivot !== null ) object.pivot = this.pivot.toArray();

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

  		if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
  		if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();

  		// object specific properties

  		if ( this.isInstancedMesh ) {

  			object.type = 'InstancedMesh';
  			object.count = this.count;
  			object.instanceMatrix = this.instanceMatrix.toJSON();
  			if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();

  		}

  		if ( this.isBatchedMesh ) {

  			object.type = 'BatchedMesh';
  			object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  			object.sortObjects = this.sortObjects;

  			object.drawRanges = this._drawRanges;
  			object.reservedRanges = this._reservedRanges;

  			object.geometryInfo = this._geometryInfo.map( info => ( {
  				...info,
  				boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  				boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  			} ) );
  			object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );

  			object.availableInstanceIds = this._availableInstanceIds.slice();
  			object.availableGeometryIds = this._availableGeometryIds.slice();

  			object.nextIndexStart = this._nextIndexStart;
  			object.nextVertexStart = this._nextVertexStart;
  			object.geometryCount = this._geometryCount;

  			object.maxInstanceCount = this._maxInstanceCount;
  			object.maxVertexCount = this._maxVertexCount;
  			object.maxIndexCount = this._maxIndexCount;

  			object.geometryInitialized = this._geometryInitialized;

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

  			object.indirectTexture = this._indirectTexture.toJSON( meta );

  			if ( this._colorsTexture !== null ) {

  				object.colorsTexture = this._colorsTexture.toJSON( meta );

  			}

  			if ( this.boundingSphere !== null ) {

  				object.boundingSphere = this.boundingSphere.toJSON();

  			}

  			if ( this.boundingBox !== null ) {

  				object.boundingBox = this.boundingBox.toJSON();

  			}

  		}

  		//

  		function serialize( library, element ) {

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

  				library[ element.uuid ] = element.toJSON( meta );

  			}

  			return element.uuid;

  		}

  		if ( this.isScene ) {

  			if ( this.background ) {

  				if ( this.background.isColor ) {

  					object.background = this.background.toJSON();

  				} else if ( this.background.isTexture ) {

  					object.background = this.background.toJSON( meta ).uuid;

  				}

  			}

  			if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {

  				object.environment = this.environment.toJSON( meta ).uuid;

  			}

  		} else if ( this.isMesh || this.isLine || this.isPoints ) {

  			object.geometry = serialize( meta.geometries, this.geometry );

  			const parameters = this.geometry.parameters;

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

  				const shapes = parameters.shapes;

  				if ( Array.isArray( shapes ) ) {

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

  						const shape = shapes[ i ];

  						serialize( meta.shapes, shape );

  					}

  				} else {

  					serialize( meta.shapes, shapes );

  				}

  			}

  		}

  		if ( this.isSkinnedMesh ) {

  			object.bindMode = this.bindMode;
  			object.bindMatrix = this.bindMatrix.toArray();

  			if ( this.skeleton !== undefined ) {

  				serialize( meta.skeletons, this.skeleton );

  				object.skeleton = this.skeleton.uuid;

  			}

  		}

  		if ( this.material !== undefined ) {

  			if ( Array.isArray( this.material ) ) {

  				const uuids = [];

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

  					uuids.push( serialize( meta.materials, this.material[ i ] ) );

  				}

  				object.material = uuids;

  			} else {

  				object.material = serialize( meta.materials, this.material );

  			}

  		}

  		//

  		if ( this.children.length > 0 ) {

  			object.children = [];

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

  				object.children.push( this.children[ i ].toJSON( meta ).object );

  			}

  		}

  		//

  		if ( this.animations.length > 0 ) {

  			object.animations = [];

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

  				const animation = this.animations[ i ];

  				object.animations.push( serialize( meta.animations, animation ) );

  			}

  		}

  		if ( isRootObject ) {

  			const geometries = extractFromCache( meta.geometries );
  			const materials = extractFromCache( meta.materials );
  			const textures = extractFromCache( meta.textures );
  			const images = extractFromCache( meta.images );
  			const shapes = extractFromCache( meta.shapes );
  			const skeletons = extractFromCache( meta.skeletons );
  			const animations = extractFromCache( meta.animations );
  			const nodes = extractFromCache( meta.nodes );

  			if ( geometries.length > 0 ) output.geometries = geometries;
  			if ( materials.length > 0 ) output.materials = materials;
  			if ( textures.length > 0 ) output.textures = textures;
  			if ( images.length > 0 ) output.images = images;
  			if ( shapes.length > 0 ) output.shapes = shapes;
  			if ( skeletons.length > 0 ) output.skeletons = skeletons;
  			if ( animations.length > 0 ) output.animations = animations;
  			if ( nodes.length > 0 ) output.nodes = nodes;

  		}

  		output.object = object;

  		return output;

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

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

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

  			}

  			return values;

  		}

  	}

  	/**
  	 * Returns a new 3D object with copied values from this instance.
  	 *
  	 * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  	 * @return {Object3D} A clone of this instance.
  	 */
  	clone( recursive ) {

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

  	}

  	/**
  	 * Copies the values of the given 3D object to this instance.
  	 *
  	 * @param {Object3D} source - The 3D object to copy.
  	 * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  	 * @return {Object3D} A reference to this instance.
  	 */
  	copy( source, recursive = true ) {

  		this.name = source.name;

  		this.up.copy( source.up );

  		this.position.copy( source.position );
  		this.rotation.order = source.rotation.order;
  		this.quaternion.copy( source.quaternion );
  		this.scale.copy( source.scale );

  		if ( source.pivot !== null ) {

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

  		}

  		this.matrix.copy( source.matrix );
  		this.matrixWorld.copy( source.matrixWorld );

  		this.matrixAutoUpdate = source.matrixAutoUpdate;

  		this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  		this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

  		this.layers.mask = source.layers.mask;
  		this.visible = source.visible;

  		this.castShadow = source.castShadow;
  		this.receiveShadow = source.receiveShadow;

  		this.frustumCulled = source.frustumCulled;
  		this.renderOrder = source.renderOrder;

  		this.static = source.static;

  		this.animations = source.animations.slice();

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

  		if ( recursive === true ) {

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

  				const child = source.children[ i ];
  				this.add( child.clone() );

  			}

  		}

  		return this;

  	}

  }

  /**
   * The default up direction for objects, also used as the default
   * position for {@link DirectionalLight} and {@link HemisphereLight}.
   *
   * @static
   * @type {Vector3}
   * @default (0,1,0)
   */
  Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );

  /**
   * The default setting for {@link Object3D#matrixAutoUpdate} for
   * newly created 3D objects.
   *
   * @static
   * @type {boolean}
   * @default true
   */
  Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;

  /**
   * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
   * newly created 3D objects.
   *
   * @static
   * @type {boolean}
   * @default true
   */
  Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;

  /**
   * This is almost identical to an {@link Object3D}. Its purpose is to
   * make working with groups of objects syntactically clearer.
   *
   * ```js
   * // Create a group and add the two cubes.
   * // These cubes can now be rotated / scaled etc as a group.
   * const group = new THREE.Group();
   *
   * group.add( meshA );
   * group.add( meshB );
   *
   * scene.add( group );
   * ```
   *
   * @augments Object3D
   */
  let Group$1 = class Group extends Object3D {

  	constructor() {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isGroup = true;

  		this.type = 'Group';

  	}

  };

  const _moveEvent = { type: 'move' };

  /**
   * Class for representing a XR controller with its
   * different coordinate systems.
   *
   * @private
   */
  class WebXRController {

  	/**
  	 * Constructs a new XR controller.
  	 */
  	constructor() {

  		/**
  		 * A group representing the target ray space
  		 * of the XR controller.
  		 *
  		 * @private
  		 * @type {?Group}
  		 * @default null
  		 */
  		this._targetRay = null;

  		/**
  		 * A group representing the grip space
  		 * of the XR controller.
  		 *
  		 * @private
  		 * @type {?Group}
  		 * @default null
  		 */
  		this._grip = null;

  		/**
  		 * A group representing the hand space
  		 * of the XR controller.
  		 *
  		 * @private
  		 * @type {?Group}
  		 * @default null
  		 */
  		this._hand = null;

  	}

  	/**
  	 * Returns a group representing the hand space of the XR controller.
  	 *
  	 * @return {Group} A group representing the hand space of the XR controller.
  	 */
  	getHandSpace() {

  		if ( this._hand === null ) {

  			this._hand = new Group$1();
  			this._hand.matrixAutoUpdate = false;
  			this._hand.visible = false;

  			this._hand.joints = {};
  			this._hand.inputState = { pinching: false };

  		}

  		return this._hand;

  	}

  	/**
  	 * Returns a group representing the target ray space of the XR controller.
  	 *
  	 * @return {Group} A group representing the target ray space of the XR controller.
  	 */
  	getTargetRaySpace() {

  		if ( this._targetRay === null ) {

  			this._targetRay = new Group$1();
  			this._targetRay.matrixAutoUpdate = false;
  			this._targetRay.visible = false;
  			this._targetRay.hasLinearVelocity = false;
  			this._targetRay.linearVelocity = new Vector3();
  			this._targetRay.hasAngularVelocity = false;
  			this._targetRay.angularVelocity = new Vector3();

  		}

  		return this._targetRay;

  	}

  	/**
  	 * Returns a group representing the grip space of the XR controller.
  	 *
  	 * @return {Group} A group representing the grip space of the XR controller.
  	 */
  	getGripSpace() {

  		if ( this._grip === null ) {

  			this._grip = new Group$1();
  			this._grip.matrixAutoUpdate = false;
  			this._grip.visible = false;
  			this._grip.hasLinearVelocity = false;
  			this._grip.linearVelocity = new Vector3();
  			this._grip.hasAngularVelocity = false;
  			this._grip.angularVelocity = new Vector3();

  		}

  		return this._grip;

  	}

  	/**
  	 * Dispatches the given event to the groups representing
  	 * the different coordinate spaces of the XR controller.
  	 *
  	 * @param {Object} event - The event to dispatch.
  	 * @return {WebXRController} A reference to this instance.
  	 */
  	dispatchEvent( event ) {

  		if ( this._targetRay !== null ) {

  			this._targetRay.dispatchEvent( event );

  		}

  		if ( this._grip !== null ) {

  			this._grip.dispatchEvent( event );

  		}

  		if ( this._hand !== null ) {

  			this._hand.dispatchEvent( event );

  		}

  		return this;

  	}

  	/**
  	 * Connects the controller with the given XR input source.
  	 *
  	 * @param {XRInputSource} inputSource - The input source.
  	 * @return {WebXRController} A reference to this instance.
  	 */
  	connect( inputSource ) {

  		if ( inputSource && inputSource.hand ) {

  			const hand = this._hand;

  			if ( hand ) {

  				for ( const inputjoint of inputSource.hand.values() ) {

  					// Initialize hand with joints when connected
  					this._getHandJoint( hand, inputjoint );

  				}

  			}

  		}

  		this.dispatchEvent( { type: 'connected', data: inputSource } );

  		return this;

  	}

  	/**
  	 * Disconnects the controller from the given XR input source.
  	 *
  	 * @param {XRInputSource} inputSource - The input source.
  	 * @return {WebXRController} A reference to this instance.
  	 */
  	disconnect( inputSource ) {

  		this.dispatchEvent( { type: 'disconnected', data: inputSource } );

  		if ( this._targetRay !== null ) {

  			this._targetRay.visible = false;

  		}

  		if ( this._grip !== null ) {

  			this._grip.visible = false;

  		}

  		if ( this._hand !== null ) {

  			this._hand.visible = false;

  		}

  		return this;

  	}

  	/**
  	 * Updates the controller with the given input source, XR frame and reference space.
  	 * This updates the transformations of the groups that represent the different
  	 * coordinate systems of the controller.
  	 *
  	 * @param {XRInputSource} inputSource - The input source.
  	 * @param {XRFrame} frame - The XR frame.
  	 * @param {XRReferenceSpace} referenceSpace - The reference space.
  	 * @return {WebXRController} A reference to this instance.
  	 */
  	update( inputSource, frame, referenceSpace ) {

  		let inputPose = null;
  		let gripPose = null;
  		let handPose = null;

  		const targetRay = this._targetRay;
  		const grip = this._grip;
  		const hand = this._hand;

  		if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {

  			if ( hand && inputSource.hand ) {

  				handPose = true;

  				for ( const inputjoint of inputSource.hand.values() ) {

  					// Update the joints groups with the XRJoint poses
  					const jointPose = frame.getJointPose( inputjoint, referenceSpace );

  					// The transform of this joint will be updated with the joint pose on each frame
  					const joint = this._getHandJoint( hand, inputjoint );

  					if ( jointPose !== null ) {

  						joint.matrix.fromArray( jointPose.transform.matrix );
  						joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  						joint.matrixWorldNeedsUpdate = true;
  						joint.jointRadius = jointPose.radius;

  					}

  					joint.visible = jointPose !== null;

  				}

  				// Custom events

  				// Check pinchz
  				const indexTip = hand.joints[ 'index-finger-tip' ];
  				const thumbTip = hand.joints[ 'thumb-tip' ];
  				const distance = indexTip.position.distanceTo( thumbTip.position );

  				const distanceToPinch = 0.02;
  				const threshold = 0.005;

  				if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {

  					hand.inputState.pinching = false;
  					this.dispatchEvent( {
  						type: 'pinchend',
  						handedness: inputSource.handedness,
  						target: this
  					} );

  				} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {

  					hand.inputState.pinching = true;
  					this.dispatchEvent( {
  						type: 'pinchstart',
  						handedness: inputSource.handedness,
  						target: this
  					} );

  				}

  			} else {

  				if ( grip !== null && inputSource.gripSpace ) {

  					gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );

  					if ( gripPose !== null ) {

  						grip.matrix.fromArray( gripPose.transform.matrix );
  						grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  						grip.matrixWorldNeedsUpdate = true;

  						if ( gripPose.linearVelocity ) {

  							grip.hasLinearVelocity = true;
  							grip.linearVelocity.copy( gripPose.linearVelocity );

  						} else {

  							grip.hasLinearVelocity = false;

  						}

  						if ( gripPose.angularVelocity ) {

  							grip.hasAngularVelocity = true;
  							grip.angularVelocity.copy( gripPose.angularVelocity );

  						} else {

  							grip.hasAngularVelocity = false;

  						}

  					}

  				}

  			}

  			if ( targetRay !== null ) {

  				inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );

  				// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  				if ( inputPose === null && gripPose !== null ) {

  					inputPose = gripPose;

  				}

  				if ( inputPose !== null ) {

  					targetRay.matrix.fromArray( inputPose.transform.matrix );
  					targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  					targetRay.matrixWorldNeedsUpdate = true;

  					if ( inputPose.linearVelocity ) {

  						targetRay.hasLinearVelocity = true;
  						targetRay.linearVelocity.copy( inputPose.linearVelocity );

  					} else {

  						targetRay.hasLinearVelocity = false;

  					}

  					if ( inputPose.angularVelocity ) {

  						targetRay.hasAngularVelocity = true;
  						targetRay.angularVelocity.copy( inputPose.angularVelocity );

  					} else {

  						targetRay.hasAngularVelocity = false;

  					}

  					this.dispatchEvent( _moveEvent );

  				}

  			}


  		}

  		if ( targetRay !== null ) {

  			targetRay.visible = ( inputPose !== null );

  		}

  		if ( grip !== null ) {

  			grip.visible = ( gripPose !== null );

  		}

  		if ( hand !== null ) {

  			hand.visible = ( handPose !== null );

  		}

  		return this;

  	}

  	/**
  	 * Returns a group representing the hand joint for the given input joint.
  	 *
  	 * @private
  	 * @param {Group} hand - The group representing the hand space.
  	 * @param {XRJointSpace} inputjoint - The hand joint data.
  	 * @return {Group} A group representing the hand joint for the given input joint.
  	 */
  	_getHandJoint( hand, inputjoint ) {

  		if ( hand.joints[ inputjoint.jointName ] === undefined ) {

  			const joint = new Group$1();
  			joint.matrixAutoUpdate = false;
  			joint.visible = false;
  			hand.joints[ inputjoint.jointName ] = joint;

  			hand.add( joint );

  		}

  		return hand.joints[ inputjoint.jointName ];

  	}

  }

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

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

  function hue2rgb( p, q, t ) {

  	if ( t < 0 ) t += 1;
  	if ( t > 1 ) t -= 1;
  	if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  	if ( t < 1 / 2 ) return q;
  	if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  	return p;

  }

  /**
   * A Color instance is represented by RGB components in the linear <i>working
   * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
   * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
   * strings) are converted to the working color space automatically.
   *
   * ```js
   * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
   * const color = new THREE.Color().setHex( 0x112233 );
   * ```
   * Source color spaces may be specified explicitly, to ensure correct conversions.
   * ```js
   * // assumed already LinearSRGBColorSpace; no conversion
   * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
   *
   * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
   * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
   * ```
   * If THREE.ColorManagement is disabled, no conversions occur. For details,
   * see <i>Color management</i>. Iterating through a Color instance will yield
   * its components (r, g, b) in the corresponding order. A Color can be initialised
   * in any of the following ways:
   * ```js
   * //empty constructor - will default white
   * const color1 = new THREE.Color();
   *
   * //Hexadecimal color (recommended)
   * const color2 = new THREE.Color( 0xff0000 );
   *
   * //RGB string
   * const color3 = new THREE.Color("rgb(255, 0, 0)");
   * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
   *
   * //X11 color name - all 140 color names are supported.
   * //Note the lack of CamelCase in the name
   * const color5 = new THREE.Color( 'skyblue' );
   * //HSL string
   * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
   *
   * //Separate RGB values between 0 and 1
   * const color7 = new THREE.Color( 1, 0, 0 );
   * ```
   */
  class Color {

  	/**
  	 * Constructs a new color.
  	 *
  	 * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  	 * and that method is used throughout the rest of the documentation.
  	 *
  	 * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  	 * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  	 * @param {number} [g] - The green component.
  	 * @param {number} [b] - The blue component.
  	 */
  	constructor( r, g, b ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isColor = true;

  		/**
  		 * The red component.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.r = 1;

  		/**
  		 * The green component.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.g = 1;

  		/**
  		 * The blue component.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.b = 1;

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

  	}

  	/**
  	 * Sets the colors's components from the given values.
  	 *
  	 * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  	 * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  	 * @param {number} [g] - The green component.
  	 * @param {number} [b] - The blue component.
  	 * @return {Color} A reference to this color.
  	 */
  	set( r, g, b ) {

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

  			// r is THREE.Color, hex or string

  			const value = r;

  			if ( value && value.isColor ) {

  				this.copy( value );

  			} else if ( typeof value === 'number' ) {

  				this.setHex( value );

  			} else if ( typeof value === 'string' ) {

  				this.setStyle( value );

  			}

  		} else {

  			this.setRGB( r, g, b );

  		}

  		return this;

  	}

  	/**
  	 * Sets the colors's components to the given scalar value.
  	 *
  	 * @param {number} scalar - The scalar value.
  	 * @return {Color} A reference to this color.
  	 */
  	setScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Sets this color from a hexadecimal value.
  	 *
  	 * @param {number} hex - The hexadecimal value.
  	 * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  	 * @return {Color} A reference to this color.
  	 */
  	setHex( hex, colorSpace = SRGBColorSpace ) {

  		hex = Math.floor( hex );

  		this.r = ( hex >> 16 & 255 ) / 255;
  		this.g = ( hex >> 8 & 255 ) / 255;
  		this.b = ( hex & 255 ) / 255;

  		ColorManagement.colorSpaceToWorking( this, colorSpace );

  		return this;

  	}

  	/**
  	 * Sets this color from RGB values.
  	 *
  	 * @param {number} r - Red channel value between `0.0` and `1.0`.
  	 * @param {number} g - Green channel value between `0.0` and `1.0`.
  	 * @param {number} b - Blue channel value between `0.0` and `1.0`.
  	 * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  	 * @return {Color} A reference to this color.
  	 */
  	setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {

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

  		ColorManagement.colorSpaceToWorking( this, colorSpace );

  		return this;

  	}

  	/**
  	 * Sets this color from RGB values.
  	 *
  	 * @param {number} h - Hue value between `0.0` and `1.0`.
  	 * @param {number} s - Saturation value between `0.0` and `1.0`.
  	 * @param {number} l - Lightness value between `0.0` and `1.0`.
  	 * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  	 * @return {Color} A reference to this color.
  	 */
  	setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {

  		// h,s,l ranges are in 0.0 - 1.0
  		h = euclideanModulo( h, 1 );
  		s = clamp$1( s, 0, 1 );
  		l = clamp$1( l, 0, 1 );

  		if ( s === 0 ) {

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

  		} else {

  			const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  			const q = ( 2 * l ) - p;

  			this.r = hue2rgb( q, p, h + 1 / 3 );
  			this.g = hue2rgb( q, p, h );
  			this.b = hue2rgb( q, p, h - 1 / 3 );

  		}

  		ColorManagement.colorSpaceToWorking( this, colorSpace );

  		return this;

  	}

  	/**
  	 * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  	 * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  	 * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  	 * all 140 color names are supported).
  	 *
  	 * @param {string} style - Color as a CSS-style string.
  	 * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  	 * @return {Color} A reference to this color.
  	 */
  	setStyle( style, colorSpace = SRGBColorSpace ) {

  		function handleAlpha( string ) {

  			if ( string === undefined ) return;

  			if ( parseFloat( string ) < 1 ) {

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

  			}

  		}


  		let m;

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

  			// rgb / hsl

  			let color;
  			const name = m[ 1 ];
  			const components = m[ 2 ];

  			switch ( name ) {

  				case 'rgb':
  				case 'rgba':

  					if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

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

  						handleAlpha( color[ 4 ] );

  						return this.setRGB(
  							Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  							Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  							Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  							colorSpace
  						);

  					}

  					if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

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

  						handleAlpha( color[ 4 ] );

  						return this.setRGB(
  							Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  							Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  							Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  							colorSpace
  						);

  					}

  					break;

  				case 'hsl':
  				case 'hsla':

  					if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {

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

  						handleAlpha( color[ 4 ] );

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

  					}

  					break;

  				default:

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

  			}

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

  			// hex color

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

  			if ( size === 3 ) {

  				// #ff0
  				return this.setRGB(
  					parseInt( hex.charAt( 0 ), 16 ) / 15,
  					parseInt( hex.charAt( 1 ), 16 ) / 15,
  					parseInt( hex.charAt( 2 ), 16 ) / 15,
  					colorSpace
  				);

  			} else if ( size === 6 ) {

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

  			} else {

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

  			}

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

  			return this.setColorName( style, colorSpace );

  		}

  		return this;

  	}

  	/**
  	 * Sets this color from a color name. Faster than {@link Color#setStyle} if
  	 * you don't need the other CSS-style formats.
  	 *
  	 * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  	 * ```js
  	 * Color.NAMES.aliceblue // returns 0xF0F8FF
  	 * ```
  	 *
  	 * @param {string} style - The color name.
  	 * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  	 * @return {Color} A reference to this color.
  	 */
  	setColorName( style, colorSpace = SRGBColorSpace ) {

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

  		if ( hex !== undefined ) {

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

  		} else {

  			// unknown color
  			warn( 'Color: Unknown color ' + style );

  		}

  		return this;

  	}

  	/**
  	 * Returns a new color with copied values from this instance.
  	 *
  	 * @return {Color} A clone of this instance.
  	 */
  	clone() {

  		return new this.constructor( this.r, this.g, this.b );

  	}

  	/**
  	 * Copies the values of the given color to this instance.
  	 *
  	 * @param {Color} color - The color to copy.
  	 * @return {Color} A reference to this color.
  	 */
  	copy( color ) {

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

  		return this;

  	}

  	/**
  	 * Copies the given color into this color, and then converts this color from
  	 * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  	 *
  	 * @param {Color} color - The color to copy/convert.
  	 * @return {Color} A reference to this color.
  	 */
  	copySRGBToLinear( color ) {

  		this.r = SRGBToLinear( color.r );
  		this.g = SRGBToLinear( color.g );
  		this.b = SRGBToLinear( color.b );

  		return this;

  	}

  	/**
  	 * Copies the given color into this color, and then converts this color from
  	 * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  	 *
  	 * @param {Color} color - The color to copy/convert.
  	 * @return {Color} A reference to this color.
  	 */
  	copyLinearToSRGB( color ) {

  		this.r = LinearToSRGB( color.r );
  		this.g = LinearToSRGB( color.g );
  		this.b = LinearToSRGB( color.b );

  		return this;

  	}

  	/**
  	 * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  	 *
  	 * @return {Color} A reference to this color.
  	 */
  	convertSRGBToLinear() {

  		this.copySRGBToLinear( this );

  		return this;

  	}

  	/**
  	 * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  	 *
  	 * @return {Color} A reference to this color.
  	 */
  	convertLinearToSRGB() {

  		this.copyLinearToSRGB( this );

  		return this;

  	}

  	/**
  	 * Returns the hexadecimal value of this color.
  	 *
  	 * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  	 * @return {number} The hexadecimal value.
  	 */
  	getHex( colorSpace = SRGBColorSpace ) {

  		ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );

  		return Math.round( clamp$1( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp$1( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp$1( _color.b * 255, 0, 255 ) );

  	}

  	/**
  	 * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  	 *
  	 * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  	 * @return {string} The hexadecimal value as a string.
  	 */
  	getHexString( colorSpace = SRGBColorSpace ) {

  		return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );

  	}

  	/**
  	 * Converts the colors RGB values into the HSL format and stores them into the
  	 * given target object.
  	 *
  	 * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  	 * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  	 * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  	 */
  	getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {

  		// h,s,l ranges are in 0.0 - 1.0

  		ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );

  		const r = _color.r, g = _color.g, b = _color.b;

  		const max = Math.max( r, g, b );
  		const min = Math.min( r, g, b );

  		let hue, saturation;
  		const lightness = ( min + max ) / 2.0;

  		if ( min === max ) {

  			hue = 0;
  			saturation = 0;

  		} else {

  			const delta = max - min;

  			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

  			switch ( max ) {

  				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  				case g: hue = ( b - r ) / delta + 2; break;
  				case b: hue = ( r - g ) / delta + 4; break;

  			}

  			hue /= 6;

  		}

  		target.h = hue;
  		target.s = saturation;
  		target.l = lightness;

  		return target;

  	}

  	/**
  	 * Returns the RGB values of this color and stores them into the given target object.
  	 *
  	 * @param {Color} target - The target color that is used to store the method's result.
  	 * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  	 * @return {Color} The RGB representation of this color.
  	 */
  	getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {

  		ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );

  		target.r = _color.r;
  		target.g = _color.g;
  		target.b = _color.b;

  		return target;

  	}

  	/**
  	 * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  	 *
  	 * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  	 * @return {string} The CSS representation of this color.
  	 */
  	getStyle( colorSpace = SRGBColorSpace ) {

  		ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );

  		const r = _color.r, g = _color.g, b = _color.b;

  		if ( colorSpace !== SRGBColorSpace ) {

  			// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  			return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;

  		}

  		return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;

  	}

  	/**
  	 * Adds the given HSL values to this color's values.
  	 * Internally, this converts the color's RGB values to HSL, adds HSL
  	 * and then converts the color back to RGB.
  	 *
  	 * @param {number} h - Hue value between `0.0` and `1.0`.
  	 * @param {number} s - Saturation value between `0.0` and `1.0`.
  	 * @param {number} l - Lightness value between `0.0` and `1.0`.
  	 * @return {Color} A reference to this color.
  	 */
  	offsetHSL( h, s, l ) {

  		this.getHSL( _hslA );

  		return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );

  	}

  	/**
  	 * Adds the RGB values of the given color to the RGB values of this color.
  	 *
  	 * @param {Color} color - The color to add.
  	 * @return {Color} A reference to this color.
  	 */
  	add( color ) {

  		this.r += color.r;
  		this.g += color.g;
  		this.b += color.b;

  		return this;

  	}

  	/**
  	 * Adds the RGB values of the given colors and stores the result in this instance.
  	 *
  	 * @param {Color} color1 - The first color.
  	 * @param {Color} color2 - The second color.
  	 * @return {Color} A reference to this color.
  	 */
  	addColors( color1, color2 ) {

  		this.r = color1.r + color2.r;
  		this.g = color1.g + color2.g;
  		this.b = color1.b + color2.b;

  		return this;

  	}

  	/**
  	 * Adds the given scalar value to the RGB values of this color.
  	 *
  	 * @param {number} s - The scalar to add.
  	 * @return {Color} A reference to this color.
  	 */
  	addScalar( s ) {

  		this.r += s;
  		this.g += s;
  		this.b += s;

  		return this;

  	}

  	/**
  	 * Subtracts the RGB values of the given color from the RGB values of this color.
  	 *
  	 * @param {Color} color - The color to subtract.
  	 * @return {Color} A reference to this color.
  	 */
  	sub( color ) {

  		this.r = Math.max( 0, this.r - color.r );
  		this.g = Math.max( 0, this.g - color.g );
  		this.b = Math.max( 0, this.b - color.b );

  		return this;

  	}

  	/**
  	 * Multiplies the RGB values of the given color with the RGB values of this color.
  	 *
  	 * @param {Color} color - The color to multiply.
  	 * @return {Color} A reference to this color.
  	 */
  	multiply( color ) {

  		this.r *= color.r;
  		this.g *= color.g;
  		this.b *= color.b;

  		return this;

  	}

  	/**
  	 * Multiplies the given scalar value with the RGB values of this color.
  	 *
  	 * @param {number} s - The scalar to multiply.
  	 * @return {Color} A reference to this color.
  	 */
  	multiplyScalar( s ) {

  		this.r *= s;
  		this.g *= s;
  		this.b *= s;

  		return this;

  	}

  	/**
  	 * Linearly interpolates this color's RGB values toward the RGB values of the
  	 * given color. The alpha argument can be thought of as the ratio between
  	 * the two colors, where `0.0` is this color and `1.0` is the first argument.
  	 *
  	 * @param {Color} color - The color to converge on.
  	 * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  	 * @return {Color} A reference to this color.
  	 */
  	lerp( color, alpha ) {

  		this.r += ( color.r - this.r ) * alpha;
  		this.g += ( color.g - this.g ) * alpha;
  		this.b += ( color.b - this.b ) * alpha;

  		return this;

  	}

  	/**
  	 * Linearly interpolates between the given colors and stores the result in this instance.
  	 * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  	 * is the first and `1.0` is the second color.
  	 *
  	 * @param {Color} color1 - The first color.
  	 * @param {Color} color2 - The second color.
  	 * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  	 * @return {Color} A reference to this color.
  	 */
  	lerpColors( color1, color2, alpha ) {

  		this.r = color1.r + ( color2.r - color1.r ) * alpha;
  		this.g = color1.g + ( color2.g - color1.g ) * alpha;
  		this.b = color1.b + ( color2.b - color1.b ) * alpha;

  		return this;

  	}

  	/**
  	 * Linearly interpolates this color's HSL values toward the HSL values of the
  	 * given color. It differs from {@link Color#lerp} by not interpolating straight
  	 * from one color to the other, but instead going through all the hues in between
  	 * those two colors. The alpha argument can be thought of as the ratio between
  	 * the two colors, where 0.0 is this color and 1.0 is the first argument.
  	 *
  	 * @param {Color} color - The color to converge on.
  	 * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  	 * @return {Color} A reference to this color.
  	 */
  	lerpHSL( color, alpha ) {

  		this.getHSL( _hslA );
  		color.getHSL( _hslB );

  		const h = lerp( _hslA.h, _hslB.h, alpha );
  		const s = lerp( _hslA.s, _hslB.s, alpha );
  		const l = lerp( _hslA.l, _hslB.l, alpha );

  		this.setHSL( h, s, l );

  		return this;

  	}

  	/**
  	 * Sets the color's RGB components from the given 3D vector.
  	 *
  	 * @param {Vector3} v - The vector to set.
  	 * @return {Color} A reference to this color.
  	 */
  	setFromVector3( v ) {

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

  		return this;

  	}

  	/**
  	 * Transforms this color with the given 3x3 matrix.
  	 *
  	 * @param {Matrix3} m - The matrix.
  	 * @return {Color} A reference to this color.
  	 */
  	applyMatrix3( m ) {

  		const r = this.r, g = this.g, b = this.b;
  		const e = m.elements;

  		this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  		this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  		this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;

  		return this;

  	}

  	/**
  	 * Returns `true` if this color is equal with the given one.
  	 *
  	 * @param {Color} c - The color to test for equality.
  	 * @return {boolean} Whether this bounding color is equal with the given one.
  	 */
  	equals( c ) {

  		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

  	}

  	/**
  	 * Sets this color's RGB components from the given array.
  	 *
  	 * @param {Array<number>} array - An array holding the RGB values.
  	 * @param {number} [offset=0] - The offset into the array.
  	 * @return {Color} A reference to this color.
  	 */
  	fromArray( array, offset = 0 ) {

  		this.r = array[ offset ];
  		this.g = array[ offset + 1 ];
  		this.b = array[ offset + 2 ];

  		return this;

  	}

  	/**
  	 * Writes the RGB components of this color to the given array. If no array is provided,
  	 * the method returns a new instance.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array holding the color components.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Array<number>} The color components.
  	 */
  	toArray( array = [], offset = 0 ) {

  		array[ offset ] = this.r;
  		array[ offset + 1 ] = this.g;
  		array[ offset + 2 ] = this.b;

  		return array;

  	}

  	/**
  	 * Sets the components of this color from the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  	 * @param {number} index - The index into the attribute.
  	 * @return {Color} A reference to this color.
  	 */
  	fromBufferAttribute( attribute, index ) {

  		this.r = attribute.getX( index );
  		this.g = attribute.getY( index );
  		this.b = attribute.getZ( index );

  		return this;

  	}

  	/**
  	 * This methods defines the serialization result of this class. Returns the color
  	 * as a hexadecimal value.
  	 *
  	 * @return {number} The hexadecimal value.
  	 */
  	toJSON() {

  		return this.getHex();

  	}

  	*[ Symbol.iterator ]() {

  		yield this.r;
  		yield this.g;
  		yield this.b;

  	}

  }

  const _color = /*@__PURE__*/ new Color();

  /**
   * A dictionary with X11 color names.
   *
   * Note that multiple words such as Dark Orange become the string 'darkorange'.
   *
   * @static
   * @type {Object}
   */
  Color.NAMES = _colorKeywords;

  /**
   * Scenes allow you to set up what is to be rendered and where by three.js.
   * This is where you place 3D objects like meshes, lines or lights.
   *
   * @augments Object3D
   */
  class Scene extends Object3D {

  	/**
  	 * Constructs a new scene.
  	 */
  	constructor() {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isScene = true;

  		this.type = 'Scene';

  		/**
  		 * Defines the background of the scene. Valid inputs are:
  		 *
  		 * - A color for defining a uniform colored background.
  		 * - A texture for defining a (flat) textured background.
  		 * - Cube textures or equirectangular textures for defining a skybox.
  		 *
  		 * @type {?(Color|Texture)}
  		 * @default null
  		 */
  		this.background = null;

  		/**
  		 * Sets the environment map for all physical materials in the scene. However,
  		 * it's not possible to overwrite an existing texture assigned to the `envMap`
  		 * material property.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.environment = null;

  		/**
  		 * A fog instance defining the type of fog that affects everything
  		 * rendered in the scene.
  		 *
  		 * @type {?(Fog|FogExp2)}
  		 * @default null
  		 */
  		this.fog = null;

  		/**
  		 * Sets the blurriness of the background. Only influences environment maps
  		 * assigned to {@link Scene#background}. Valid input is a float between `0`
  		 * and `1`.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.backgroundBlurriness = 0;

  		/**
  		 * Attenuates the color of the background. Only applies to background textures.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.backgroundIntensity = 1;

  		/**
  		 * The rotation of the background in radians. Only influences environment maps
  		 * assigned to {@link Scene#background}.
  		 *
  		 * @type {Euler}
  		 * @default (0,0,0)
  		 */
  		this.backgroundRotation = new Euler();

  		/**
  		 * Attenuates the color of the environment. Only influences environment maps
  		 * assigned to {@link Scene#environment}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.environmentIntensity = 1;

  		/**
  		 * The rotation of the environment map in radians. Only influences physical materials
  		 * in the scene when {@link Scene#environment} is used.
  		 *
  		 * @type {Euler}
  		 * @default (0,0,0)
  		 */
  		this.environmentRotation = new Euler();

  		/**
  		 * Forces everything in the scene to be rendered with the defined material. It is possible
  		 * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  		 *
  		 * @type {?Material}
  		 * @default null
  		 */
  		this.overrideMaterial = null;

  		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

  			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );

  		}

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		if ( source.background !== null ) this.background = source.background.clone();
  		if ( source.environment !== null ) this.environment = source.environment.clone();
  		if ( source.fog !== null ) this.fog = source.fog.clone();

  		this.backgroundBlurriness = source.backgroundBlurriness;
  		this.backgroundIntensity = source.backgroundIntensity;
  		this.backgroundRotation.copy( source.backgroundRotation );

  		this.environmentIntensity = source.environmentIntensity;
  		this.environmentRotation.copy( source.environmentRotation );

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

  		this.matrixAutoUpdate = source.matrixAutoUpdate;

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

  		if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  		if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  		data.object.backgroundRotation = this.backgroundRotation.toArray();

  		if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  		data.object.environmentRotation = this.environmentRotation.toArray();

  		return data;

  	}

  }

  const _v0$2 = /*@__PURE__*/ new Vector3();
  const _v1$5 = /*@__PURE__*/ new Vector3();
  const _v2$4 = /*@__PURE__*/ new Vector3();
  const _v3$2 = /*@__PURE__*/ new Vector3();

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

  const _v40 = /*@__PURE__*/ new Vector4();
  const _v41 = /*@__PURE__*/ new Vector4();
  const _v42 = /*@__PURE__*/ new Vector4();

  /**
   * A geometric triangle as defined by three vectors representing its three corners.
   */
  class Triangle {

  	/**
  	 * Constructs a new triangle.
  	 *
  	 * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  	 * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  	 * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  	 */
  	constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {

  		/**
  		 * The first corner of the triangle.
  		 *
  		 * @type {Vector3}
  		 */
  		this.a = a;

  		/**
  		 * The second corner of the triangle.
  		 *
  		 * @type {Vector3}
  		 */
  		this.b = b;

  		/**
  		 * The third corner of the triangle.
  		 *
  		 * @type {Vector3}
  		 */
  		this.c = c;

  	}

  	/**
  	 * Computes the normal vector of a triangle.
  	 *
  	 * @param {Vector3} a - The first corner of the triangle.
  	 * @param {Vector3} b - The second corner of the triangle.
  	 * @param {Vector3} c - The third corner of the triangle.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The triangle's normal.
  	 */
  	static getNormal( a, b, c, target ) {

  		target.subVectors( c, b );
  		_v0$2.subVectors( a, b );
  		target.cross( _v0$2 );

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

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

  		}

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

  	}

  	/**
  	 * Computes a barycentric coordinates from the given vector.
  	 * Returns `null` if the triangle is degenerate.
  	 *
  	 * @param {Vector3} point - A point in 3D space.
  	 * @param {Vector3} a - The first corner of the triangle.
  	 * @param {Vector3} b - The second corner of the triangle.
  	 * @param {Vector3} c - The third corner of the triangle.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The barycentric coordinates for the given point
  	 */
  	static getBarycoord( point, a, b, c, target ) {

  		// based on: http://www.blackpawn.com/texts/pointinpoly/default.html

  		_v0$2.subVectors( c, a );
  		_v1$5.subVectors( b, a );
  		_v2$4.subVectors( point, a );

  		const dot00 = _v0$2.dot( _v0$2 );
  		const dot01 = _v0$2.dot( _v1$5 );
  		const dot02 = _v0$2.dot( _v2$4 );
  		const dot11 = _v1$5.dot( _v1$5 );
  		const dot12 = _v1$5.dot( _v2$4 );

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

  		// collinear or singular triangle
  		if ( denom === 0 ) {

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

  		}

  		const invDenom = 1 / denom;
  		const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  		const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

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

  	}

  	/**
  	 * Returns `true` if the given point, when projected onto the plane of the
  	 * triangle, lies within the triangle.
  	 *
  	 * @param {Vector3} point - The point in 3D space to test.
  	 * @param {Vector3} a - The first corner of the triangle.
  	 * @param {Vector3} b - The second corner of the triangle.
  	 * @param {Vector3} c - The third corner of the triangle.
  	 * @return {boolean} Whether the given point, when projected onto the plane of the
  	 * triangle, lies within the triangle or not.
  	 */
  	static containsPoint( point, a, b, c ) {

  		// if the triangle is degenerate then we can't contain a point
  		if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {

  			return false;

  		}

  		return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );

  	}

  	/**
  	 * Computes the value barycentrically interpolated for the given point on the
  	 * triangle. Returns `null` if the triangle is degenerate.
  	 *
  	 * @param {Vector3} point - Position of interpolated point.
  	 * @param {Vector3} p1 - The first corner of the triangle.
  	 * @param {Vector3} p2 - The second corner of the triangle.
  	 * @param {Vector3} p3 - The third corner of the triangle.
  	 * @param {Vector3} v1 - Value to interpolate of first vertex.
  	 * @param {Vector3} v2 - Value to interpolate of second vertex.
  	 * @param {Vector3} v3 - Value to interpolate of third vertex.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The interpolated value.
  	 */
  	static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {

  		if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {

  			target.x = 0;
  			target.y = 0;
  			if ( 'z' in target ) target.z = 0;
  			if ( 'w' in target ) target.w = 0;
  			return null;

  		}

  		target.setScalar( 0 );
  		target.addScaledVector( v1, _v3$2.x );
  		target.addScaledVector( v2, _v3$2.y );
  		target.addScaledVector( v3, _v3$2.z );

  		return target;

  	}

  	/**
  	 * Computes the value barycentrically interpolated for the given attribute and indices.
  	 *
  	 * @param {BufferAttribute} attr - The attribute to interpolate.
  	 * @param {number} i1 - Index of first vertex.
  	 * @param {number} i2 - Index of second vertex.
  	 * @param {number} i3 - Index of third vertex.
  	 * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The interpolated attribute value.
  	 */
  	static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {

  		_v40.setScalar( 0 );
  		_v41.setScalar( 0 );
  		_v42.setScalar( 0 );

  		_v40.fromBufferAttribute( attr, i1 );
  		_v41.fromBufferAttribute( attr, i2 );
  		_v42.fromBufferAttribute( attr, i3 );

  		target.setScalar( 0 );
  		target.addScaledVector( _v40, barycoord.x );
  		target.addScaledVector( _v41, barycoord.y );
  		target.addScaledVector( _v42, barycoord.z );

  		return target;

  	}

  	/**
  	 * Returns `true` if the triangle is oriented towards the given direction.
  	 *
  	 * @param {Vector3} a - The first corner of the triangle.
  	 * @param {Vector3} b - The second corner of the triangle.
  	 * @param {Vector3} c - The third corner of the triangle.
  	 * @param {Vector3} direction - The (normalized) direction vector.
  	 * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  	 */
  	static isFrontFacing( a, b, c, direction ) {

  		_v0$2.subVectors( c, b );
  		_v1$5.subVectors( a, b );

  		// strictly front facing
  		return ( _v0$2.cross( _v1$5 ).dot( direction ) < 0 ) ? true : false;

  	}

  	/**
  	 * Sets the triangle's vertices by copying the given values.
  	 *
  	 * @param {Vector3} a - The first corner of the triangle.
  	 * @param {Vector3} b - The second corner of the triangle.
  	 * @param {Vector3} c - The third corner of the triangle.
  	 * @return {Triangle} A reference to this triangle.
  	 */
  	set( a, b, c ) {

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

  		return this;

  	}

  	/**
  	 * Sets the triangle's vertices by copying the given array values.
  	 *
  	 * @param {Array<Vector3>} points - An array with 3D points.
  	 * @param {number} i0 - The array index representing the first corner of the triangle.
  	 * @param {number} i1 - The array index representing the second corner of the triangle.
  	 * @param {number} i2 - The array index representing the third corner of the triangle.
  	 * @return {Triangle} A reference to this triangle.
  	 */
  	setFromPointsAndIndices( points, i0, i1, i2 ) {

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

  		return this;

  	}

  	/**
  	 * Sets the triangle's vertices by copying the given attribute values.
  	 *
  	 * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  	 * @param {number} i0 - The attribute index representing the first corner of the triangle.
  	 * @param {number} i1 - The attribute index representing the second corner of the triangle.
  	 * @param {number} i2 - The attribute index representing the third corner of the triangle.
  	 * @return {Triangle} A reference to this triangle.
  	 */
  	setFromAttributeAndIndices( attribute, i0, i1, i2 ) {

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

  		return this;

  	}

  	/**
  	 * Returns a new triangle with copied values from this instance.
  	 *
  	 * @return {Triangle} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given triangle to this instance.
  	 *
  	 * @param {Triangle} triangle - The triangle to copy.
  	 * @return {Triangle} A reference to this triangle.
  	 */
  	copy( triangle ) {

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

  		return this;

  	}

  	/**
  	 * Computes the area of the triangle.
  	 *
  	 * @return {number} The triangle's area.
  	 */
  	getArea() {

  		_v0$2.subVectors( this.c, this.b );
  		_v1$5.subVectors( this.a, this.b );

  		return _v0$2.cross( _v1$5 ).length() * 0.5;

  	}

  	/**
  	 * Computes the midpoint of the triangle.
  	 *
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The triangle's midpoint.
  	 */
  	getMidpoint( target ) {

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

  	}

  	/**
  	 * Computes the normal of the triangle.
  	 *
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The triangle's normal.
  	 */
  	getNormal( target ) {

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

  	}

  	/**
  	 * Computes a plane the triangle lies within.
  	 *
  	 * @param {Plane} target - The target vector that is used to store the method's result.
  	 * @return {Plane} The plane the triangle lies within.
  	 */
  	getPlane( target ) {

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

  	}

  	/**
  	 * Computes a barycentric coordinates from the given vector.
  	 * Returns `null` if the triangle is degenerate.
  	 *
  	 * @param {Vector3} point - A point in 3D space.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The barycentric coordinates for the given point
  	 */
  	getBarycoord( point, target ) {

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

  	}

  	/**
  	 * Computes the value barycentrically interpolated for the given point on the
  	 * triangle. Returns `null` if the triangle is degenerate.
  	 *
  	 * @param {Vector3} point - Position of interpolated point.
  	 * @param {Vector3} v1 - Value to interpolate of first vertex.
  	 * @param {Vector3} v2 - Value to interpolate of second vertex.
  	 * @param {Vector3} v3 - Value to interpolate of third vertex.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The interpolated value.
  	 */
  	getInterpolation( point, v1, v2, v3, target ) {

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

  	}

  	/**
  	 * Returns `true` if the given point, when projected onto the plane of the
  	 * triangle, lies within the triangle.
  	 *
  	 * @param {Vector3} point - The point in 3D space to test.
  	 * @return {boolean} Whether the given point, when projected onto the plane of the
  	 * triangle, lies within the triangle or not.
  	 */
  	containsPoint( point ) {

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

  	}

  	/**
  	 * Returns `true` if the triangle is oriented towards the given direction.
  	 *
  	 * @param {Vector3} direction - The (normalized) direction vector.
  	 * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  	 */
  	isFrontFacing( direction ) {

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

  	}

  	/**
  	 * Returns `true` if this triangle intersects with the given box.
  	 *
  	 * @param {Box3} box - The box to intersect.
  	 * @return {boolean} Whether this triangle intersects with the given box or not.
  	 */
  	intersectsBox( box ) {

  		return box.intersectsTriangle( this );

  	}

  	/**
  	 * Returns the closest point on the triangle to the given point.
  	 *
  	 * @param {Vector3} p - The point to compute the closest point for.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The closest point on the triangle.
  	 */
  	closestPointToPoint( p, target ) {

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

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

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

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

  		}

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

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

  		}

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

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

  		}

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

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

  		}

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

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

  		}

  		const va = d3 * d6 - d5 * d4;
  		if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {

  			_vbc.subVectors( c, b );
  			w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  			// edge region of BC; barycentric coords (0, 1-w, w)
  			return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC

  		}

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

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

  	}

  	/**
  	 * Returns `true` if this triangle is equal with the given one.
  	 *
  	 * @param {Triangle} triangle - The triangle to test for equality.
  	 * @return {boolean} Whether this triangle is equal with the given one.
  	 */
  	equals( triangle ) {

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

  	}

  }

  /**
   * Represents an axis-aligned bounding box (AABB) in 3D space.
   */
  class Box3 {

  	/**
  	 * Constructs a new bounding box.
  	 *
  	 * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  	 * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  	 */
  	constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBox3 = true;

  		/**
  		 * The lower boundary of the box.
  		 *
  		 * @type {Vector3}
  		 */
  		this.min = min;

  		/**
  		 * The upper boundary of the box.
  		 *
  		 * @type {Vector3}
  		 */
  		this.max = max;

  	}

  	/**
  	 * Sets the lower and upper boundaries of this box.
  	 * Please note that this method only copies the values from the given objects.
  	 *
  	 * @param {Vector3} min - The lower boundary of the box.
  	 * @param {Vector3} max - The upper boundary of the box.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	set( min, max ) {

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

  		return this;

  	}

  	/**
  	 * Sets the upper and lower bounds of this box so it encloses the position data
  	 * in the given array.
  	 *
  	 * @param {Array<number>} array - An array holding 3D position data.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	setFromArray( array ) {

  		this.makeEmpty();

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

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

  		}

  		return this;

  	}

  	/**
  	 * Sets the upper and lower bounds of this box so it encloses the position data
  	 * in the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	setFromBufferAttribute( attribute ) {

  		this.makeEmpty();

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

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

  		}

  		return this;

  	}

  	/**
  	 * Sets the upper and lower bounds of this box so it encloses the position data
  	 * in the given array.
  	 *
  	 * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	setFromPoints( points ) {

  		this.makeEmpty();

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

  			this.expandByPoint( points[ i ] );

  		}

  		return this;

  	}

  	/**
  	 * Centers this box on the given center vector and sets this box's width, height and
  	 * depth to the given size values.
  	 *
  	 * @param {Vector3} center - The center of the box.
  	 * @param {Vector3} size - The x, y and z dimensions of the box.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	setFromCenterAndSize( center, size ) {

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

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

  		return this;

  	}

  	/**
  	 * Computes the world-axis-aligned bounding box for the given 3D object
  	 * (including its children), accounting for the object's, and children's,
  	 * world transforms. The function may result in a larger box than strictly necessary.
  	 *
  	 * @param {Object3D} object - The 3D object to compute the bounding box for.
  	 * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  	 * world-axis-aligned bounding box at the expense of more computation.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	setFromObject( object, precise = false ) {

  		this.makeEmpty();

  		return this.expandByObject( object, precise );

  	}

  	/**
  	 * Returns a new box with copied values from this instance.
  	 *
  	 * @return {Box3} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given box to this instance.
  	 *
  	 * @param {Box3} box - The box to copy.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	copy( box ) {

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

  		return this;

  	}

  	/**
  	 * Makes this box empty which means in encloses a zero space in 3D.
  	 *
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	makeEmpty() {

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

  		return this;

  	}

  	/**
  	 * Returns true if this box includes zero points within its bounds.
  	 * Note that a box with equal lower and upper bounds still includes one
  	 * point, the one both bounds share.
  	 *
  	 * @return {boolean} Whether this box is empty or not.
  	 */
  	isEmpty() {

  		// 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 );

  	}

  	/**
  	 * Returns the center point of this box.
  	 *
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The center point.
  	 */
  	getCenter( target ) {

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

  	}

  	/**
  	 * Returns the dimensions of this box.
  	 *
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The size.
  	 */
  	getSize( target ) {

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

  	}

  	/**
  	 * Expands the boundaries of this box to include the given point.
  	 *
  	 * @param {Vector3} point - The point that should be included by the bounding box.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	expandByPoint( point ) {

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

  		return this;

  	}

  	/**
  	 * Expands this box equilaterally by the given vector. The width of this
  	 * box will be expanded by the x component of the vector in both
  	 * directions. The height of this box will be expanded by the y component of
  	 * the vector in both directions. The depth of this box will be
  	 * expanded by the z component of the vector in both directions.
  	 *
  	 * @param {Vector3} vector - The vector that should expand the bounding box.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	expandByVector( vector ) {

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

  		return this;

  	}

  	/**
  	 * Expands each dimension of the box by the given scalar. If negative, the
  	 * dimensions of the box will be contracted.
  	 *
  	 * @param {number} scalar - The scalar value that should expand the bounding box.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	expandByScalar( scalar ) {

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

  		return this;

  	}

  	/**
  	 * Expands the boundaries of this box to include the given 3D object and
  	 * its children, accounting for the object's, and children's, world
  	 * transforms. The function may result in a larger box than strictly
  	 * necessary (unless the precise parameter is set to true).
  	 *
  	 * @param {Object3D} object - The 3D object that should expand the bounding box.
  	 * @param {boolean} precise - If set to `true`, the method expands the bounding box
  	 * as little as necessary at the expense of more computation.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	expandByObject( object, precise = false ) {

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

  		object.updateWorldMatrix( false, false );

  		const geometry = object.geometry;

  		if ( geometry !== undefined ) {

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

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

  			if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {

  				for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {

  					if ( object.isMesh === true ) {

  						object.getVertexPosition( i, _vector$b );

  					} else {

  						_vector$b.fromBufferAttribute( positionAttribute, i );

  					}

  					_vector$b.applyMatrix4( object.matrixWorld );
  					this.expandByPoint( _vector$b );

  				}

  			} else {

  				if ( object.boundingBox !== undefined ) {

  					// object-level bounding box

  					if ( object.boundingBox === null ) {

  						object.computeBoundingBox();

  					}

  					_box$4.copy( object.boundingBox );


  				} else {

  					// geometry-level bounding box

  					if ( geometry.boundingBox === null ) {

  						geometry.computeBoundingBox();

  					}

  					_box$4.copy( geometry.boundingBox );

  				}

  				_box$4.applyMatrix4( object.matrixWorld );

  				this.union( _box$4 );

  			}

  		}

  		const children = object.children;

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

  			this.expandByObject( children[ i ], precise );

  		}

  		return this;

  	}

  	/**
  	 * Returns `true` if the given point lies within or on the boundaries of this box.
  	 *
  	 * @param {Vector3} point - The point to test.
  	 * @return {boolean} Whether the bounding box contains the given point or not.
  	 */
  	containsPoint( point ) {

  		return point.x >= this.min.x && point.x <= this.max.x &&
  			point.y >= this.min.y && point.y <= this.max.y &&
  			point.z >= this.min.z && point.z <= this.max.z;

  	}

  	/**
  	 * Returns `true` if this bounding box includes the entirety of the given bounding box.
  	 * If this box and the given one are identical, this function also returns `true`.
  	 *
  	 * @param {Box3} box - The bounding box to test.
  	 * @return {boolean} Whether the bounding box contains the given bounding box or not.
  	 */
  	containsBox( box ) {

  		return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  			this.min.y <= box.min.y && box.max.y <= this.max.y &&
  			this.min.z <= box.min.z && box.max.z <= this.max.z;

  	}

  	/**
  	 * Returns a point as a proportion of this box's width, height and depth.
  	 *
  	 * @param {Vector3} point - A point in 3D space.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} A point as a proportion of this box's width, height and depth.
  	 */
  	getParameter( point, target ) {

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

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

  	}

  	/**
  	 * Returns `true` if the given bounding box intersects with this bounding box.
  	 *
  	 * @param {Box3} box - The bounding box to test.
  	 * @return {boolean} Whether the given bounding box intersects with this bounding box.
  	 */
  	intersectsBox( box ) {

  		// 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;

  	}

  	/**
  	 * Returns `true` if the given bounding sphere intersects with this bounding box.
  	 *
  	 * @param {Sphere} sphere - The bounding sphere to test.
  	 * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  	 */
  	intersectsSphere( sphere ) {

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

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

  	}

  	/**
  	 * Returns `true` if the given plane intersects with this bounding box.
  	 *
  	 * @param {Plane} plane - The plane to test.
  	 * @return {boolean} Whether the given plane intersects with this bounding box.
  	 */
  	intersectsPlane( plane ) {

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

  		let min, max;

  		if ( plane.normal.x > 0 ) {

  			min = plane.normal.x * this.min.x;
  			max = plane.normal.x * this.max.x;

  		} else {

  			min = plane.normal.x * this.max.x;
  			max = plane.normal.x * this.min.x;

  		}

  		if ( plane.normal.y > 0 ) {

  			min += plane.normal.y * this.min.y;
  			max += plane.normal.y * this.max.y;

  		} else {

  			min += plane.normal.y * this.max.y;
  			max += plane.normal.y * this.min.y;

  		}

  		if ( plane.normal.z > 0 ) {

  			min += plane.normal.z * this.min.z;
  			max += plane.normal.z * this.max.z;

  		} else {

  			min += plane.normal.z * this.max.z;
  			max += plane.normal.z * this.min.z;

  		}

  		return ( min <= - plane.constant && max >= - plane.constant );

  	}

  	/**
  	 * Returns `true` if the given triangle intersects with this bounding box.
  	 *
  	 * @param {Triangle} triangle - The triangle to test.
  	 * @return {boolean} Whether the given triangle intersects with this bounding box.
  	 */
  	intersectsTriangle( triangle ) {

  		if ( this.isEmpty() ) {

  			return false;

  		}

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

  		// translate triangle to aabb origin
  		_v0$1.subVectors( triangle.a, _center );
  		_v1$4.subVectors( triangle.b, _center );
  		_v2$3.subVectors( triangle.c, _center );

  		// compute edge vectors for triangle
  		_f0.subVectors( _v1$4, _v0$1 );
  		_f1.subVectors( _v2$3, _v1$4 );
  		_f2.subVectors( _v0$1, _v2$3 );

  		// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  		// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  		// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  		let axes = [
  			0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  			_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  			- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  		];
  		if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {

  			return false;

  		}

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

  			return false;

  		}

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

  		return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );

  	}

  	/**
  	 * Clamps the given point within the bounds of this box.
  	 *
  	 * @param {Vector3} point - The point to clamp.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The clamped point.
  	 */
  	clampPoint( point, target ) {

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

  	}

  	/**
  	 * Returns the euclidean distance from any edge of this box to the specified point. If
  	 * the given point lies inside of this box, the distance will be `0`.
  	 *
  	 * @param {Vector3} point - The point to compute the distance to.
  	 * @return {number} The euclidean distance.
  	 */
  	distanceToPoint( point ) {

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

  	}

  	/**
  	 * Returns a bounding sphere that encloses this bounding box.
  	 *
  	 * @param {Sphere} target - The target sphere that is used to store the method's result.
  	 * @return {Sphere} The bounding sphere that encloses this bounding box.
  	 */
  	getBoundingSphere( target ) {

  		if ( this.isEmpty() ) {

  			target.makeEmpty();

  		} else {

  			this.getCenter( target.center );

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

  		}

  		return target;

  	}

  	/**
  	 * Computes the intersection of this bounding box and the given one, setting the upper
  	 * bound of this box to the lesser of the two boxes' upper bounds and the
  	 * lower bound of this box to the greater of the two boxes' lower bounds. If
  	 * there's no overlap, makes this box empty.
  	 *
  	 * @param {Box3} box - The bounding box to intersect with.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	intersect( box ) {

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

  		// 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;

  	}

  	/**
  	 * Computes the union of this box and another and the given one, setting the upper
  	 * bound of this box to the greater of the two boxes' upper bounds and the
  	 * lower bound of this box to the lesser of the two boxes' lower bounds.
  	 *
  	 * @param {Box3} box - The bounding box that will be unioned with this instance.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	union( box ) {

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

  		return this;

  	}

  	/**
  	 * Transforms this bounding box by the given 4x4 transformation matrix.
  	 *
  	 * @param {Matrix4} matrix - The transformation matrix.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	applyMatrix4( matrix ) {

  		// 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;

  	}

  	/**
  	 * Adds the given offset to both the upper and lower bounds of this bounding box,
  	 * effectively moving it in 3D space.
  	 *
  	 * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	translate( offset ) {

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

  		return this;

  	}

  	/**
  	 * Returns `true` if this bounding box is equal with the given one.
  	 *
  	 * @param {Box3} box - The box to test for equality.
  	 * @return {boolean} Whether this bounding box is equal with the given one.
  	 */
  	equals( box ) {

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

  	}

  	/**
  	 * Returns a serialized structure of the bounding box.
  	 *
  	 * @return {Object} Serialized structure with fields representing the object state.
  	 */
  	toJSON() {

  		return {
  			min: this.min.toArray(),
  			max: this.max.toArray()
  		};

  	}

  	/**
  	 * Returns a serialized structure of the bounding box.
  	 *
  	 * @param {Object} json - The serialized json to set the box from.
  	 * @return {Box3} A reference to this bounding box.
  	 */
  	fromJSON( json ) {

  		this.min.fromArray( json.min );
  		this.max.fromArray( json.max );
  		return this;

  	}

  }

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

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

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

  // triangle centered vertices

  const _v0$1 = /*@__PURE__*/ new Vector3();
  const _v1$4 = /*@__PURE__*/ new Vector3();
  const _v2$3 = /*@__PURE__*/ new Vector3();

  // triangle edge vectors

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

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

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

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

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

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

  		}

  	}

  	return true;

  }

  // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf

  const _tables = /*@__PURE__*/ _generateTables();

  function _generateTables() {

  	// float32 to float16 helpers

  	const buffer = new ArrayBuffer( 4 );
  	const floatView = new Float32Array( buffer );
  	const uint32View = new Uint32Array( buffer );

  	const baseTable = new Uint32Array( 512 );
  	const shiftTable = new Uint32Array( 512 );

  	for ( let i = 0; i < 256; ++ i ) {

  		const e = i - 127;

  		// very small number (0, -0)

  		if ( e < -27 ) {

  			baseTable[ i ] = 0x0000;
  			baseTable[ i | 0x100 ] = 0x8000;
  			shiftTable[ i ] = 24;
  			shiftTable[ i | 0x100 ] = 24;

  			// small number (denorm)

  		} else if ( e < -14 ) {

  			baseTable[ i ] = 0x0400 >> ( - e - 14 );
  			baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  			shiftTable[ i ] = - e - 1;
  			shiftTable[ i | 0x100 ] = - e - 1;

  			// normal number

  		} else if ( e <= 15 ) {

  			baseTable[ i ] = ( e + 15 ) << 10;
  			baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  			shiftTable[ i ] = 13;
  			shiftTable[ i | 0x100 ] = 13;

  			// large number (Infinity, -Infinity)

  		} else if ( e < 128 ) {

  			baseTable[ i ] = 0x7c00;
  			baseTable[ i | 0x100 ] = 0xfc00;
  			shiftTable[ i ] = 24;
  			shiftTable[ i | 0x100 ] = 24;

  			// stay (NaN, Infinity, -Infinity)

  		} else {

  			baseTable[ i ] = 0x7c00;
  			baseTable[ i | 0x100 ] = 0xfc00;
  			shiftTable[ i ] = 13;
  			shiftTable[ i | 0x100 ] = 13;

  		}

  	}

  	// float16 to float32 helpers

  	const mantissaTable = new Uint32Array( 2048 );
  	const exponentTable = new Uint32Array( 64 );
  	const offsetTable = new Uint32Array( 64 );

  	for ( let i = 1; i < 1024; ++ i ) {

  		let m = i << 13; // zero pad mantissa bits
  		let e = 0; // zero exponent

  		// normalized
  		while ( ( m & 0x00800000 ) === 0 ) {

  			m <<= 1;
  			e -= 0x00800000; // decrement exponent

  		}

  		m &= -8388609; // clear leading 1 bit
  		e += 0x38800000; // adjust bias

  		mantissaTable[ i ] = m | e;

  	}

  	for ( let i = 1024; i < 2048; ++ i ) {

  		mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );

  	}

  	for ( let i = 1; i < 31; ++ i ) {

  		exponentTable[ i ] = i << 23;

  	}

  	exponentTable[ 31 ] = 0x47800000;
  	exponentTable[ 32 ] = 0x80000000;

  	for ( let i = 33; i < 63; ++ i ) {

  		exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );

  	}

  	exponentTable[ 63 ] = 0xc7800000;

  	for ( let i = 1; i < 64; ++ i ) {

  		if ( i !== 32 ) {

  			offsetTable[ i ] = 1024;

  		}

  	}

  	return {
  		floatView: floatView,
  		uint32View: uint32View,
  		baseTable: baseTable,
  		shiftTable: shiftTable,
  		mantissaTable: mantissaTable,
  		exponentTable: exponentTable,
  		offsetTable: offsetTable
  	};

  }

  /**
   * Returns a half precision floating point value (FP16) from the given single
   * precision floating point value (FP32).
   *
   * @param {number} val - A single precision floating point value.
   * @return {number} The FP16 value.
   */
  function toHalfFloat( val ) {

  	if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );

  	val = clamp$1( val, -65504, 65504 );

  	_tables.floatView[ 0 ] = val;
  	const f = _tables.uint32View[ 0 ];
  	const e = ( f >> 23 ) & 0x1ff;
  	return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );

  }

  /**
   * Returns a single precision floating point value (FP32) from the given half
   * precision floating point value (FP16).
   *
   * @param {number} val - A half precision floating point value.
   * @return {number} The FP32 value.
   */
  function fromHalfFloat( val ) {

  	const m = val >> 10;
  	_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  	return _tables.floatView[ 0 ];

  }

  const _vector$a = /*@__PURE__*/ new Vector3();
  const _vector2$1 = /*@__PURE__*/ new Vector2();

  let _id$2$1 = 0;

  /**
   * This class stores data for an attribute (such as vertex positions, face
   * indices, normals, colors, UVs, and any custom attributes ) associated with
   * a geometry, which allows for more efficient passing of data to the GPU.
   *
   * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
   * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
   */
  class BufferAttribute {

  	/**
  	 * Constructs a new buffer attribute.
  	 *
  	 * @param {TypedArray} array - The array holding the attribute data.
  	 * @param {number} itemSize - The item size.
  	 * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  	 */
  	constructor( array, itemSize, normalized = false ) {

  		if ( Array.isArray( array ) ) {

  			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

  		}

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBufferAttribute = true;

  		/**
  		 * The ID of the buffer attribute.
  		 *
  		 * @name BufferAttribute#id
  		 * @type {number}
  		 * @readonly
  		 */
  		Object.defineProperty( this, 'id', { value: _id$2$1 ++ } );

  		/**
  		 * The name of the buffer attribute.
  		 *
  		 * @type {string}
  		 */
  		this.name = '';

  		/**
  		 * The array holding the attribute data. It should have `itemSize * numVertices`
  		 * elements, where `numVertices` is the number of vertices in the associated geometry.
  		 *
  		 * @type {TypedArray}
  		 */
  		this.array = array;

  		/**
  		 * The number of values of the array that should be associated with a particular vertex.
  		 * For instance, if this attribute is storing a 3-component vector (such as a position,
  		 * normal, or color), then the value should be `3`.
  		 *
  		 * @type {number}
  		 */
  		this.itemSize = itemSize;

  		/**
  		 * Represents the number of items this buffer attribute stores. It is internally computed
  		 * by dividing the `array` length by the `itemSize`.
  		 *
  		 * @type {number}
  		 * @readonly
  		 */
  		this.count = array !== undefined ? array.length / itemSize : 0;

  		/**
  		 * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  		 * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  		 * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  		 * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  		 * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  		 *
  		 * @type {boolean}
  		 */
  		this.normalized = normalized;

  		/**
  		 * Defines the intended usage pattern of the data store for optimization purposes.
  		 *
  		 * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  		 * instantiate a new one and set the desired usage before the next render.
  		 *
  		 * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  		 * @default StaticDrawUsage
  		 */
  		this.usage = StaticDrawUsage;

  		/**
  		 * This can be used to only update some components of stored vectors (for example, just the
  		 * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.updateRanges = [];

  		/**
  		 * Configures the bound GPU type for use in shaders.
  		 *
  		 * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  		 * For lower precision float types, use `Float16BufferAttribute`.
  		 *
  		 * @type {(FloatType|IntType)}
  		 * @default FloatType
  		 */
  		this.gpuType = FloatType;

  		/**
  		 * A version number, incremented every time the `needsUpdate` is set to `true`.
  		 *
  		 * @type {number}
  		 */
  		this.version = 0;

  	}

  	/**
  	 * A callback function that is executed after the renderer has transferred the attribute
  	 * array data to the GPU.
  	 */
  	onUploadCallback() {}

  	/**
  	 * Flag to indicate that this attribute has changed and should be re-sent to
  	 * the GPU. Set this to `true` when you modify the value of the array.
  	 *
  	 * @type {number}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsUpdate( value ) {

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

  	}

  	/**
  	 * Sets the usage of this buffer attribute.
  	 *
  	 * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  	 * @return {BufferAttribute} A reference to this buffer attribute.
  	 */
  	setUsage( value ) {

  		this.usage = value;

  		return this;

  	}

  	/**
  	 * Adds a range of data in the data array to be updated on the GPU.
  	 *
  	 * @param {number} start - Position at which to start update.
  	 * @param {number} count - The number of components to update.
  	 */
  	addUpdateRange( start, count ) {

  		this.updateRanges.push( { start, count } );

  	}

  	/**
  	 * Clears the update ranges.
  	 */
  	clearUpdateRanges() {

  		this.updateRanges.length = 0;

  	}

  	/**
  	 * Copies the values of the given buffer attribute to this instance.
  	 *
  	 * @param {BufferAttribute} source - The buffer attribute to copy.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	copy( source ) {

  		this.name = source.name;
  		this.array = new source.array.constructor( source.array );
  		this.itemSize = source.itemSize;
  		this.count = source.count;
  		this.normalized = source.normalized;

  		this.usage = source.usage;
  		this.gpuType = source.gpuType;

  		return this;

  	}

  	/**
  	 * Copies a vector from the given buffer attribute to this one. The start
  	 * and destination position in the attribute buffers are represented by the
  	 * given indices.
  	 *
  	 * @param {number} index1 - The destination index into this buffer attribute.
  	 * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  	 * @param {number} index2 - The source index into the given buffer attribute.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	copyAt( index1, attribute, index2 ) {

  		index1 *= this.itemSize;
  		index2 *= attribute.itemSize;

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

  			this.array[ index1 + i ] = attribute.array[ index2 + i ];

  		}

  		return this;

  	}

  	/**
  	 * Copies the given array data into this buffer attribute.
  	 *
  	 * @param {(TypedArray|Array)} array - The array to copy.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	copyArray( array ) {

  		this.array.set( array );

  		return this;

  	}

  	/**
  	 * Applies the given 3x3 matrix to the given attribute. Works with
  	 * item size `2` and `3`.
  	 *
  	 * @param {Matrix3} m - The matrix to apply.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	applyMatrix3( m ) {

  		if ( this.itemSize === 2 ) {

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

  				_vector2$1.fromBufferAttribute( this, i );
  				_vector2$1.applyMatrix3( m );

  				this.setXY( i, _vector2$1.x, _vector2$1.y );

  			}

  		} else if ( this.itemSize === 3 ) {

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

  				_vector$a.fromBufferAttribute( this, i );
  				_vector$a.applyMatrix3( m );

  				this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );

  			}

  		}

  		return this;

  	}

  	/**
  	 * Applies the given 4x4 matrix to the given attribute. Only works with
  	 * item size `3`.
  	 *
  	 * @param {Matrix4} m - The matrix to apply.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	applyMatrix4( m ) {

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

  			_vector$a.fromBufferAttribute( this, i );

  			_vector$a.applyMatrix4( m );

  			this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );

  		}

  		return this;

  	}

  	/**
  	 * Applies the given 3x3 normal matrix to the given attribute. Only works with
  	 * item size `3`.
  	 *
  	 * @param {Matrix3} m - The normal matrix to apply.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	applyNormalMatrix( m ) {

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

  			_vector$a.fromBufferAttribute( this, i );

  			_vector$a.applyNormalMatrix( m );

  			this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );

  		}

  		return this;

  	}

  	/**
  	 * Applies the given 4x4 matrix to the given attribute. Only works with
  	 * item size `3` and with direction vectors.
  	 *
  	 * @param {Matrix4} m - The matrix to apply.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	transformDirection( m ) {

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

  			_vector$a.fromBufferAttribute( this, i );

  			_vector$a.transformDirection( m );

  			this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );

  		}

  		return this;

  	}

  	/**
  	 * Sets the given array data in the buffer attribute.
  	 *
  	 * @param {(TypedArray|Array)} value - The array data to set.
  	 * @param {number} [offset=0] - The offset in this buffer attribute's array.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	set( value, offset = 0 ) {

  		// Matching BufferAttribute constructor, do not normalize the array.
  		this.array.set( value, offset );

  		return this;

  	}

  	/**
  	 * Returns the given component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} component - The component index.
  	 * @return {number} The returned value.
  	 */
  	getComponent( index, component ) {

  		let value = this.array[ index * this.itemSize + component ];

  		if ( this.normalized ) value = denormalize( value, this.array );

  		return value;

  	}

  	/**
  	 * Sets the given value to the given component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} component - The component index.
  	 * @param {number} value - The value to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setComponent( index, component, value ) {

  		if ( this.normalized ) value = normalize$1( value, this.array );

  		this.array[ index * this.itemSize + component ] = value;

  		return this;

  	}

  	/**
  	 * Returns the x component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The x component.
  	 */
  	getX( index ) {

  		let x = this.array[ index * this.itemSize ];

  		if ( this.normalized ) x = denormalize( x, this.array );

  		return x;

  	}

  	/**
  	 * Sets the x component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setX( index, x ) {

  		if ( this.normalized ) x = normalize$1( x, this.array );

  		this.array[ index * this.itemSize ] = x;

  		return this;

  	}

  	/**
  	 * Returns the y component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The y component.
  	 */
  	getY( index ) {

  		let y = this.array[ index * this.itemSize + 1 ];

  		if ( this.normalized ) y = denormalize( y, this.array );

  		return y;

  	}

  	/**
  	 * Sets the y component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} y - The value to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setY( index, y ) {

  		if ( this.normalized ) y = normalize$1( y, this.array );

  		this.array[ index * this.itemSize + 1 ] = y;

  		return this;

  	}

  	/**
  	 * Returns the z component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The z component.
  	 */
  	getZ( index ) {

  		let z = this.array[ index * this.itemSize + 2 ];

  		if ( this.normalized ) z = denormalize( z, this.array );

  		return z;

  	}

  	/**
  	 * Sets the z component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} z - The value to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setZ( index, z ) {

  		if ( this.normalized ) z = normalize$1( z, this.array );

  		this.array[ index * this.itemSize + 2 ] = z;

  		return this;

  	}

  	/**
  	 * Returns the w component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The w component.
  	 */
  	getW( index ) {

  		let w = this.array[ index * this.itemSize + 3 ];

  		if ( this.normalized ) w = denormalize( w, this.array );

  		return w;

  	}

  	/**
  	 * Sets the w component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} w - The value to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setW( index, w ) {

  		if ( this.normalized ) w = normalize$1( w, this.array );

  		this.array[ index * this.itemSize + 3 ] = w;

  		return this;

  	}

  	/**
  	 * Sets the x and y component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value for the x component to set.
  	 * @param {number} y - The value for the y component to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setXY( index, x, y ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );

  		}

  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;

  		return this;

  	}

  	/**
  	 * Sets the x, y and z component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value for the x component to set.
  	 * @param {number} y - The value for the y component to set.
  	 * @param {number} z - The value for the z component to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setXYZ( index, x, y, z ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );

  		}

  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;
  		this.array[ index + 2 ] = z;

  		return this;

  	}

  	/**
  	 * Sets the x, y, z and w component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value for the x component to set.
  	 * @param {number} y - The value for the y component to set.
  	 * @param {number} z - The value for the z component to set.
  	 * @param {number} w - The value for the w component to set.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	setXYZW( index, x, y, z, w ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );
  			w = normalize$1( w, this.array );

  		}

  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;
  		this.array[ index + 2 ] = z;
  		this.array[ index + 3 ] = w;

  		return this;

  	}

  	/**
  	 * Sets the given callback function that is executed after the Renderer has transferred
  	 * the attribute array data to the GPU. Can be used to perform clean-up operations after
  	 * the upload when attribute data are not needed anymore on the CPU side.
  	 *
  	 * @param {Function} callback - The `onUpload()` callback.
  	 * @return {BufferAttribute} A reference to this instance.
  	 */
  	onUpload( callback ) {

  		this.onUploadCallback = callback;

  		return this;

  	}

  	/**
  	 * Returns a new buffer attribute with copied values from this instance.
  	 *
  	 * @return {BufferAttribute} A clone of this instance.
  	 */
  	clone() {

  		return new this.constructor( this.array, this.itemSize ).copy( this );

  	}

  	/**
  	 * Serializes the buffer attribute into JSON.
  	 *
  	 * @return {Object} A JSON object representing the serialized buffer attribute.
  	 */
  	toJSON() {

  		const data = {
  			itemSize: this.itemSize,
  			type: this.array.constructor.name,
  			array: Array.from( this.array ),
  			normalized: this.normalized
  		};

  		if ( this.name !== '' ) data.name = this.name;
  		if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;

  		return data;

  	}

  }

  /**
   * Convenient class that can be used when creating a `UInt16` buffer attribute with
   * a plain `Array` instance.
   *
   * @augments BufferAttribute
   */
  class Uint16BufferAttribute extends BufferAttribute {

  	/**
  	 * Constructs a new buffer attribute.
  	 *
  	 * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  	 * @param {number} itemSize - The item size.
  	 * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  	 */
  	constructor( array, itemSize, normalized ) {

  		super( new Uint16Array( array ), itemSize, normalized );

  	}

  }

  /**
   * Convenient class that can be used when creating a `UInt32` buffer attribute with
   * a plain `Array` instance.
   *
   * @augments BufferAttribute
   */
  class Uint32BufferAttribute extends BufferAttribute {

  	/**
  	 * Constructs a new buffer attribute.
  	 *
  	 * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  	 * @param {number} itemSize - The item size.
  	 * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  	 */
  	constructor( array, itemSize, normalized ) {

  		super( new Uint32Array( array ), itemSize, normalized );

  	}

  }

  /**
   * Convenient class that can be used when creating a `Float16` buffer attribute with
   * a plain `Array` instance.
   *
   * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
   * browser support is still problematic.
   *
   * @augments BufferAttribute
   */
  class Float16BufferAttribute extends BufferAttribute {

  	/**
  	 * Constructs a new buffer attribute.
  	 *
  	 * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  	 * @param {number} itemSize - The item size.
  	 * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  	 */
  	constructor( array, itemSize, normalized ) {

  		super( new Uint16Array( array ), itemSize, normalized );

  		this.isFloat16BufferAttribute = true;

  	}

  	getX( index ) {

  		let x = fromHalfFloat( this.array[ index * this.itemSize ] );

  		if ( this.normalized ) x = denormalize( x, this.array );

  		return x;

  	}

  	setX( index, x ) {

  		if ( this.normalized ) x = normalize$1( x, this.array );

  		this.array[ index * this.itemSize ] = toHalfFloat( x );

  		return this;

  	}

  	getY( index ) {

  		let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );

  		if ( this.normalized ) y = denormalize( y, this.array );

  		return y;

  	}

  	setY( index, y ) {

  		if ( this.normalized ) y = normalize$1( y, this.array );

  		this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );

  		return this;

  	}

  	getZ( index ) {

  		let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );

  		if ( this.normalized ) z = denormalize( z, this.array );

  		return z;

  	}

  	setZ( index, z ) {

  		if ( this.normalized ) z = normalize$1( z, this.array );

  		this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );

  		return this;

  	}

  	getW( index ) {

  		let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );

  		if ( this.normalized ) w = denormalize( w, this.array );

  		return w;

  	}

  	setW( index, w ) {

  		if ( this.normalized ) w = normalize$1( w, this.array );

  		this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );

  		return this;

  	}

  	setXY( index, x, y ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );

  		}

  		this.array[ index + 0 ] = toHalfFloat( x );
  		this.array[ index + 1 ] = toHalfFloat( y );

  		return this;

  	}

  	setXYZ( index, x, y, z ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );

  		}

  		this.array[ index + 0 ] = toHalfFloat( x );
  		this.array[ index + 1 ] = toHalfFloat( y );
  		this.array[ index + 2 ] = toHalfFloat( z );

  		return this;

  	}

  	setXYZW( index, x, y, z, w ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );
  			w = normalize$1( w, this.array );

  		}

  		this.array[ index + 0 ] = toHalfFloat( x );
  		this.array[ index + 1 ] = toHalfFloat( y );
  		this.array[ index + 2 ] = toHalfFloat( z );
  		this.array[ index + 3 ] = toHalfFloat( w );

  		return this;

  	}

  }

  /**
   * Convenient class that can be used when creating a `Float32` buffer attribute with
   * a plain `Array` instance.
   *
   * @augments BufferAttribute
   */
  class Float32BufferAttribute extends BufferAttribute {

  	/**
  	 * Constructs a new buffer attribute.
  	 *
  	 * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  	 * @param {number} itemSize - The item size.
  	 * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  	 */
  	constructor( array, itemSize, normalized ) {

  		super( new Float32Array( array ), itemSize, normalized );

  	}

  }

  const _box$3 = /*@__PURE__*/ new Box3();
  const _v1$3 = /*@__PURE__*/ new Vector3();
  const _v2$2 = /*@__PURE__*/ new Vector3();

  /**
   * An analytical 3D sphere defined by a center and radius. This class is mainly
   * used as a Bounding Sphere for 3D objects.
   */
  class Sphere {

  	/**
  	 * Constructs a new sphere.
  	 *
  	 * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  	 * @param {number} [radius=-1] - The radius of the sphere.
  	 */
  	constructor( center = new Vector3(), radius = -1 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSphere = true;

  		/**
  		 * The center of the sphere
  		 *
  		 * @type {Vector3}
  		 */
  		this.center = center;

  		/**
  		 * The radius of the sphere.
  		 *
  		 * @type {number}
  		 */
  		this.radius = radius;

  	}

  	/**
  	 * Sets the sphere's components by copying the given values.
  	 *
  	 * @param {Vector3} center - The center.
  	 * @param {number} radius - The radius.
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	set( center, radius ) {

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

  		return this;

  	}

  	/**
  	 * Computes the minimum bounding sphere for list of points.
  	 * If the optional center point is given, it is used as the sphere's
  	 * center. Otherwise, the center of the axis-aligned bounding box
  	 * encompassing the points is calculated.
  	 *
  	 * @param {Array<Vector3>} points - A list of points in 3D space.
  	 * @param {Vector3} [optionalCenter] - The center of the sphere.
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	setFromPoints( points, optionalCenter ) {

  		const center = this.center;

  		if ( optionalCenter !== undefined ) {

  			center.copy( optionalCenter );

  		} else {

  			_box$3.setFromPoints( points ).getCenter( center );

  		}

  		let maxRadiusSq = 0;

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

  			maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

  		}

  		this.radius = Math.sqrt( maxRadiusSq );

  		return this;

  	}

  	/**
  	 * Copies the values of the given sphere to this instance.
  	 *
  	 * @param {Sphere} sphere - The sphere to copy.
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	copy( sphere ) {

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

  		return this;

  	}

  	/**
  	 * Returns `true` if the sphere is empty (the radius set to a negative number).
  	 *
  	 * Spheres with a radius of `0` contain only their center point and are not
  	 * considered to be empty.
  	 *
  	 * @return {boolean} Whether this sphere is empty or not.
  	 */
  	isEmpty() {

  		return ( this.radius < 0 );

  	}

  	/**
  	 * Makes this sphere empty which means in encloses a zero space in 3D.
  	 *
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	makeEmpty() {

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

  		return this;

  	}

  	/**
  	 * Returns `true` if this sphere contains the given point inclusive of
  	 * the surface of the sphere.
  	 *
  	 * @param {Vector3} point - The point to check.
  	 * @return {boolean} Whether this sphere contains the given point or not.
  	 */
  	containsPoint( point ) {

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

  	}

  	/**
  	 * Returns the closest distance from the boundary of the sphere to the
  	 * given point. If the sphere contains the point, the distance will
  	 * be negative.
  	 *
  	 * @param {Vector3} point - The point to compute the distance to.
  	 * @return {number} The distance to the point.
  	 */
  	distanceToPoint( point ) {

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

  	}

  	/**
  	 * Returns `true` if this sphere intersects with the given one.
  	 *
  	 * @param {Sphere} sphere - The sphere to test.
  	 * @return {boolean} Whether this sphere intersects with the given one or not.
  	 */
  	intersectsSphere( sphere ) {

  		const radiusSum = this.radius + sphere.radius;

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

  	}

  	/**
  	 * Returns `true` if this sphere intersects with the given box.
  	 *
  	 * @param {Box3} box - The box to test.
  	 * @return {boolean} Whether this sphere intersects with the given box or not.
  	 */
  	intersectsBox( box ) {

  		return box.intersectsSphere( this );

  	}

  	/**
  	 * Returns `true` if this sphere intersects with the given plane.
  	 *
  	 * @param {Plane} plane - The plane to test.
  	 * @return {boolean} Whether this sphere intersects with the given plane or not.
  	 */
  	intersectsPlane( plane ) {

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

  	}

  	/**
  	 * Clamps a point within the sphere. If the point is outside the sphere, it
  	 * will clamp it to the closest point on the edge of the sphere. Points
  	 * already inside the sphere will not be affected.
  	 *
  	 * @param {Vector3} point - The plane to clamp.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The clamped point.
  	 */
  	clampPoint( point, target ) {

  		const deltaLengthSq = this.center.distanceToSquared( point );

  		target.copy( point );

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

  			target.sub( this.center ).normalize();
  			target.multiplyScalar( this.radius ).add( this.center );

  		}

  		return target;

  	}

  	/**
  	 * Returns a bounding box that encloses this sphere.
  	 *
  	 * @param {Box3} target - The target box that is used to store the method's result.
  	 * @return {Box3} The bounding box that encloses this sphere.
  	 */
  	getBoundingBox( target ) {

  		if ( this.isEmpty() ) {

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

  		}

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

  		return target;

  	}

  	/**
  	 * Transforms this sphere with the given 4x4 transformation matrix.
  	 *
  	 * @param {Matrix4} matrix - The transformation matrix.
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	applyMatrix4( matrix ) {

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

  		return this;

  	}

  	/**
  	 * Translates the sphere's center by the given offset.
  	 *
  	 * @param {Vector3} offset - The offset.
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	translate( offset ) {

  		this.center.add( offset );

  		return this;

  	}

  	/**
  	 * Expands the boundaries of this sphere to include the given point.
  	 *
  	 * @param {Vector3} point - The point to include.
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	expandByPoint( point ) {

  		if ( this.isEmpty() ) {

  			this.center.copy( point );

  			this.radius = 0;

  			return this;

  		}

  		_v1$3.subVectors( point, this.center );

  		const lengthSq = _v1$3.lengthSq();

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

  			// calculate the minimal sphere

  			const length = Math.sqrt( lengthSq );

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

  			this.center.addScaledVector( _v1$3, delta / length );

  			this.radius += delta;

  		}

  		return this;

  	}

  	/**
  	 * Expands this sphere to enclose both the original sphere and the given sphere.
  	 *
  	 * @param {Sphere} sphere - The sphere to include.
  	 * @return {Sphere} A reference to this sphere.
  	 */
  	union( sphere ) {

  		if ( sphere.isEmpty() ) {

  			return this;

  		}

  		if ( this.isEmpty() ) {

  			this.copy( sphere );

  			return this;

  		}

  		if ( this.center.equals( sphere.center ) === true ) {

  			 this.radius = Math.max( this.radius, sphere.radius );

  		} else {

  			_v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );

  			this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );

  			this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );

  		}

  		return this;

  	}

  	/**
  	 * Returns `true` if this sphere is equal with the given one.
  	 *
  	 * @param {Sphere} sphere - The sphere to test for equality.
  	 * @return {boolean} Whether this bounding sphere is equal with the given one.
  	 */
  	equals( sphere ) {

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

  	}

  	/**
  	 * Returns a new sphere with copied values from this instance.
  	 *
  	 * @return {Sphere} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Returns a serialized structure of the bounding sphere.
  	 *
  	 * @return {Object} Serialized structure with fields representing the object state.
  	 */
  	toJSON() {

  		return {
  			radius: this.radius,
  			center: this.center.toArray()
  		};

  	}

  	/**
  	 * Returns a serialized structure of the bounding sphere.
  	 *
  	 * @param {Object} json - The serialized json to set the sphere from.
  	 * @return {Sphere} A reference to this bounding sphere.
  	 */
  	fromJSON( json ) {

  		this.radius = json.radius;
  		this.center.fromArray( json.center );
  		return this;

  	}

  }

  let _id$1$1 = 0;

  const _m1$3 = /*@__PURE__*/ new Matrix4();
  const _obj = /*@__PURE__*/ new Object3D();
  const _offset$1 = /*@__PURE__*/ new Vector3();
  const _box$2 = /*@__PURE__*/ new Box3();
  const _boxMorphTargets = /*@__PURE__*/ new Box3();
  const _vector$9 = /*@__PURE__*/ new Vector3();

  /**
   * A representation of mesh, line, or point geometry. Includes vertex
   * positions, face indices, normals, colors, UVs, and custom attributes
   * within buffers, reducing the cost of passing all this data to the GPU.
   *
   * ```js
   * const geometry = new THREE.BufferGeometry();
   * // create a simple square shape. We duplicate the top left and bottom right
   * // vertices because each vertex needs to appear once per triangle.
   * const vertices = new Float32Array( [
   * 	-1.0, -1.0,  1.0, // v0
   * 	 1.0, -1.0,  1.0, // v1
   * 	 1.0,  1.0,  1.0, // v2
   *
   * 	 1.0,  1.0,  1.0, // v3
   * 	-1.0,  1.0,  1.0, // v4
   * 	-1.0, -1.0,  1.0  // v5
   * ] );
   * // itemSize = 3 because there are 3 values (components) per vertex
   * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
   * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
   * const mesh = new THREE.Mesh( geometry, material );
   * ```
   *
   * @augments EventDispatcher
   */
  class BufferGeometry extends EventDispatcher {

  	/**
  	 * Constructs a new geometry.
  	 */
  	constructor() {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBufferGeometry = true;

  		/**
  		 * The ID of the geometry.
  		 *
  		 * @name BufferGeometry#id
  		 * @type {number}
  		 * @readonly
  		 */
  		Object.defineProperty( this, 'id', { value: _id$1$1 ++ } );

  		/**
  		 * The UUID of the geometry.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.uuid = generateUUID();

  		/**
  		 * The name of the geometry.
  		 *
  		 * @type {string}
  		 */
  		this.name = '';
  		this.type = 'BufferGeometry';

  		/**
  		 * Allows for vertices to be re-used across multiple triangles; this is
  		 * called using "indexed triangles". Each triangle is associated with the
  		 * indices of three vertices. This attribute therefore stores the index of
  		 * each vertex for each triangular face. If this attribute is not set, the
  		 * renderer assumes that each three contiguous positions represent a single triangle.
  		 *
  		 * @type {?BufferAttribute}
  		 * @default null
  		 */
  		this.index = null;

  		/**
  		 * A (storage) buffer attribute which was generated with a compute shader and
  		 * now defines indirect draw calls.
  		 *
  		 * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  		 *
  		 * @type {?BufferAttribute}
  		 * @default null
  		 */
  		this.indirect = null;

  		/**
  		 * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  		 *
  		 * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  		 *
  		 * @type {number|Array<number>}
  		 * @default 0
  		 */
  		this.indirectOffset = 0;

  		/**
  		 * This dictionary has as id the name of the attribute to be set and as value
  		 * the buffer attribute to set it to. Rather than accessing this property directly,
  		 * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  		 *
  		 * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  		 */
  		this.attributes = {};

  		/**
  		 * This dictionary holds the morph targets of the geometry.
  		 *
  		 * Note: Once the geometry has been rendered, the morph attribute data cannot
  		 * be changed. You will have to call `dispose()`, and create a new geometry instance.
  		 *
  		 * @type {Object}
  		 */
  		this.morphAttributes = {};

  		/**
  		 * Used to control the morph target behavior; when set to `true`, the morph
  		 * target data is treated as relative offsets, rather than as absolute
  		 * positions/normals.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.morphTargetsRelative = false;

  		/**
  		 * Split the geometry into groups, each of which will be rendered in a
  		 * separate draw call. This allows an array of materials to be used with the geometry.
  		 *
  		 * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  		 *
  		 * Every vertex and index must belong to exactly one group — groups must not share vertices or
  		 * indices, and must not leave vertices or indices unused.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.groups = [];

  		/**
  		 * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  		 *
  		 * @type {?Box3}
  		 * @default null
  		 */
  		this.boundingBox = null;

  		/**
  		 * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  		 *
  		 * @type {?Sphere}
  		 * @default null
  		 */
  		this.boundingSphere = null;

  		/**
  		 * Determines the part of the geometry to render. This should not be set directly,
  		 * instead use `setDrawRange()`.
  		 *
  		 * @type {{start:number,count:number}}
  		 */
  		this.drawRange = { start: 0, count: Infinity };

  		/**
  		 * An object that can be used to store custom data about the geometry.
  		 * It should not hold references to functions as these will not be cloned.
  		 *
  		 * @type {Object}
  		 */
  		this.userData = {};

  	}

  	/**
  	 * Returns the index of this geometry.
  	 *
  	 * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  	 */
  	getIndex() {

  		return this.index;

  	}

  	/**
  	 * Sets the given index to this geometry.
  	 *
  	 * @param {Array<number>|BufferAttribute} index - The index to set.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	setIndex( index ) {

  		if ( Array.isArray( index ) ) {

  			this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

  		} else {

  			this.index = index;

  		}

  		return this;

  	}

  	/**
  	 * Sets the given indirect attribute to this geometry.
  	 *
  	 * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  	 * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	setIndirect( indirect, indirectOffset = 0 ) {

  		this.indirect = indirect;
  		this.indirectOffset = indirectOffset;

  		return this;

  	}

  	/**
  	 * Returns the indirect attribute of this geometry.
  	 *
  	 * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  	 */
  	getIndirect() {

  		return this.indirect;

  	}

  	/**
  	 * Returns the buffer attribute for the given name.
  	 *
  	 * @param {string} name - The attribute name.
  	 * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  	 * Returns `undefined` if not attribute has been found.
  	 */
  	getAttribute( name ) {

  		return this.attributes[ name ];

  	}

  	/**
  	 * Sets the given attribute for the given name.
  	 *
  	 * @param {string} name - The attribute name.
  	 * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	setAttribute( name, attribute ) {

  		this.attributes[ name ] = attribute;

  		return this;

  	}

  	/**
  	 * Deletes the attribute for the given name.
  	 *
  	 * @param {string} name - The attribute name to delete.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	deleteAttribute( name ) {

  		delete this.attributes[ name ];

  		return this;

  	}

  	/**
  	 * Returns `true` if this geometry has an attribute for the given name.
  	 *
  	 * @param {string} name - The attribute name.
  	 * @return {boolean} Whether this geometry has an attribute for the given name or not.
  	 */
  	hasAttribute( name ) {

  		return this.attributes[ name ] !== undefined;

  	}

  	/**
  	 * Adds a group to this geometry.
  	 *
  	 * @param {number} start - The first element in this draw call. That is the first
  	 * vertex for non-indexed geometry, otherwise the first triangle index.
  	 * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  	 * @param {number} [materialIndex=0] - The material array index to use.
  	 */
  	addGroup( start, count, materialIndex = 0 ) {

  		this.groups.push( {

  			start: start,
  			count: count,
  			materialIndex: materialIndex

  		} );

  	}

  	/**
  	 * Clears all groups.
  	 */
  	clearGroups() {

  		this.groups = [];

  	}

  	/**
  	 * Sets the draw range for this geometry.
  	 *
  	 * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  	 * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  	 * For indexed BufferGeometry, `count` is the number of indices to render.
  	 */
  	setDrawRange( start, count ) {

  		this.drawRange.start = start;
  		this.drawRange.count = count;

  	}

  	/**
  	 * Applies the given 4x4 transformation matrix to the geometry.
  	 *
  	 * @param {Matrix4} matrix - The matrix to apply.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	applyMatrix4( matrix ) {

  		const position = this.attributes.position;

  		if ( position !== undefined ) {

  			position.applyMatrix4( matrix );

  			position.needsUpdate = true;

  		}

  		const normal = this.attributes.normal;

  		if ( normal !== undefined ) {

  			const normalMatrix = new Matrix3().getNormalMatrix( matrix );

  			normal.applyNormalMatrix( normalMatrix );

  			normal.needsUpdate = true;

  		}

  		const tangent = this.attributes.tangent;

  		if ( tangent !== undefined ) {

  			tangent.transformDirection( matrix );

  			tangent.needsUpdate = true;

  		}

  		if ( this.boundingBox !== null ) {

  			this.computeBoundingBox();

  		}

  		if ( this.boundingSphere !== null ) {

  			this.computeBoundingSphere();

  		}

  		return this;

  	}

  	/**
  	 * Applies the rotation represented by the Quaternion to the geometry.
  	 *
  	 * @param {Quaternion} q - The Quaternion to apply.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	applyQuaternion( q ) {

  		_m1$3.makeRotationFromQuaternion( q );

  		this.applyMatrix4( _m1$3 );

  		return this;

  	}

  	/**
  	 * Rotates the geometry about the X axis. This is typically done as a one time
  	 * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  	 * real-time mesh rotation.
  	 *
  	 * @param {number} angle - The angle in radians.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	rotateX( angle ) {

  		// rotate geometry around world x-axis

  		_m1$3.makeRotationX( angle );

  		this.applyMatrix4( _m1$3 );

  		return this;

  	}

  	/**
  	 * Rotates the geometry about the Y axis. This is typically done as a one time
  	 * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  	 * real-time mesh rotation.
  	 *
  	 * @param {number} angle - The angle in radians.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	rotateY( angle ) {

  		// rotate geometry around world y-axis

  		_m1$3.makeRotationY( angle );

  		this.applyMatrix4( _m1$3 );

  		return this;

  	}

  	/**
  	 * Rotates the geometry about the Z axis. This is typically done as a one time
  	 * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  	 * real-time mesh rotation.
  	 *
  	 * @param {number} angle - The angle in radians.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	rotateZ( angle ) {

  		// rotate geometry around world z-axis

  		_m1$3.makeRotationZ( angle );

  		this.applyMatrix4( _m1$3 );

  		return this;

  	}

  	/**
  	 * Translates the geometry. This is typically done as a one time
  	 * operation, and not during a loop. Use {@link Object3D#position} for typical
  	 * real-time mesh rotation.
  	 *
  	 * @param {number} x - The x offset.
  	 * @param {number} y - The y offset.
  	 * @param {number} z - The z offset.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	translate( x, y, z ) {

  		// translate geometry

  		_m1$3.makeTranslation( x, y, z );

  		this.applyMatrix4( _m1$3 );

  		return this;

  	}

  	/**
  	 * Scales the geometry. This is typically done as a one time
  	 * operation, and not during a loop. Use {@link Object3D#scale} for typical
  	 * real-time mesh rotation.
  	 *
  	 * @param {number} x - The x scale.
  	 * @param {number} y - The y scale.
  	 * @param {number} z - The z scale.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	scale( x, y, z ) {

  		// scale geometry

  		_m1$3.makeScale( x, y, z );

  		this.applyMatrix4( _m1$3 );

  		return this;

  	}

  	/**
  	 * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  	 * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  	 * real-time mesh rotation.
  	 *
  	 * @param {Vector3} vector - The target point.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	lookAt( vector ) {

  		_obj.lookAt( vector );

  		_obj.updateMatrix();

  		this.applyMatrix4( _obj.matrix );

  		return this;

  	}

  	/**
  	 * Center the geometry based on its bounding box.
  	 *
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	center() {

  		this.computeBoundingBox();

  		this.boundingBox.getCenter( _offset$1 ).negate();

  		this.translate( _offset$1.x, _offset$1.y, _offset$1.z );

  		return this;

  	}

  	/**
  	 * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  	 * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  	 * set to `0`.
  	 *
  	 * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  	 * data from the array. The length of the array must match the vertex count.
  	 *
  	 * @param {Array<Vector2>|Array<Vector3>} points - The points.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	setFromPoints( points ) {

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

  		if ( positionAttribute === undefined ) {

  			const position = [];

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

  				const point = points[ i ];
  				position.push( point.x, point.y, point.z || 0 );

  			}

  			this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );

  		} else {

  			const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size

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

  				const point = points[ i ];
  				positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );

  			}

  			if ( points.length > positionAttribute.count ) {

  				warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );

  			}

  			positionAttribute.needsUpdate = true;

  		}

  		return this;

  	}

  	/**
  	 * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  	 * The bounding box is not computed by the engine; it must be computed by your app.
  	 * You may need to recompute the bounding box if the geometry vertices are modified.
  	 */
  	computeBoundingBox() {

  		if ( this.boundingBox === null ) {

  			this.boundingBox = new Box3();

  		}

  		const position = this.attributes.position;
  		const morphAttributesPosition = this.morphAttributes.position;

  		if ( position && position.isGLBufferAttribute ) {

  			error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );

  			this.boundingBox.set(
  				new Vector3( - Infinity, - Infinity, - Infinity ),
  				new Vector3( + Infinity, + Infinity, + Infinity )
  			);

  			return;

  		}

  		if ( position !== undefined ) {

  			this.boundingBox.setFromBufferAttribute( position );

  			// process morph attributes if present

  			if ( morphAttributesPosition ) {

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

  					const morphAttribute = morphAttributesPosition[ i ];
  					_box$2.setFromBufferAttribute( morphAttribute );

  					if ( this.morphTargetsRelative ) {

  						_vector$9.addVectors( this.boundingBox.min, _box$2.min );
  						this.boundingBox.expandByPoint( _vector$9 );

  						_vector$9.addVectors( this.boundingBox.max, _box$2.max );
  						this.boundingBox.expandByPoint( _vector$9 );

  					} else {

  						this.boundingBox.expandByPoint( _box$2.min );
  						this.boundingBox.expandByPoint( _box$2.max );

  					}

  				}

  			}

  		} else {

  			this.boundingBox.makeEmpty();

  		}

  		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

  			error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

  		}

  	}

  	/**
  	 * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  	 * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  	 * You may need to recompute the bounding sphere if the geometry vertices are modified.
  	 */
  	computeBoundingSphere() {

  		if ( this.boundingSphere === null ) {

  			this.boundingSphere = new Sphere();

  		}

  		const position = this.attributes.position;
  		const morphAttributesPosition = this.morphAttributes.position;

  		if ( position && position.isGLBufferAttribute ) {

  			error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );

  			this.boundingSphere.set( new Vector3(), Infinity );

  			return;

  		}

  		if ( position ) {

  			// first, find the center of the bounding sphere

  			const center = this.boundingSphere.center;

  			_box$2.setFromBufferAttribute( position );

  			// process morph attributes if present

  			if ( morphAttributesPosition ) {

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

  					const morphAttribute = morphAttributesPosition[ i ];
  					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

  					if ( this.morphTargetsRelative ) {

  						_vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
  						_box$2.expandByPoint( _vector$9 );

  						_vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
  						_box$2.expandByPoint( _vector$9 );

  					} else {

  						_box$2.expandByPoint( _boxMorphTargets.min );
  						_box$2.expandByPoint( _boxMorphTargets.max );

  					}

  				}

  			}

  			_box$2.getCenter( center );

  			// second, try to find a boundingSphere with a radius smaller than the
  			// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

  			let maxRadiusSq = 0;

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

  				_vector$9.fromBufferAttribute( position, i );

  				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );

  			}

  			// process morph attributes if present

  			if ( morphAttributesPosition ) {

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

  					const morphAttribute = morphAttributesPosition[ i ];
  					const morphTargetsRelative = this.morphTargetsRelative;

  					for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {

  						_vector$9.fromBufferAttribute( morphAttribute, j );

  						if ( morphTargetsRelative ) {

  							_offset$1.fromBufferAttribute( position, j );
  							_vector$9.add( _offset$1 );

  						}

  						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );

  					}

  				}

  			}

  			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

  			if ( isNaN( this.boundingSphere.radius ) ) {

  				error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

  			}

  		}

  	}

  	/**
  	 * Calculates and adds a tangent attribute to this geometry.
  	 *
  	 * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  	 * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  	 * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  	 */
  	computeTangents() {

  		const index = this.index;
  		const attributes = this.attributes;

  		// based on http://www.terathon.com/code/tangent.html
  		// (per vertex tangents)

  		if ( index === null ||
  			 attributes.position === undefined ||
  			 attributes.normal === undefined ||
  			 attributes.uv === undefined ) {

  			error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  			return;

  		}

  		const positionAttribute = attributes.position;
  		const normalAttribute = attributes.normal;
  		const uvAttribute = attributes.uv;

  		if ( this.hasAttribute( 'tangent' ) === false ) {

  			this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );

  		}

  		const tangentAttribute = this.getAttribute( 'tangent' );

  		const tan1 = [], tan2 = [];

  		for ( let i = 0; i < positionAttribute.count; i ++ ) {

  			tan1[ i ] = new Vector3();
  			tan2[ i ] = new Vector3();

  		}

  		const vA = new Vector3(),
  			vB = new Vector3(),
  			vC = new Vector3(),

  			uvA = new Vector2(),
  			uvB = new Vector2(),
  			uvC = new Vector2(),

  			sdir = new Vector3(),
  			tdir = new Vector3();

  		function handleTriangle( a, b, c ) {

  			vA.fromBufferAttribute( positionAttribute, a );
  			vB.fromBufferAttribute( positionAttribute, b );
  			vC.fromBufferAttribute( positionAttribute, c );

  			uvA.fromBufferAttribute( uvAttribute, a );
  			uvB.fromBufferAttribute( uvAttribute, b );
  			uvC.fromBufferAttribute( uvAttribute, c );

  			vB.sub( vA );
  			vC.sub( vA );

  			uvB.sub( uvA );
  			uvC.sub( uvA );

  			const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );

  			// silently ignore degenerate uv triangles having coincident or colinear vertices

  			if ( ! isFinite( r ) ) return;

  			sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  			tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );

  			tan1[ a ].add( sdir );
  			tan1[ b ].add( sdir );
  			tan1[ c ].add( sdir );

  			tan2[ a ].add( tdir );
  			tan2[ b ].add( tdir );
  			tan2[ c ].add( tdir );

  		}

  		let groups = this.groups;

  		if ( groups.length === 0 ) {

  			groups = [ {
  				start: 0,
  				count: index.count
  			} ];

  		}

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

  			const group = groups[ i ];

  			const start = group.start;
  			const count = group.count;

  			for ( let j = start, jl = start + count; j < jl; j += 3 ) {

  				handleTriangle(
  					index.getX( j + 0 ),
  					index.getX( j + 1 ),
  					index.getX( j + 2 )
  				);

  			}

  		}

  		const tmp = new Vector3(), tmp2 = new Vector3();
  		const n = new Vector3(), n2 = new Vector3();

  		function handleVertex( v ) {

  			n.fromBufferAttribute( normalAttribute, v );
  			n2.copy( n );

  			const t = tan1[ v ];

  			// Gram-Schmidt orthogonalize

  			tmp.copy( t );
  			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

  			// Calculate handedness

  			tmp2.crossVectors( n2, t );
  			const test = tmp2.dot( tan2[ v ] );
  			const w = ( test < 0.0 ) ? -1 : 1.0;

  			tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );

  		}

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

  			const group = groups[ i ];

  			const start = group.start;
  			const count = group.count;

  			for ( let j = start, jl = start + count; j < jl; j += 3 ) {

  				handleVertex( index.getX( j + 0 ) );
  				handleVertex( index.getX( j + 1 ) );
  				handleVertex( index.getX( j + 2 ) );

  			}

  		}

  	}

  	/**
  	 * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  	 * each vertex normal to be the average of the face normals of the faces that share that vertex.
  	 * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  	 * to be the same as the face normal.
  	 */
  	computeVertexNormals() {

  		const index = this.index;
  		const positionAttribute = this.getAttribute( 'position' );

  		if ( positionAttribute !== undefined ) {

  			let normalAttribute = this.getAttribute( 'normal' );

  			if ( normalAttribute === undefined ) {

  				normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  				this.setAttribute( 'normal', normalAttribute );

  			} else {

  				// reset existing normals to zero

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

  					normalAttribute.setXYZ( i, 0, 0, 0 );

  				}

  			}

  			const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  			const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  			const cb = new Vector3(), ab = new Vector3();

  			// indexed elements

  			if ( index ) {

  				for ( let i = 0, il = index.count; i < il; i += 3 ) {

  					const vA = index.getX( i + 0 );
  					const vB = index.getX( i + 1 );
  					const vC = index.getX( i + 2 );

  					pA.fromBufferAttribute( positionAttribute, vA );
  					pB.fromBufferAttribute( positionAttribute, vB );
  					pC.fromBufferAttribute( positionAttribute, vC );

  					cb.subVectors( pC, pB );
  					ab.subVectors( pA, pB );
  					cb.cross( ab );

  					nA.fromBufferAttribute( normalAttribute, vA );
  					nB.fromBufferAttribute( normalAttribute, vB );
  					nC.fromBufferAttribute( normalAttribute, vC );

  					nA.add( cb );
  					nB.add( cb );
  					nC.add( cb );

  					normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  					normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  					normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );

  				}

  			} else {

  				// non-indexed elements (unconnected triangle soup)

  				for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {

  					pA.fromBufferAttribute( positionAttribute, i + 0 );
  					pB.fromBufferAttribute( positionAttribute, i + 1 );
  					pC.fromBufferAttribute( positionAttribute, i + 2 );

  					cb.subVectors( pC, pB );
  					ab.subVectors( pA, pB );
  					cb.cross( ab );

  					normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  					normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  					normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );

  				}

  			}

  			this.normalizeNormals();

  			normalAttribute.needsUpdate = true;

  		}

  	}

  	/**
  	 * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  	 * correct lighting on the geometry surfaces.
  	 */
  	normalizeNormals() {

  		const normals = this.attributes.normal;

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

  			_vector$9.fromBufferAttribute( normals, i );

  			_vector$9.normalize();

  			normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

  		}

  	}

  	/**
  	 * Return a new non-index version of this indexed geometry. If the geometry
  	 * is already non-indexed, the method is a NOOP.
  	 *
  	 * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  	 */
  	toNonIndexed() {

  		function convertBufferAttribute( attribute, indices ) {

  			const array = attribute.array;
  			const itemSize = attribute.itemSize;
  			const normalized = attribute.normalized;

  			const array2 = new array.constructor( indices.length * itemSize );

  			let index = 0, index2 = 0;

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

  				if ( attribute.isInterleavedBufferAttribute ) {

  					index = indices[ i ] * attribute.data.stride + attribute.offset;

  				} else {

  					index = indices[ i ] * itemSize;

  				}

  				for ( let j = 0; j < itemSize; j ++ ) {

  					array2[ index2 ++ ] = array[ index ++ ];

  				}

  			}

  			return new BufferAttribute( array2, itemSize, normalized );

  		}

  		//

  		if ( this.index === null ) {

  			warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  			return this;

  		}

  		const geometry2 = new BufferGeometry();

  		const indices = this.index.array;
  		const attributes = this.attributes;

  		// attributes

  		for ( const name in attributes ) {

  			const attribute = attributes[ name ];

  			const newAttribute = convertBufferAttribute( attribute, indices );

  			geometry2.setAttribute( name, newAttribute );

  		}

  		// morph attributes

  		const morphAttributes = this.morphAttributes;

  		for ( const name in morphAttributes ) {

  			const morphArray = [];
  			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

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

  				const attribute = morphAttribute[ i ];

  				const newAttribute = convertBufferAttribute( attribute, indices );

  				morphArray.push( newAttribute );

  			}

  			geometry2.morphAttributes[ name ] = morphArray;

  		}

  		geometry2.morphTargetsRelative = this.morphTargetsRelative;

  		// groups

  		const groups = this.groups;

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

  			const group = groups[ i ];
  			geometry2.addGroup( group.start, group.count, group.materialIndex );

  		}

  		return geometry2;

  	}

  	/**
  	 * Serializes the geometry into JSON.
  	 *
  	 * @return {Object} A JSON object representing the serialized geometry.
  	 */
  	toJSON() {

  		const data = {
  			metadata: {
  				version: 4.7,
  				type: 'BufferGeometry',
  				generator: 'BufferGeometry.toJSON'
  			}
  		};

  		// standard BufferGeometry serialization

  		data.uuid = this.uuid;
  		data.type = this.type;
  		if ( this.name !== '' ) data.name = this.name;
  		if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

  		if ( this.parameters !== undefined ) {

  			const parameters = this.parameters;

  			for ( const key in parameters ) {

  				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

  			}

  			return data;

  		}

  		// for simplicity the code assumes attributes are not shared across geometries, see #15811

  		data.data = { attributes: {} };

  		const index = this.index;

  		if ( index !== null ) {

  			data.data.index = {
  				type: index.array.constructor.name,
  				array: Array.prototype.slice.call( index.array )
  			};

  		}

  		const attributes = this.attributes;

  		for ( const key in attributes ) {

  			const attribute = attributes[ key ];

  			data.data.attributes[ key ] = attribute.toJSON( data.data );

  		}

  		const morphAttributes = {};
  		let hasMorphAttributes = false;

  		for ( const key in this.morphAttributes ) {

  			const attributeArray = this.morphAttributes[ key ];

  			const array = [];

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

  				const attribute = attributeArray[ i ];

  				array.push( attribute.toJSON( data.data ) );

  			}

  			if ( array.length > 0 ) {

  				morphAttributes[ key ] = array;

  				hasMorphAttributes = true;

  			}

  		}

  		if ( hasMorphAttributes ) {

  			data.data.morphAttributes = morphAttributes;
  			data.data.morphTargetsRelative = this.morphTargetsRelative;

  		}

  		const groups = this.groups;

  		if ( groups.length > 0 ) {

  			data.data.groups = JSON.parse( JSON.stringify( groups ) );

  		}

  		const boundingSphere = this.boundingSphere;

  		if ( boundingSphere !== null ) {

  			data.data.boundingSphere = boundingSphere.toJSON();

  		}

  		return data;

  	}

  	/**
  	 * Returns a new geometry with copied values from this instance.
  	 *
  	 * @return {BufferGeometry} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given geometry to this instance.
  	 *
  	 * @param {BufferGeometry} source - The geometry to copy.
  	 * @return {BufferGeometry} A reference to this instance.
  	 */
  	copy( source ) {

  		// reset

  		this.index = null;
  		this.attributes = {};
  		this.morphAttributes = {};
  		this.groups = [];
  		this.boundingBox = null;
  		this.boundingSphere = null;

  		// used for storing cloned, shared data

  		const data = {};

  		// name

  		this.name = source.name;

  		// index

  		const index = source.index;

  		if ( index !== null ) {

  			this.setIndex( index.clone() );

  		}

  		// attributes

  		const attributes = source.attributes;

  		for ( const name in attributes ) {

  			const attribute = attributes[ name ];
  			this.setAttribute( name, attribute.clone( data ) );

  		}

  		// morph attributes

  		const morphAttributes = source.morphAttributes;

  		for ( const name in morphAttributes ) {

  			const array = [];
  			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

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

  				array.push( morphAttribute[ i ].clone( data ) );

  			}

  			this.morphAttributes[ name ] = array;

  		}

  		this.morphTargetsRelative = source.morphTargetsRelative;

  		// groups

  		const groups = source.groups;

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

  			const group = groups[ i ];
  			this.addGroup( group.start, group.count, group.materialIndex );

  		}

  		// bounding box

  		const boundingBox = source.boundingBox;

  		if ( boundingBox !== null ) {

  			this.boundingBox = boundingBox.clone();

  		}

  		// bounding sphere

  		const boundingSphere = source.boundingSphere;

  		if ( boundingSphere !== null ) {

  			this.boundingSphere = boundingSphere.clone();

  		}

  		// draw range

  		this.drawRange.start = source.drawRange.start;
  		this.drawRange.count = source.drawRange.count;

  		// user data

  		this.userData = source.userData;

  		return this;

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever this instance is no longer used in your app.
  	 *
  	 * @fires BufferGeometry#dispose
  	 */
  	dispose() {

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

  	}

  }

  /**
   * "Interleaved" means that multiple attributes, possibly of different types,
   * (e.g., position, normal, uv, color) are packed into a single array buffer.
   *
   * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
   */
  class InterleavedBuffer {

  	/**
  	 * Constructs a new interleaved buffer.
  	 *
  	 * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  	 * @param {number} stride - The number of typed-array elements per vertex.
  	 */
  	constructor( array, stride ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isInterleavedBuffer = true;

  		/**
  		 * A typed array with a shared buffer storing attribute data.
  		 *
  		 * @type {TypedArray}
  		 */
  		this.array = array;

  		/**
  		 * The number of typed-array elements per vertex.
  		 *
  		 * @type {number}
  		 */
  		this.stride = stride;

  		/**
  		 * The total number of elements in the array
  		 *
  		 * @type {number}
  		 * @readonly
  		 */
  		this.count = array !== undefined ? array.length / stride : 0;

  		/**
  		 * Defines the intended usage pattern of the data store for optimization purposes.
  		 *
  		 * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  		 * instantiate a new one and set the desired usage before the next render.
  		 *
  		 * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  		 * @default StaticDrawUsage
  		 */
  		this.usage = StaticDrawUsage;

  		/**
  		 * This can be used to only update some components of stored vectors (for example, just the
  		 * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.updateRanges = [];

  		/**
  		 * A version number, incremented every time the `needsUpdate` is set to `true`.
  		 *
  		 * @type {number}
  		 */
  		this.version = 0;

  		/**
  		 * The UUID of the interleaved buffer.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.uuid = generateUUID();

  	}

  	/**
  	 * A callback function that is executed after the renderer has transferred the attribute array
  	 * data to the GPU.
  	 */
  	onUploadCallback() {}

  	/**
  	 * Flag to indicate that this attribute has changed and should be re-sent to
  	 * the GPU. Set this to `true` when you modify the value of the array.
  	 *
  	 * @type {number}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsUpdate( value ) {

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

  	}

  	/**
  	 * Sets the usage of this interleaved buffer.
  	 *
  	 * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  	 * @return {InterleavedBuffer} A reference to this interleaved buffer.
  	 */
  	setUsage( value ) {

  		this.usage = value;

  		return this;

  	}

  	/**
  	 * Adds a range of data in the data array to be updated on the GPU.
  	 *
  	 * @param {number} start - Position at which to start update.
  	 * @param {number} count - The number of components to update.
  	 */
  	addUpdateRange( start, count ) {

  		this.updateRanges.push( { start, count } );

  	}

  	/**
  	 * Clears the update ranges.
  	 */
  	clearUpdateRanges() {

  		this.updateRanges.length = 0;

  	}

  	/**
  	 * Copies the values of the given interleaved buffer to this instance.
  	 *
  	 * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  	 * @return {InterleavedBuffer} A reference to this instance.
  	 */
  	copy( source ) {

  		this.array = new source.array.constructor( source.array );
  		this.count = source.count;
  		this.stride = source.stride;
  		this.usage = source.usage;

  		return this;

  	}

  	/**
  	 * Copies a vector from the given interleaved buffer to this one. The start
  	 * and destination position in the attribute buffers are represented by the
  	 * given indices.
  	 *
  	 * @param {number} index1 - The destination index into this interleaved buffer.
  	 * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  	 * @param {number} index2 - The source index into the given interleaved buffer.
  	 * @return {InterleavedBuffer} A reference to this instance.
  	 */
  	copyAt( index1, interleavedBuffer, index2 ) {

  		index1 *= this.stride;
  		index2 *= interleavedBuffer.stride;

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

  			this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];

  		}

  		return this;

  	}

  	/**
  	 * Sets the given array data in the interleaved buffer.
  	 *
  	 * @param {(TypedArray|Array)} value - The array data to set.
  	 * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  	 * @return {InterleavedBuffer} A reference to this instance.
  	 */
  	set( value, offset = 0 ) {

  		this.array.set( value, offset );

  		return this;

  	}

  	/**
  	 * Returns a new interleaved buffer with copied values from this instance.
  	 *
  	 * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  	 * @return {InterleavedBuffer} A clone of this instance.
  	 */
  	clone( data ) {

  		if ( data.arrayBuffers === undefined ) {

  			data.arrayBuffers = {};

  		}

  		if ( this.array.buffer._uuid === undefined ) {

  			this.array.buffer._uuid = generateUUID();

  		}

  		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

  			data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;

  		}

  		const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );

  		const ib = new this.constructor( array, this.stride );
  		ib.setUsage( this.usage );

  		return ib;

  	}

  	/**
  	 * Sets the given callback function that is executed after the Renderer has transferred
  	 * the array data to the GPU. Can be used to perform clean-up operations after
  	 * the upload when data are not needed anymore on the CPU side.
  	 *
  	 * @param {Function} callback - The `onUpload()` callback.
  	 * @return {InterleavedBuffer} A reference to this instance.
  	 */
  	onUpload( callback ) {

  		this.onUploadCallback = callback;

  		return this;

  	}

  	/**
  	 * Serializes the interleaved buffer into JSON.
  	 *
  	 * @param {Object} [data] - An optional value holding meta information about the serialization.
  	 * @return {Object} A JSON object representing the serialized interleaved buffer.
  	 */
  	toJSON( data ) {

  		if ( data.arrayBuffers === undefined ) {

  			data.arrayBuffers = {};

  		}

  		// generate UUID for array buffer if necessary

  		if ( this.array.buffer._uuid === undefined ) {

  			this.array.buffer._uuid = generateUUID();

  		}

  		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

  			data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );

  		}

  		//

  		return {
  			uuid: this.uuid,
  			buffer: this.array.buffer._uuid,
  			type: this.array.constructor.name,
  			stride: this.stride
  		};

  	}

  }

  const _vector$8 = /*@__PURE__*/ new Vector3();

  /**
   * An alternative version of a buffer attribute with interleaved data. Interleaved
   * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
   * different offsets into the buffer.
   */
  class InterleavedBufferAttribute {

  	/**
  	 * Constructs a new interleaved buffer attribute.
  	 *
  	 * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  	 * @param {number} itemSize - The item size.
  	 * @param {number} offset - The attribute offset into the buffer.
  	 * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  	 */
  	constructor( interleavedBuffer, itemSize, offset, normalized = false ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isInterleavedBufferAttribute = true;

  		/**
  		 * The name of the buffer attribute.
  		 *
  		 * @type {string}
  		 */
  		this.name = '';

  		/**
  		 * The buffer holding the interleaved data.
  		 *
  		 * @type {InterleavedBuffer}
  		 */
  		this.data = interleavedBuffer;

  		/**
  		 * The item size, see {@link BufferAttribute#itemSize}.
  		 *
  		 * @type {number}
  		 */
  		this.itemSize = itemSize;

  		/**
  		 * The attribute offset into the buffer.
  		 *
  		 * @type {number}
  		 */
  		this.offset = offset;

  		/**
  		 * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  		 *
  		 * @type {InterleavedBuffer}
  		 */
  		this.normalized = normalized;

  	}

  	/**
  	 * The item count of this buffer attribute.
  	 *
  	 * @type {number}
  	 * @readonly
  	 */
  	get count() {

  		return this.data.count;

  	}

  	/**
  	 * The array holding the interleaved buffer attribute data.
  	 *
  	 * @type {TypedArray}
  	 */
  	get array() {

  		return this.data.array;

  	}

  	/**
  	 * Flag to indicate that this attribute has changed and should be re-sent to
  	 * the GPU. Set this to `true` when you modify the value of the array.
  	 *
  	 * @type {number}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsUpdate( value ) {

  		this.data.needsUpdate = value;

  	}

  	/**
  	 * Applies the given 4x4 matrix to the given attribute. Only works with
  	 * item size `3`.
  	 *
  	 * @param {Matrix4} m - The matrix to apply.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	applyMatrix4( m ) {

  		for ( let i = 0, l = this.data.count; i < l; i ++ ) {

  			_vector$8.fromBufferAttribute( this, i );

  			_vector$8.applyMatrix4( m );

  			this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );

  		}

  		return this;

  	}

  	/**
  	 * Applies the given 3x3 normal matrix to the given attribute. Only works with
  	 * item size `3`.
  	 *
  	 * @param {Matrix3} m - The normal matrix to apply.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	applyNormalMatrix( m ) {

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

  			_vector$8.fromBufferAttribute( this, i );

  			_vector$8.applyNormalMatrix( m );

  			this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );

  		}

  		return this;

  	}

  	/**
  	 * Applies the given 4x4 matrix to the given attribute. Only works with
  	 * item size `3` and with direction vectors.
  	 *
  	 * @param {Matrix4} m - The matrix to apply.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	transformDirection( m ) {

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

  			_vector$8.fromBufferAttribute( this, i );

  			_vector$8.transformDirection( m );

  			this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );

  		}

  		return this;

  	}

  	/**
  	 * Returns the given component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} component - The component index.
  	 * @return {number} The returned value.
  	 */
  	getComponent( index, component ) {

  		let value = this.array[ index * this.data.stride + this.offset + component ];

  		if ( this.normalized ) value = denormalize( value, this.array );

  		return value;

  	}

  	/**
  	 * Sets the given value to the given component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} component - The component index.
  	 * @param {number} value - The value to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setComponent( index, component, value ) {

  		if ( this.normalized ) value = normalize$1( value, this.array );

  		this.data.array[ index * this.data.stride + this.offset + component ] = value;

  		return this;

  	}

  	/**
  	 * Sets the x component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setX( index, x ) {

  		if ( this.normalized ) x = normalize$1( x, this.array );

  		this.data.array[ index * this.data.stride + this.offset ] = x;

  		return this;

  	}

  	/**
  	 * Sets the y component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} y - The value to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setY( index, y ) {

  		if ( this.normalized ) y = normalize$1( y, this.array );

  		this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

  		return this;

  	}

  	/**
  	 * Sets the z component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} z - The value to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setZ( index, z ) {

  		if ( this.normalized ) z = normalize$1( z, this.array );

  		this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

  		return this;

  	}

  	/**
  	 * Sets the w component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} w - The value to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setW( index, w ) {

  		if ( this.normalized ) w = normalize$1( w, this.array );

  		this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

  		return this;

  	}

  	/**
  	 * Returns the x component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The x component.
  	 */
  	getX( index ) {

  		let x = this.data.array[ index * this.data.stride + this.offset ];

  		if ( this.normalized ) x = denormalize( x, this.array );

  		return x;

  	}

  	/**
  	 * Returns the y component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The y component.
  	 */
  	getY( index ) {

  		let y = this.data.array[ index * this.data.stride + this.offset + 1 ];

  		if ( this.normalized ) y = denormalize( y, this.array );

  		return y;

  	}

  	/**
  	 * Returns the z component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The z component.
  	 */
  	getZ( index ) {

  		let z = this.data.array[ index * this.data.stride + this.offset + 2 ];

  		if ( this.normalized ) z = denormalize( z, this.array );

  		return z;

  	}

  	/**
  	 * Returns the w component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @return {number} The w component.
  	 */
  	getW( index ) {

  		let w = this.data.array[ index * this.data.stride + this.offset + 3 ];

  		if ( this.normalized ) w = denormalize( w, this.array );

  		return w;

  	}

  	/**
  	 * Sets the x and y component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value for the x component to set.
  	 * @param {number} y - The value for the y component to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setXY( index, x, y ) {

  		index = index * this.data.stride + this.offset;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );

  		}

  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;

  		return this;

  	}

  	/**
  	 * Sets the x, y and z component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value for the x component to set.
  	 * @param {number} y - The value for the y component to set.
  	 * @param {number} z - The value for the z component to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setXYZ( index, x, y, z ) {

  		index = index * this.data.stride + this.offset;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );

  		}

  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;
  		this.data.array[ index + 2 ] = z;

  		return this;

  	}

  	/**
  	 * Sets the x, y, z and w component of the vector at the given index.
  	 *
  	 * @param {number} index - The index into the buffer attribute.
  	 * @param {number} x - The value for the x component to set.
  	 * @param {number} y - The value for the y component to set.
  	 * @param {number} z - The value for the z component to set.
  	 * @param {number} w - The value for the w component to set.
  	 * @return {InterleavedBufferAttribute} A reference to this instance.
  	 */
  	setXYZW( index, x, y, z, w ) {

  		index = index * this.data.stride + this.offset;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );
  			w = normalize$1( w, this.array );

  		}

  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;
  		this.data.array[ index + 2 ] = z;
  		this.data.array[ index + 3 ] = w;

  		return this;

  	}

  	/**
  	 * Returns a new buffer attribute with copied values from this instance.
  	 *
  	 * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  	 *
  	 * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  	 * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  	 */
  	clone( data ) {

  		if ( data === undefined ) {

  			log$1( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );

  			const array = [];

  			for ( let i = 0; i < this.count; i ++ ) {

  				const index = i * this.data.stride + this.offset;

  				for ( let j = 0; j < this.itemSize; j ++ ) {

  					array.push( this.data.array[ index + j ] );

  				}

  			}

  			return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );

  		} else {

  			if ( data.interleavedBuffers === undefined ) {

  				data.interleavedBuffers = {};

  			}

  			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

  				data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );

  			}

  			return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );

  		}

  	}

  	/**
  	 * Serializes the buffer attribute into JSON.
  	 *
  	 * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  	 *
  	 * @param {Object} [data] - An optional value holding meta information about the serialization.
  	 * @return {Object} A JSON object representing the serialized buffer attribute.
  	 */
  	toJSON( data ) {

  		if ( data === undefined ) {

  			log$1( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );

  			const array = [];

  			for ( let i = 0; i < this.count; i ++ ) {

  				const index = i * this.data.stride + this.offset;

  				for ( let j = 0; j < this.itemSize; j ++ ) {

  					array.push( this.data.array[ index + j ] );

  				}

  			}

  			// de-interleave data and save it as an ordinary buffer attribute for now

  			return {
  				itemSize: this.itemSize,
  				type: this.array.constructor.name,
  				array: array,
  				normalized: this.normalized
  			};

  		} else {

  			// save as true interleaved attribute

  			if ( data.interleavedBuffers === undefined ) {

  				data.interleavedBuffers = {};

  			}

  			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

  				data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );

  			}

  			return {
  				isInterleavedBufferAttribute: true,
  				itemSize: this.itemSize,
  				data: this.data.uuid,
  				offset: this.offset,
  				normalized: this.normalized
  			};

  		}

  	}

  }

  let _materialId = 0;

  /**
   * Abstract base class for materials.
   *
   * Materials define the appearance of renderable 3D objects.
   *
   * @abstract
   * @augments EventDispatcher
   */
  class Material extends EventDispatcher {

  	/**
  	 * Constructs a new material.
  	 */
  	constructor() {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMaterial = true;

  		/**
  		 * The ID of the material.
  		 *
  		 * @name Material#id
  		 * @type {number}
  		 * @readonly
  		 */
  		Object.defineProperty( this, 'id', { value: _materialId ++ } );

  		/**
  		 * The UUID of the material.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.uuid = generateUUID();

  		/**
  		 * The name of the material.
  		 *
  		 * @type {string}
  		 */
  		this.name = '';

  		/**
  		 * The type property is used for detecting the object type
  		 * in context of serialization/deserialization.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.type = 'Material';

  		/**
  		 * Defines the blending type of the material.
  		 *
  		 * It must be set to `CustomBlending` if custom blending properties like
  		 * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  		 * should have any effect.
  		 *
  		 * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  		 * @default NormalBlending
  		 */
  		this.blending = NormalBlending;

  		/**
  		 * Defines which side of faces will be rendered - front, back or both.
  		 *
  		 * @type {(FrontSide|BackSide|DoubleSide)}
  		 * @default FrontSide
  		 */
  		this.side = FrontSide;

  		/**
  		 * If set to `true`, vertex colors should be used.
  		 *
  		 * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  		 * four (RGBA) component color buffer attribute is used.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.vertexColors = false;

  		/**
  		 * Defines how transparent the material is.
  		 * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  		 *
  		 * If the {@link Material#transparent} is not set to `true`,
  		 * the material will remain fully opaque and this value will only affect its color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.opacity = 1;

  		/**
  		 * Defines whether this material is transparent. This has an effect on
  		 * rendering as transparent objects need special treatment and are rendered
  		 * after non-transparent objects.
  		 *
  		 * When set to true, the extent to which the material is transparent is
  		 * controlled by {@link Material#opacity}.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.transparent = false;

  		/**
  		 * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  		 * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  		 * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  		 * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.alphaHash = false;

  		/**
  		 * Defines the blending source factor.
  		 *
  		 * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  		 * @default SrcAlphaFactor
  		 */
  		this.blendSrc = SrcAlphaFactor;

  		/**
  		 * Defines the blending destination factor.
  		 *
  		 * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  		 * @default OneMinusSrcAlphaFactor
  		 */
  		this.blendDst = OneMinusSrcAlphaFactor;

  		/**
  		 * Defines the blending equation.
  		 *
  		 * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  		 * @default AddEquation
  		 */
  		this.blendEquation = AddEquation;

  		/**
  		 * Defines the blending source alpha factor.
  		 *
  		 * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  		 * @default null
  		 */
  		this.blendSrcAlpha = null;

  		/**
  		 * Defines the blending destination alpha factor.
  		 *
  		 * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  		 * @default null
  		 */
  		this.blendDstAlpha = null;

  		/**
  		 * Defines the blending equation of the alpha channel.
  		 *
  		 * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  		 * @default null
  		 */
  		this.blendEquationAlpha = null;

  		/**
  		 * Represents the RGB values of the constant blend color.
  		 *
  		 * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  		 *
  		 * @type {Color}
  		 * @default (0,0,0)
  		 */
  		this.blendColor = new Color( 0, 0, 0 );

  		/**
  		 * Represents the alpha value of the constant blend color.
  		 *
  		 * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.blendAlpha = 0;

  		/**
  		 * Defines the depth function.
  		 *
  		 * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  		 * @default LessEqualDepth
  		 */
  		this.depthFunc = LessEqualDepth;

  		/**
  		 * Whether to have depth test enabled when rendering this material.
  		 * When the depth test is disabled, the depth write will also be implicitly disabled.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.depthTest = true;

  		/**
  		 * Whether rendering this material has any effect on the depth buffer.
  		 *
  		 * When drawing 2D overlays it can be useful to disable the depth writing in
  		 * order to layer several things together without creating z-index artifacts.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.depthWrite = true;

  		/**
  		 * The bit mask to use when writing to the stencil buffer.
  		 *
  		 * @type {number}
  		 * @default 0xff
  		 */
  		this.stencilWriteMask = 0xff;

  		/**
  		 * The stencil comparison function to use.
  		 *
  		 * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  		 * @default AlwaysStencilFunc
  		 */
  		this.stencilFunc = AlwaysStencilFunc;

  		/**
  		 * The value to use when performing stencil comparisons or stencil operations.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.stencilRef = 0;

  		/**
  		 * The bit mask to use when comparing against the stencil buffer.
  		 *
  		 * @type {number}
  		 * @default 0xff
  		 */
  		this.stencilFuncMask = 0xff;

  		/**
  		 * Which stencil operation to perform when the comparison function returns `false`.
  		 *
  		 * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  		 * @default KeepStencilOp
  		 */
  		this.stencilFail = KeepStencilOp;

  		/**
  		 * Which stencil operation to perform when the comparison function returns
  		 * `true` but the depth test fails.
  		 *
  		 * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  		 * @default KeepStencilOp
  		 */
  		this.stencilZFail = KeepStencilOp;

  		/**
  		 * Which stencil operation to perform when the comparison function returns
  		 * `true` and the depth test passes.
  		 *
  		 * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  		 * @default KeepStencilOp
  		 */
  		this.stencilZPass = KeepStencilOp;

  		/**
  		 * Whether stencil operations are performed against the stencil buffer. In
  		 * order to perform writes or comparisons against the stencil buffer this
  		 * value must be `true`.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.stencilWrite = false;

  		/**
  		 * User-defined clipping planes specified as THREE.Plane objects in world
  		 * space. These planes apply to the objects this material is attached to.
  		 * Points in space whose signed distance to the plane is negative are clipped
  		 * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  		 * be `true`.
  		 *
  		 * @type {?Array<Plane>}
  		 * @default null
  		 */
  		this.clippingPlanes = null;

  		/**
  		 * Changes the behavior of clipping planes so that only their intersection is
  		 * clipped, rather than their union.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.clipIntersection = false;

  		/**
  		 * Defines whether to clip shadows according to the clipping planes specified
  		 * on this material.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.clipShadows = false;

  		/**
  		 * Defines which side of faces cast shadows. If `null`, the side casting shadows
  		 * is determined as follows:
  		 *
  		 * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  		 * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  		 * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  		 *
  		 * @type {?(FrontSide|BackSide|DoubleSide)}
  		 * @default null
  		 */
  		this.shadowSide = null;

  		/**
  		 * Whether to render the material's color.
  		 *
  		 * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  		 * objects that occlude other objects.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.colorWrite = true;

  		/**
  		 * Override the renderer's default precision for this material.
  		 *
  		 * @type {?('highp'|'mediump'|'lowp')}
  		 * @default null
  		 */
  		this.precision = null;

  		/**
  		 * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  		 * be offset after it is interpolated from the depth values of the appropriate vertices.
  		 * The offset is added before the depth test is performed and before the value is written
  		 * into the depth buffer.
  		 *
  		 * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  		 * rendering solids with highlighted edges.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.polygonOffset = false;

  		/**
  		 * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.polygonOffsetFactor = 0;

  		/**
  		 * Is multiplied by an implementation-specific value to create a constant depth offset.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.polygonOffsetUnits = 0;

  		/**
  		 * Whether to apply dithering to the color to remove the appearance of banding.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.dithering = false;

  		/**
  		 * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  		 * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  		 * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.alphaToCoverage = false;

  		/**
  		 * Whether to premultiply the alpha (transparency) value.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.premultipliedAlpha = false;

  		/**
  		 * Whether double-sided, transparent objects should be rendered with a single pass or not.
  		 *
  		 * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  		 * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  		 * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  		 * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  		 * disable the two pass rendering to avoid performance issues.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.forceSinglePass = false;

  		/**
  		 * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.allowOverride = true;

  		/**
  		 * Defines whether 3D objects using this material are visible.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.visible = true;

  		/**
  		 * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  		 *
  		 * It is ignored when rendering to a render target or using post processing or when using
  		 * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.toneMapped = true;

  		/**
  		 * An object that can be used to store custom data about the Material. It
  		 * should not hold references to functions as these will not be cloned.
  		 *
  		 * @type {Object}
  		 */
  		this.userData = {};

  		/**
  		 * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default 0
  		 */
  		this.version = 0;

  		this._alphaTest = 0;

  	}

  	/**
  	 * Sets the alpha value to be used when running an alpha test. The material
  	 * will not be rendered if the opacity is lower than this value.
  	 *
  	 * @type {number}
  	 * @readonly
  	 * @default 0
  	 */
  	get alphaTest() {

  		return this._alphaTest;

  	}

  	set alphaTest( value ) {

  		if ( this._alphaTest > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._alphaTest = value;

  	}

  	/**
  	 * An optional callback that is executed immediately before the material is used to render a 3D object.
  	 *
  	 * This method can only be used when rendering with {@link WebGLRenderer}.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {Scene} scene - The scene.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Object} group - The geometry group data.
  	 */
  	onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}

  	/**
  	 * An optional callback that is executed immediately before the shader
  	 * program is compiled. This function is called with the shader source code
  	 * as a parameter. Useful for the modification of built-in materials.
  	 *
  	 * This method can only be used when rendering with {@link WebGLRenderer}. The
  	 * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  	 * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  	 *
  	 * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  	 * @param {WebGLRenderer} renderer - A reference to the renderer.
  	 */
  	onBeforeCompile( /* shaderobject, renderer */ ) {}

  	/**
  	 * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  	 * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  	 * shader or recompile the shader for this material as needed.
  	 *
  	 * This method can only be used when rendering with {@link WebGLRenderer}.
  	 *
  	 * @return {string} The custom program cache key.
  	 */
  	customProgramCacheKey() {

  		return this.onBeforeCompile.toString();

  	}

  	/**
  	 * This method can be used to set default values from parameter objects.
  	 * It is a generic implementation so it can be used with different types
  	 * of materials.
  	 *
  	 * @param {Object} [values] - The material values to set.
  	 */
  	setValues( values ) {

  		if ( values === undefined ) return;

  		for ( const key in values ) {

  			const newValue = values[ key ];

  			if ( newValue === undefined ) {

  				warn( `Material: parameter '${ key }' has value of undefined.` );
  				continue;

  			}

  			const currentValue = this[ key ];

  			if ( currentValue === undefined ) {

  				warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  				continue;

  			}

  			if ( currentValue && currentValue.isColor ) {

  				currentValue.set( newValue );

  			} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

  				currentValue.copy( newValue );

  			} else {

  				this[ key ] = newValue;

  			}

  		}

  	}

  	/**
  	 * Serializes the material into JSON.
  	 *
  	 * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  	 * @return {Object} A JSON object representing the serialized material.
  	 * @see {@link ObjectLoader#parse}
  	 */
  	toJSON( meta ) {

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

  		if ( isRootObject ) {

  			meta = {
  				textures: {},
  				images: {}
  			};

  		}

  		const data = {
  			metadata: {
  				version: 4.7,
  				type: 'Material',
  				generator: 'Material.toJSON'
  			}
  		};

  		// standard Material serialization
  		data.uuid = this.uuid;
  		data.type = this.type;

  		if ( this.name !== '' ) data.name = this.name;

  		if ( this.color && this.color.isColor ) data.color = this.color.getHex();

  		if ( this.roughness !== undefined ) data.roughness = this.roughness;
  		if ( this.metalness !== undefined ) data.metalness = this.metalness;

  		if ( this.sheen !== undefined ) data.sheen = this.sheen;
  		if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  		if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  		if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  		if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

  		if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  		if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  		if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  		if ( this.shininess !== undefined ) data.shininess = this.shininess;
  		if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  		if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

  		if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {

  			data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;

  		}

  		if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {

  			data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;

  		}

  		if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {

  			data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  			data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();

  		}

  		if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {

  			data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;

  		}

  		if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {

  			data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;

  		}

  		if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;

  		if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  		if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  		if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;

  		if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {

  			data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;

  		}

  		if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {

  			data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;

  		}

  		if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  		if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;

  		if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {

  			data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;

  		}

  		if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  		if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  		if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;

  		if ( this.lightMap && this.lightMap.isTexture ) {

  			data.lightMap = this.lightMap.toJSON( meta ).uuid;
  			data.lightMapIntensity = this.lightMapIntensity;

  		}

  		if ( this.aoMap && this.aoMap.isTexture ) {

  			data.aoMap = this.aoMap.toJSON( meta ).uuid;
  			data.aoMapIntensity = this.aoMapIntensity;

  		}

  		if ( this.bumpMap && this.bumpMap.isTexture ) {

  			data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  			data.bumpScale = this.bumpScale;

  		}

  		if ( this.normalMap && this.normalMap.isTexture ) {

  			data.normalMap = this.normalMap.toJSON( meta ).uuid;
  			data.normalMapType = this.normalMapType;
  			data.normalScale = this.normalScale.toArray();

  		}

  		if ( this.displacementMap && this.displacementMap.isTexture ) {

  			data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  			data.displacementScale = this.displacementScale;
  			data.displacementBias = this.displacementBias;

  		}

  		if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  		if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

  		if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  		if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  		if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  		if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;

  		if ( this.envMap && this.envMap.isTexture ) {

  			data.envMap = this.envMap.toJSON( meta ).uuid;

  			if ( this.combine !== undefined ) data.combine = this.combine;

  		}

  		if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  		if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  		if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  		if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;

  		if ( this.gradientMap && this.gradientMap.isTexture ) {

  			data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

  		}

  		if ( this.transmission !== undefined ) data.transmission = this.transmission;
  		if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  		if ( this.thickness !== undefined ) data.thickness = this.thickness;
  		if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  		if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  		if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();

  		if ( this.size !== undefined ) data.size = this.size;
  		if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  		if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

  		if ( this.blending !== NormalBlending ) data.blending = this.blending;
  		if ( this.side !== FrontSide ) data.side = this.side;
  		if ( this.vertexColors === true ) data.vertexColors = true;

  		if ( this.opacity < 1 ) data.opacity = this.opacity;
  		if ( this.transparent === true ) data.transparent = true;

  		if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  		if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  		if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  		if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  		if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  		if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  		if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  		if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;

  		if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  		if ( this.depthTest === false ) data.depthTest = this.depthTest;
  		if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  		if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;

  		if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  		if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  		if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  		if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  		if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  		if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  		if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  		if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;

  		// rotation (SpriteMaterial)
  		if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;

  		if ( this.polygonOffset === true ) data.polygonOffset = true;
  		if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  		if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;

  		if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  		if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  		if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  		if ( this.scale !== undefined ) data.scale = this.scale;

  		if ( this.dithering === true ) data.dithering = true;

  		if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  		if ( this.alphaHash === true ) data.alphaHash = true;
  		if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  		if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  		if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  		if ( this.allowOverride === false ) data.allowOverride = false;

  		if ( this.wireframe === true ) data.wireframe = true;
  		if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  		if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  		if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

  		if ( this.flatShading === true ) data.flatShading = true;

  		if ( this.visible === false ) data.visible = false;

  		if ( this.toneMapped === false ) data.toneMapped = false;

  		if ( this.fog === false ) data.fog = false;

  		if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

  		// TODO: Copied from Object3D.toJSON

  		function extractFromCache( cache ) {

  			const values = [];

  			for ( const key in cache ) {

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

  			}

  			return values;

  		}

  		if ( isRootObject ) {

  			const textures = extractFromCache( meta.textures );
  			const images = extractFromCache( meta.images );

  			if ( textures.length > 0 ) data.textures = textures;
  			if ( images.length > 0 ) data.images = images;

  		}

  		return data;

  	}

  	/**
  	 * Returns a new material with copied values from this instance.
  	 *
  	 * @return {Material} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given material to this instance.
  	 *
  	 * @param {Material} source - The material to copy.
  	 * @return {Material} A reference to this instance.
  	 */
  	copy( source ) {

  		this.name = source.name;

  		this.blending = source.blending;
  		this.side = source.side;
  		this.vertexColors = source.vertexColors;

  		this.opacity = source.opacity;
  		this.transparent = source.transparent;

  		this.blendSrc = source.blendSrc;
  		this.blendDst = source.blendDst;
  		this.blendEquation = source.blendEquation;
  		this.blendSrcAlpha = source.blendSrcAlpha;
  		this.blendDstAlpha = source.blendDstAlpha;
  		this.blendEquationAlpha = source.blendEquationAlpha;
  		this.blendColor.copy( source.blendColor );
  		this.blendAlpha = source.blendAlpha;

  		this.depthFunc = source.depthFunc;
  		this.depthTest = source.depthTest;
  		this.depthWrite = source.depthWrite;

  		this.stencilWriteMask = source.stencilWriteMask;
  		this.stencilFunc = source.stencilFunc;
  		this.stencilRef = source.stencilRef;
  		this.stencilFuncMask = source.stencilFuncMask;
  		this.stencilFail = source.stencilFail;
  		this.stencilZFail = source.stencilZFail;
  		this.stencilZPass = source.stencilZPass;
  		this.stencilWrite = source.stencilWrite;

  		const srcPlanes = source.clippingPlanes;
  		let dstPlanes = null;

  		if ( srcPlanes !== null ) {

  			const n = srcPlanes.length;
  			dstPlanes = new Array( n );

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

  				dstPlanes[ i ] = srcPlanes[ i ].clone();

  			}

  		}

  		this.clippingPlanes = dstPlanes;
  		this.clipIntersection = source.clipIntersection;
  		this.clipShadows = source.clipShadows;

  		this.shadowSide = source.shadowSide;

  		this.colorWrite = source.colorWrite;

  		this.precision = source.precision;

  		this.polygonOffset = source.polygonOffset;
  		this.polygonOffsetFactor = source.polygonOffsetFactor;
  		this.polygonOffsetUnits = source.polygonOffsetUnits;

  		this.dithering = source.dithering;

  		this.alphaTest = source.alphaTest;
  		this.alphaHash = source.alphaHash;
  		this.alphaToCoverage = source.alphaToCoverage;
  		this.premultipliedAlpha = source.premultipliedAlpha;
  		this.forceSinglePass = source.forceSinglePass;
  		this.allowOverride = source.allowOverride;

  		this.visible = source.visible;

  		this.toneMapped = source.toneMapped;

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

  		return this;

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever this instance is no longer used in your app.
  	 *
  	 * @fires Material#dispose
  	 */
  	dispose() {

  		/**
  		 * Fires when the material has been disposed of.
  		 *
  		 * @event Material#dispose
  		 * @type {Object}
  		 */
  		this.dispatchEvent( { type: 'dispose' } );

  	}

  	/**
  	 * Setting this property to `true` indicates the engine the material
  	 * needs to be recompiled.
  	 *
  	 * @type {boolean}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsUpdate( value ) {

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

  	}

  }

  /**
   * A material for rendering instances of {@link Sprite}.
   *
   * ```js
   * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
   * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
   *
   * const sprite = new THREE.Sprite( material );
   * sprite.scale.set(200, 200, 1)
   * scene.add( sprite );
   * ```
   *
   * @augments Material
   */
  class SpriteMaterial extends Material {

  	/**
  	 * Constructs a new sprite material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSpriteMaterial = true;

  		this.type = 'SpriteMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff );

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * The rotation of the sprite in radians.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.rotation = 0;

  		/**
  		 * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.sizeAttenuation = true;

  		/**
  		 * Overwritten since sprite materials are transparent
  		 * by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.transparent = true;

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );

  		this.map = source.map;

  		this.alphaMap = source.alphaMap;

  		this.rotation = source.rotation;

  		this.sizeAttenuation = source.sizeAttenuation;

  		this.fog = source.fog;

  		return this;

  	}

  }

  const _vector$7 = /*@__PURE__*/ new Vector3();
  const _segCenter = /*@__PURE__*/ new Vector3();
  const _segDir = /*@__PURE__*/ new Vector3();
  const _diff$1 = /*@__PURE__*/ new Vector3();

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

  /**
   * A ray that emits from an origin in a certain direction. The class is used by
   * {@link Raycaster} to assist with raycasting. Raycasting is used for
   * mouse picking (working out what objects in the 3D space the mouse is over)
   * amongst other things.
   */
  class Ray {

  	/**
  	 * Constructs a new ray.
  	 *
  	 * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  	 * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  	 */
  	constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {

  		/**
  		 * The origin of the ray.
  		 *
  		 * @type {Vector3}
  		 */
  		this.origin = origin;

  		/**
  		 * The (normalized) direction of the ray.
  		 *
  		 * @type {Vector3}
  		 */
  		this.direction = direction;

  	}

  	/**
  	 * Sets the ray's components by copying the given values.
  	 *
  	 * @param {Vector3} origin - The origin.
  	 * @param {Vector3} direction - The direction.
  	 * @return {Ray} A reference to this ray.
  	 */
  	set( origin, direction ) {

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

  		return this;

  	}

  	/**
  	 * Copies the values of the given ray to this instance.
  	 *
  	 * @param {Ray} ray - The ray to copy.
  	 * @return {Ray} A reference to this ray.
  	 */
  	copy( ray ) {

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

  		return this;

  	}

  	/**
  	 * Returns a vector that is located at a given distance along this ray.
  	 *
  	 * @param {number} t - The distance along the ray to retrieve a position for.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} A position on the ray.
  	 */
  	at( t, target ) {

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

  	}

  	/**
  	 * Adjusts the direction of the ray to point at the given vector in world space.
  	 *
  	 * @param {Vector3} v - The target position.
  	 * @return {Ray} A reference to this ray.
  	 */
  	lookAt( v ) {

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

  		return this;

  	}

  	/**
  	 * Shift the origin of this ray along its direction by the given distance.
  	 *
  	 * @param {number} t - The distance along the ray to interpolate.
  	 * @return {Ray} A reference to this ray.
  	 */
  	recast( t ) {

  		this.origin.copy( this.at( t, _vector$7 ) );

  		return this;

  	}

  	/**
  	 * Returns the point along this ray that is closest to the given point.
  	 *
  	 * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The closest point on this ray.
  	 */
  	closestPointToPoint( point, target ) {

  		target.subVectors( point, this.origin );

  		const directionDistance = target.dot( this.direction );

  		if ( directionDistance < 0 ) {

  			return target.copy( this.origin );

  		}

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

  	}

  	/**
  	 * Returns the distance of the closest approach between this ray and the given point.
  	 *
  	 * @param {Vector3} point - A point in 3D space to compute the distance to.
  	 * @return {number} The distance.
  	 */
  	distanceToPoint( point ) {

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

  	}

  	/**
  	 * Returns the squared distance of the closest approach between this ray and the given point.
  	 *
  	 * @param {Vector3} point - A point in 3D space to compute the distance to.
  	 * @return {number} The squared distance.
  	 */
  	distanceSqToPoint( point ) {

  		const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );

  		// point behind the ray

  		if ( directionDistance < 0 ) {

  			return this.origin.distanceToSquared( point );

  		}

  		_vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );

  		return _vector$7.distanceToSquared( point );

  	}

  	/**
  	 * Returns the squared distance between this ray and the given line segment.
  	 *
  	 * @param {Vector3} v0 - The start point of the line segment.
  	 * @param {Vector3} v1 - The end point of the line segment.
  	 * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  	 * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  	 * @return {number} The squared distance.
  	 */
  	distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

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

  		_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  		_segDir.copy( v1 ).sub( v0 ).normalize();
  		_diff$1.copy( this.origin ).sub( _segCenter );

  		const segExtent = v0.distanceTo( v1 ) * 0.5;
  		const a01 = - this.direction.dot( _segDir );
  		const b0 = _diff$1.dot( this.direction );
  		const b1 = - _diff$1.dot( _segDir );
  		const c = _diff$1.lengthSq();
  		const det = Math.abs( 1 - a01 * a01 );
  		let s0, s1, sqrDist, extDet;

  		if ( det > 0 ) {

  			// The ray and segment are not parallel.

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

  			if ( s0 >= 0 ) {

  				if ( s1 >= - extDet ) {

  					if ( s1 <= extDet ) {

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

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

  					} else {

  						// region 1

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

  					}

  				} else {

  					// region 5

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

  				}

  			} else {

  				if ( s1 <= - extDet ) {

  					// region 4

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

  				} else if ( s1 <= extDet ) {

  					// region 3

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

  				} else {

  					// region 2

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

  				}

  			}

  		} else {

  			// Ray and segment are parallel.

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

  		}

  		if ( optionalPointOnRay ) {

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

  		}

  		if ( optionalPointOnSegment ) {

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

  		}

  		return sqrDist;

  	}

  	/**
  	 * Intersects this ray with the given sphere, returning the intersection
  	 * point or `null` if there is no intersection.
  	 *
  	 * @param {Sphere} sphere - The sphere to intersect.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The intersection point.
  	 */
  	intersectSphere( sphere, target ) {

  		_vector$7.subVectors( sphere.center, this.origin );
  		const tca = _vector$7.dot( this.direction );
  		const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
  		const radius2 = sphere.radius * sphere.radius;

  		if ( d2 > radius2 ) return null;

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

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

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

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

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

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

  	}

  	/**
  	 * Returns `true` if this ray intersects with the given sphere.
  	 *
  	 * @param {Sphere} sphere - The sphere to intersect.
  	 * @return {boolean} Whether this ray intersects with the given sphere or not.
  	 */
  	intersectsSphere( sphere ) {

  		if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187

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

  	}

  	/**
  	 * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  	 * does not intersect with the plane.
  	 *
  	 * @param {Plane} plane - The plane to compute the distance to.
  	 * @return {?number} Whether this ray intersects with the given sphere or not.
  	 */
  	distanceToPlane( plane ) {

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

  		if ( denominator === 0 ) {

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

  				return 0;

  			}

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

  			return null;

  		}

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

  		// Return if the ray never intersects the plane

  		return t >= 0 ? t : null;

  	}

  	/**
  	 * Intersects this ray with the given plane, returning the intersection
  	 * point or `null` if there is no intersection.
  	 *
  	 * @param {Plane} plane - The plane to intersect.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The intersection point.
  	 */
  	intersectPlane( plane, target ) {

  		const t = this.distanceToPlane( plane );

  		if ( t === null ) {

  			return null;

  		}

  		return this.at( t, target );

  	}

  	/**
  	 * Returns `true` if this ray intersects with the given plane.
  	 *
  	 * @param {Plane} plane - The plane to intersect.
  	 * @return {boolean} Whether this ray intersects with the given plane or not.
  	 */
  	intersectsPlane( plane ) {

  		// check if the ray lies on the plane first

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

  		if ( distToPoint === 0 ) {

  			return true;

  		}

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

  		if ( denominator * distToPoint < 0 ) {

  			return true;

  		}

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

  		return false;

  	}

  	/**
  	 * Intersects this ray with the given bounding box, returning the intersection
  	 * point or `null` if there is no intersection.
  	 *
  	 * @param {Box3} box - The box to intersect.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The intersection point.
  	 */
  	intersectBox( box, target ) {

  		let tmin, tmax, tymin, tymax, tzmin, tzmax;

  		const invdirx = 1 / this.direction.x,
  			invdiry = 1 / this.direction.y,
  			invdirz = 1 / this.direction.z;

  		const origin = this.origin;

  		if ( invdirx >= 0 ) {

  			tmin = ( box.min.x - origin.x ) * invdirx;
  			tmax = ( box.max.x - origin.x ) * invdirx;

  		} else {

  			tmin = ( box.max.x - origin.x ) * invdirx;
  			tmax = ( box.min.x - origin.x ) * invdirx;

  		}

  		if ( invdiry >= 0 ) {

  			tymin = ( box.min.y - origin.y ) * invdiry;
  			tymax = ( box.max.y - origin.y ) * invdiry;

  		} else {

  			tymin = ( box.max.y - origin.y ) * invdiry;
  			tymax = ( box.min.y - origin.y ) * invdiry;

  		}

  		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

  		if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;

  		if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;

  		if ( invdirz >= 0 ) {

  			tzmin = ( box.min.z - origin.z ) * invdirz;
  			tzmax = ( box.max.z - origin.z ) * invdirz;

  		} else {

  			tzmin = ( box.max.z - origin.z ) * invdirz;
  			tzmax = ( box.min.z - origin.z ) * invdirz;

  		}

  		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

  		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

  		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

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

  		if ( tmax < 0 ) return null;

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

  	}

  	/**
  	 * Returns `true` if this ray intersects with the given box.
  	 *
  	 * @param {Box3} box - The box to intersect.
  	 * @return {boolean} Whether this ray intersects with the given box or not.
  	 */
  	intersectsBox( box ) {

  		return this.intersectBox( box, _vector$7 ) !== null;

  	}

  	/**
  	 * Intersects this ray with the given triangle, returning the intersection
  	 * point or `null` if there is no intersection.
  	 *
  	 * @param {Vector3} a - The first vertex of the triangle.
  	 * @param {Vector3} b - The second vertex of the triangle.
  	 * @param {Vector3} c - The third vertex of the triangle.
  	 * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The intersection point.
  	 */
  	intersectTriangle( a, b, c, backfaceCulling, target ) {

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

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

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

  		// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  		// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  		//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  		//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  		//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  		let DdN = this.direction.dot( _normal$1 );
  		let sign;

  		if ( DdN > 0 ) {

  			if ( backfaceCulling ) return null;
  			sign = 1;

  		} else if ( DdN < 0 ) {

  			sign = -1;
  			DdN = - DdN;

  		} else {

  			return null;

  		}

  		_diff$1.subVectors( this.origin, a );
  		const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff$1, _edge2 ) );

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

  			return null;

  		}

  		const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff$1 ) );

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

  			return null;

  		}

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

  			return null;

  		}

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

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

  			return null;

  		}

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

  	}

  	/**
  	 * Transforms this ray with the given 4x4 transformation matrix.
  	 *
  	 * @param {Matrix4} matrix4 - The transformation matrix.
  	 * @return {Ray} A reference to this ray.
  	 */
  	applyMatrix4( matrix4 ) {

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

  		return this;

  	}

  	/**
  	 * Returns `true` if this ray is equal with the given one.
  	 *
  	 * @param {Ray} ray - The ray to test for equality.
  	 * @return {boolean} Whether this ray is equal with the given one.
  	 */
  	equals( ray ) {

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

  	}

  	/**
  	 * Returns a new ray with copied values from this instance.
  	 *
  	 * @return {Ray} A clone of this instance.
  	 */
  	clone() {

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

  	}

  }

  /**
   * A material for drawing geometries in a simple shaded (flat or wireframe) way.
   *
   * This material is not affected by lights.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshBasicMaterial
   */
  class MeshBasicMaterial extends Material {

  	/**
  	 * Constructs a new mesh basic material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshBasicMaterial = true;

  		this.type = 'MeshBasicMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff ); // diffuse

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The light map. Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.lightMap = null;

  		/**
  		 * Intensity of the baked light.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.lightMapIntensity = 1.0;

  		/**
  		 * The red channel of this texture is used as the ambient occlusion map.
  		 * Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.aoMap = null;

  		/**
  		 * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  		 * disables ambient occlusion. Where intensity is `1` and the AO map's
  		 * red channel is also `1`, ambient light is fully occluded on a surface.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.aoMapIntensity = 1.0;

  		/**
  		 * Specular map used by the material.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.specularMap = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * The environment map.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.envMap = null;

  		/**
  		 * The rotation of the environment map in radians.
  		 *
  		 * @type {Euler}
  		 * @default (0,0,0)
  		 */
  		this.envMapRotation = new Euler();

  		/**
  		 * How to combine the result of the surface's color with the environment map, if any.
  		 *
  		 * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  		 * blend between the two colors.
  		 *
  		 * @type {(MultiplyOperation|MixOperation|AddOperation)}
  		 * @default MultiplyOperation
  		 */
  		this.combine = MultiplyOperation;

  		/**
  		 * How much the environment map affects the surface.
  		 * The valid range is between `0` (no reflections) and `1` (full reflections).
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.reflectivity = 1;

  		/**
  		 * The index of refraction (IOR) of air (approximately 1) divided by the
  		 * index of refraction of the material. It is used with environment mapping
  		 * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  		 * The refraction ratio should not exceed `1`.
  		 *
  		 * @type {number}
  		 * @default 0.98
  		 */
  		this.refractionRatio = 0.98;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Defines appearance of wireframe ends.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinecap = 'round';

  		/**
  		 * Defines appearance of wireframe joints.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinejoin = 'round';

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );

  		this.map = source.map;

  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;

  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;

  		this.specularMap = source.specularMap;

  		this.alphaMap = source.alphaMap;

  		this.envMap = source.envMap;
  		this.envMapRotation.copy( source.envMapRotation );
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		this.refractionRatio = source.refractionRatio;

  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;

  		this.fog = source.fog;

  		return this;

  	}

  }

  const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  const _ray$3 = /*@__PURE__*/ new Ray();
  const _sphere$6 = /*@__PURE__*/ new Sphere();
  const _sphereHitAt = /*@__PURE__*/ new Vector3();

  const _vA = /*@__PURE__*/ new Vector3();
  const _vB = /*@__PURE__*/ new Vector3();
  const _vC = /*@__PURE__*/ new Vector3();

  const _tempA = /*@__PURE__*/ new Vector3();
  const _morphA = /*@__PURE__*/ new Vector3();

  const _intersectionPoint = /*@__PURE__*/ new Vector3();
  const _intersectionPointWorld = /*@__PURE__*/ new Vector3();

  /**
   * Class representing triangular polygon mesh based objects.
   *
   * ```js
   * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
   * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
   * const mesh = new THREE.Mesh( geometry, material );
   * scene.add( mesh );
   * ```
   *
   * @augments Object3D
   */
  class Mesh extends Object3D {

  	/**
  	 * Constructs a new mesh.
  	 *
  	 * @param {BufferGeometry} [geometry] - The mesh geometry.
  	 * @param {Material|Array<Material>} [material] - The mesh material.
  	 */
  	constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMesh = true;

  		this.type = 'Mesh';

  		/**
  		 * The mesh geometry.
  		 *
  		 * @type {BufferGeometry}
  		 */
  		this.geometry = geometry;

  		/**
  		 * The mesh material.
  		 *
  		 * @type {Material|Array<Material>}
  		 * @default MeshBasicMaterial
  		 */
  		this.material = material;

  		/**
  		 * A dictionary representing the morph targets in the geometry. The key is the
  		 * morph targets name, the value its attribute index. This member is `undefined`
  		 * by default and only set when morph targets are detected in the geometry.
  		 *
  		 * @type {Object<string,number>|undefined}
  		 * @default undefined
  		 */
  		this.morphTargetDictionary = undefined;

  		/**
  		 * An array of weights typically in the range `[0,1]` that specify how much of the morph
  		 * is applied. This member is `undefined` by default and only set when morph targets are
  		 * detected in the geometry.
  		 *
  		 * @type {Array<number>|undefined}
  		 * @default undefined
  		 */
  		this.morphTargetInfluences = undefined;

  		/**
  		 * The number of instances of this mesh.
  		 * Can only be used with {@link WebGPURenderer}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.count = 1;

  		this.updateMorphTargets();

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		if ( source.morphTargetInfluences !== undefined ) {

  			this.morphTargetInfluences = source.morphTargetInfluences.slice();

  		}

  		if ( source.morphTargetDictionary !== undefined ) {

  			this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

  		}

  		this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  		this.geometry = source.geometry;

  		return this;

  	}

  	/**
  	 * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  	 * to make sure existing morph targets can influence this 3D object.
  	 */
  	updateMorphTargets() {

  		const geometry = this.geometry;

  		const morphAttributes = geometry.morphAttributes;
  		const keys = Object.keys( morphAttributes );

  		if ( keys.length > 0 ) {

  			const morphAttribute = morphAttributes[ keys[ 0 ] ];

  			if ( morphAttribute !== undefined ) {

  				this.morphTargetInfluences = [];
  				this.morphTargetDictionary = {};

  				for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

  					const name = morphAttribute[ m ].name || String( m );

  					this.morphTargetInfluences.push( 0 );
  					this.morphTargetDictionary[ name ] = m;

  				}

  			}

  		}

  	}

  	/**
  	 * Returns the local-space position of the vertex at the given index, taking into
  	 * account the current animation state of both morph targets and skinning.
  	 *
  	 * @param {number} index - The vertex index.
  	 * @param {Vector3} target - The target object that is used to store the method's result.
  	 * @return {Vector3} The vertex position in local space.
  	 */
  	getVertexPosition( index, target ) {

  		const geometry = this.geometry;
  		const position = geometry.attributes.position;
  		const morphPosition = geometry.morphAttributes.position;
  		const morphTargetsRelative = geometry.morphTargetsRelative;

  		target.fromBufferAttribute( position, index );

  		const morphInfluences = this.morphTargetInfluences;

  		if ( morphPosition && morphInfluences ) {

  			_morphA.set( 0, 0, 0 );

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

  				const influence = morphInfluences[ i ];
  				const morphAttribute = morphPosition[ i ];

  				if ( influence === 0 ) continue;

  				_tempA.fromBufferAttribute( morphAttribute, index );

  				if ( morphTargetsRelative ) {

  					_morphA.addScaledVector( _tempA, influence );

  				} else {

  					_morphA.addScaledVector( _tempA.sub( target ), influence );

  				}

  			}

  			target.add( _morphA );

  		}

  		return target;

  	}

  	/**
  	 * Computes intersection points between a casted ray and this line.
  	 *
  	 * @param {Raycaster} raycaster - The raycaster.
  	 * @param {Array<Object>} intersects - The target array that holds the intersection points.
  	 */
  	raycast( raycaster, intersects ) {

  		const geometry = this.geometry;
  		const material = this.material;
  		const matrixWorld = this.matrixWorld;

  		if ( material === undefined ) return;

  		// test with bounding sphere in world space

  		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

  		_sphere$6.copy( geometry.boundingSphere );
  		_sphere$6.applyMatrix4( matrixWorld );

  		// check distance from ray origin to bounding sphere

  		_ray$3.copy( raycaster.ray ).recast( raycaster.near );

  		if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {

  			if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;

  			if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;

  		}

  		// convert ray to local space of mesh

  		_inverseMatrix$3.copy( matrixWorld ).invert();
  		_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );

  		// test with bounding box in local space

  		if ( geometry.boundingBox !== null ) {

  			if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;

  		}

  		// test for intersections with geometry

  		this._computeIntersections( raycaster, intersects, _ray$3 );

  	}

  	_computeIntersections( raycaster, intersects, rayLocalSpace ) {

  		let intersection;

  		const geometry = this.geometry;
  		const material = this.material;

  		const index = geometry.index;
  		const position = geometry.attributes.position;
  		const uv = geometry.attributes.uv;
  		const uv1 = geometry.attributes.uv1;
  		const normal = geometry.attributes.normal;
  		const groups = geometry.groups;
  		const drawRange = geometry.drawRange;

  		if ( index !== null ) {

  			// indexed buffer geometry

  			if ( Array.isArray( material ) ) {

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

  					const group = groups[ i ];
  					const groupMaterial = material[ group.materialIndex ];

  					const start = Math.max( group.start, drawRange.start );
  					const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );

  					for ( let j = start, jl = end; j < jl; j += 3 ) {

  						const a = index.getX( j );
  						const b = index.getX( j + 1 );
  						const c = index.getX( j + 2 );

  						intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

  						if ( intersection ) {

  							intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  							intersection.face.materialIndex = group.materialIndex;
  							intersects.push( intersection );

  						}

  					}

  				}

  			} else {

  				const start = Math.max( 0, drawRange.start );
  				const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

  				for ( let i = start, il = end; i < il; i += 3 ) {

  					const a = index.getX( i );
  					const b = index.getX( i + 1 );
  					const c = index.getX( i + 2 );

  					intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

  					if ( intersection ) {

  						intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  						intersects.push( intersection );

  					}

  				}

  			}

  		} else if ( position !== undefined ) {

  			// non-indexed buffer geometry

  			if ( Array.isArray( material ) ) {

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

  					const group = groups[ i ];
  					const groupMaterial = material[ group.materialIndex ];

  					const start = Math.max( group.start, drawRange.start );
  					const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );

  					for ( let j = start, jl = end; j < jl; j += 3 ) {

  						const a = j;
  						const b = j + 1;
  						const c = j + 2;

  						intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

  						if ( intersection ) {

  							intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  							intersection.face.materialIndex = group.materialIndex;
  							intersects.push( intersection );

  						}

  					}

  				}

  			} else {

  				const start = Math.max( 0, drawRange.start );
  				const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );

  				for ( let i = start, il = end; i < il; i += 3 ) {

  					const a = i;
  					const b = i + 1;
  					const c = i + 2;

  					intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );

  					if ( intersection ) {

  						intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  						intersects.push( intersection );

  					}

  				}

  			}

  		}

  	}

  }

  function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {

  	let intersect;

  	if ( material.side === BackSide ) {

  		intersect = ray.intersectTriangle( pC, pB, pA, true, point );

  	} else {

  		intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );

  	}

  	if ( intersect === null ) return null;

  	_intersectionPointWorld.copy( point );
  	_intersectionPointWorld.applyMatrix4( object.matrixWorld );

  	const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );

  	if ( distance < raycaster.near || distance > raycaster.far ) return null;

  	return {
  		distance: distance,
  		point: _intersectionPointWorld.clone(),
  		object: object
  	};

  }

  function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {

  	object.getVertexPosition( a, _vA );
  	object.getVertexPosition( b, _vB );
  	object.getVertexPosition( c, _vC );

  	const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );

  	if ( intersection ) {

  		const barycoord = new Vector3();
  		Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );

  		if ( uv ) {

  			intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );

  		}

  		if ( uv1 ) {

  			intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );

  		}

  		if ( normal ) {

  			intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );

  			if ( intersection.normal.dot( ray.direction ) > 0 ) {

  				intersection.normal.multiplyScalar( -1 );

  			}

  		}

  		const face = {
  			a: a,
  			b: b,
  			c: c,
  			normal: new Vector3(),
  			materialIndex: 0
  		};

  		Triangle.getNormal( _vA, _vB, _vC, face.normal );

  		intersection.face = face;
  		intersection.barycoord = barycoord;

  	}

  	return intersection;

  }

  /**
   * Creates a texture directly from raw buffer data.
   *
   * The interpretation of the data depends on type and format: If the type is
   * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
   * texel data. If the format is `RGBAFormat`, data needs four values for
   * one texel; Red, Green, Blue and Alpha (typically the opacity).
   *
   * @augments Texture
   */
  class DataTexture extends Texture {

  	/**
  	 * Constructs a new data texture.
  	 *
  	 * @param {?TypedArray} [data=null] - The buffer data.
  	 * @param {number} [width=1] - The width of the texture.
  	 * @param {number} [height=1] - The height of the texture.
  	 * @param {number} [format=RGBAFormat] - The texture format.
  	 * @param {number} [type=UnsignedByteType] - The texture type.
  	 * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  	 * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  	 * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  	 * @param {number} [magFilter=NearestFilter] - The mag filter value.
  	 * @param {number} [minFilter=NearestFilter] - The min filter value.
  	 * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  	 * @param {string} [colorSpace=NoColorSpace] - The color space.
  	 */
  	constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {

  		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isDataTexture = true;

  		/**
  		 * The image definition of a data texture.
  		 *
  		 * @type {{data:TypedArray,width:number,height:number}}
  		 */
  		this.image = { data: data, width: width, height: height };

  		/**
  		 * Whether to generate mipmaps (if possible) for a texture.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.generateMipmaps = false;

  		/**
  		 * If set to `true`, the texture is flipped along the vertical axis when
  		 * uploaded to the GPU.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flipY = false;

  		/**
  		 * Specifies the alignment requirements for the start of each pixel row in memory.
  		 *
  		 * Overwritten and set to `1` by default.
  		 *
  		 * @type {boolean}
  		 * @default 1
  		 */
  		this.unpackAlignment = 1;

  	}

  }

  /**
   * An instanced version of a buffer attribute.
   *
   * @augments BufferAttribute
   */
  class InstancedBufferAttribute extends BufferAttribute {

  	/**
  	 * Constructs a new instanced buffer attribute.
  	 *
  	 * @param {TypedArray} array - The array holding the attribute data.
  	 * @param {number} itemSize - The item size.
  	 * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  	 * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  	 */
  	constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {

  		super( array, itemSize, normalized );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isInstancedBufferAttribute = true;

  		/**
  		 * Defines how often a value of this buffer attribute should be repeated. A
  		 * value of one means that each value of the instanced attribute is used for
  		 * a single instance. A value of two means that each value is used for two
  		 * consecutive instances (and so on).
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.meshPerAttribute = meshPerAttribute;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.meshPerAttribute = source.meshPerAttribute;

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.meshPerAttribute = this.meshPerAttribute;

  		data.isInstancedBufferAttribute = true;

  		return data;

  	}

  }

  const _vector1 = /*@__PURE__*/ new Vector3();
  const _vector2$2 = /*@__PURE__*/ new Vector3();
  const _normalMatrix = /*@__PURE__*/ new Matrix3();

  /**
   * A two dimensional surface that extends infinitely in 3D space, represented
   * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
   * by a unit length normal vector and a constant.
   */
  class Plane {

  	/**
  	 * Constructs a new plane.
  	 *
  	 * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  	 * @param {number} [constant=0] - The signed distance from the origin to the plane.
  	 */
  	constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPlane = true;

  		/**
  		 * A unit length vector defining the normal of the plane.
  		 *
  		 * @type {Vector3}
  		 */
  		this.normal = normal;

  		/**
  		 * The signed distance from the origin to the plane.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.constant = constant;

  	}

  	/**
  	 * Sets the plane components by copying the given values.
  	 *
  	 * @param {Vector3} normal - The normal.
  	 * @param {number} constant - The constant.
  	 * @return {Plane} A reference to this plane.
  	 */
  	set( normal, constant ) {

  		this.normal.copy( normal );
  		this.constant = constant;

  		return this;

  	}

  	/**
  	 * Sets the plane components by defining `x`, `y`, `z` as the
  	 * plane normal and `w` as the constant.
  	 *
  	 * @param {number} x - The value for the normal's x component.
  	 * @param {number} y - The value for the normal's y component.
  	 * @param {number} z - The value for the normal's z component.
  	 * @param {number} w - The constant value.
  	 * @return {Plane} A reference to this plane.
  	 */
  	setComponents( x, y, z, w ) {

  		this.normal.set( x, y, z );
  		this.constant = w;

  		return this;

  	}

  	/**
  	 * Sets the plane from the given normal and coplanar point (that is a point
  	 * that lies onto the plane).
  	 *
  	 * @param {Vector3} normal - The normal.
  	 * @param {Vector3} point - A coplanar point.
  	 * @return {Plane} A reference to this plane.
  	 */
  	setFromNormalAndCoplanarPoint( normal, point ) {

  		this.normal.copy( normal );
  		this.constant = - point.dot( this.normal );

  		return this;

  	}

  	/**
  	 * Sets the plane from three coplanar points. The winding order is
  	 * assumed to be counter-clockwise, and determines the direction of
  	 * the plane normal.
  	 *
  	 * @param {Vector3} a - The first coplanar point.
  	 * @param {Vector3} b - The second coplanar point.
  	 * @param {Vector3} c - The third coplanar point.
  	 * @return {Plane} A reference to this plane.
  	 */
  	setFromCoplanarPoints( a, b, c ) {

  		const normal = _vector1.subVectors( c, b ).cross( _vector2$2.subVectors( a, b ) ).normalize();

  		// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

  		this.setFromNormalAndCoplanarPoint( normal, a );

  		return this;

  	}

  	/**
  	 * Copies the values of the given plane to this instance.
  	 *
  	 * @param {Plane} plane - The plane to copy.
  	 * @return {Plane} A reference to this plane.
  	 */
  	copy( plane ) {

  		this.normal.copy( plane.normal );
  		this.constant = plane.constant;

  		return this;

  	}

  	/**
  	 * Normalizes the plane normal and adjusts the constant accordingly.
  	 *
  	 * @return {Plane} A reference to this plane.
  	 */
  	normalize() {

  		// Note: will lead to a divide by zero if the plane is invalid.

  		const inverseNormalLength = 1.0 / this.normal.length();
  		this.normal.multiplyScalar( inverseNormalLength );
  		this.constant *= inverseNormalLength;

  		return this;

  	}

  	/**
  	 * Negates both the plane normal and the constant.
  	 *
  	 * @return {Plane} A reference to this plane.
  	 */
  	negate() {

  		this.constant *= -1;
  		this.normal.negate();

  		return this;

  	}

  	/**
  	 * Returns the signed distance from the given point to this plane.
  	 *
  	 * @param {Vector3} point - The point to compute the distance for.
  	 * @return {number} The signed distance.
  	 */
  	distanceToPoint( point ) {

  		return this.normal.dot( point ) + this.constant;

  	}

  	/**
  	 * Returns the signed distance from the given sphere to this plane.
  	 *
  	 * @param {Sphere} sphere - The sphere to compute the distance for.
  	 * @return {number} The signed distance.
  	 */
  	distanceToSphere( sphere ) {

  		return this.distanceToPoint( sphere.center ) - sphere.radius;

  	}

  	/**
  	 * Projects a the given point onto the plane.
  	 *
  	 * @param {Vector3} point - The point to project.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The projected point on the plane.
  	 */
  	projectPoint( point, target ) {

  		return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );

  	}

  	/**
  	 * Returns the intersection point of the passed line and the plane. Returns
  	 * `null` if the line does not intersect. Returns the line's starting point if
  	 * the line is coplanar with the plane.
  	 *
  	 * @param {Line3} line - The line to compute the intersection for.
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {?Vector3} The intersection point.
  	 */
  	intersectLine( line, target ) {

  		const direction = line.delta( _vector1 );

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

  		if ( denominator === 0 ) {

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

  				return target.copy( line.start );

  			}

  			// Unsure if this is the correct method to handle this case.
  			return null;

  		}

  		const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

  		if ( t < 0 || t > 1 ) {

  			return null;

  		}

  		return target.copy( line.start ).addScaledVector( direction, t );

  	}

  	/**
  	 * Returns `true` if the given line segment intersects with (passes through) the plane.
  	 *
  	 * @param {Line3} line - The line to test.
  	 * @return {boolean} Whether the given line segment intersects with the plane or not.
  	 */
  	intersectsLine( line ) {

  		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

  		const startSign = this.distanceToPoint( line.start );
  		const endSign = this.distanceToPoint( line.end );

  		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

  	}

  	/**
  	 * Returns `true` if the given bounding box intersects with the plane.
  	 *
  	 * @param {Box3} box - The bounding box to test.
  	 * @return {boolean} Whether the given bounding box intersects with the plane or not.
  	 */
  	intersectsBox( box ) {

  		return box.intersectsPlane( this );

  	}

  	/**
  	 * Returns `true` if the given bounding sphere intersects with the plane.
  	 *
  	 * @param {Sphere} sphere - The bounding sphere to test.
  	 * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  	 */
  	intersectsSphere( sphere ) {

  		return sphere.intersectsPlane( this );

  	}

  	/**
  	 * Returns a coplanar vector to the plane, by calculating the
  	 * projection of the normal at the origin onto the plane.
  	 *
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The coplanar point.
  	 */
  	coplanarPoint( target ) {

  		return target.copy( this.normal ).multiplyScalar( - this.constant );

  	}

  	/**
  	 * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  	 *
  	 * The optional normal matrix can be pre-computed like so:
  	 * ```js
  	 * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  	 * ```
  	 *
  	 * @param {Matrix4} matrix - The transformation matrix.
  	 * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  	 * @return {Plane} A reference to this plane.
  	 */
  	applyMatrix4( matrix, optionalNormalMatrix ) {

  		const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );

  		const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );

  		const normal = this.normal.applyMatrix3( normalMatrix ).normalize();

  		this.constant = - referencePoint.dot( normal );

  		return this;

  	}

  	/**
  	 * Translates the plane by the distance defined by the given offset vector.
  	 * Note that this only affects the plane constant and will not affect the normal vector.
  	 *
  	 * @param {Vector3} offset - The offset vector.
  	 * @return {Plane} A reference to this plane.
  	 */
  	translate( offset ) {

  		this.constant -= offset.dot( this.normal );

  		return this;

  	}

  	/**
  	 * Returns `true` if this plane is equal with the given one.
  	 *
  	 * @param {Plane} plane - The plane to test for equality.
  	 * @return {boolean} Whether this plane is equal with the given one.
  	 */
  	equals( plane ) {

  		return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

  	}

  	/**
  	 * Returns a new plane with copied values from this instance.
  	 *
  	 * @return {Plane} A clone of this instance.
  	 */
  	clone() {

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

  	}

  }

  const _sphere$3 = /*@__PURE__*/ new Sphere();
  const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  const _vector$6 = /*@__PURE__*/ new Vector3();

  /**
   * Frustums are used to determine what is inside the camera's field of view.
   * They help speed up the rendering process - objects which lie outside a camera's
   * frustum can safely be excluded from rendering.
   *
   * This class is mainly intended for use internally by a renderer.
   */
  class Frustum {

  	/**
  	 * Constructs a new frustum.
  	 *
  	 * @param {Plane} [p0] - The first plane that encloses the frustum.
  	 * @param {Plane} [p1] - The second plane that encloses the frustum.
  	 * @param {Plane} [p2] - The third plane that encloses the frustum.
  	 * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  	 * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  	 * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  	 */
  	constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {

  		/**
  		 * This array holds the planes that enclose the frustum.
  		 *
  		 * @type {Array<Plane>}
  		 */
  		this.planes = [ p0, p1, p2, p3, p4, p5 ];

  	}

  	/**
  	 * Sets the frustum planes by copying the given planes.
  	 *
  	 * @param {Plane} [p0] - The first plane that encloses the frustum.
  	 * @param {Plane} [p1] - The second plane that encloses the frustum.
  	 * @param {Plane} [p2] - The third plane that encloses the frustum.
  	 * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  	 * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  	 * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  	 * @return {Frustum} A reference to this frustum.
  	 */
  	set( p0, p1, p2, p3, p4, p5 ) {

  		const planes = this.planes;

  		planes[ 0 ].copy( p0 );
  		planes[ 1 ].copy( p1 );
  		planes[ 2 ].copy( p2 );
  		planes[ 3 ].copy( p3 );
  		planes[ 4 ].copy( p4 );
  		planes[ 5 ].copy( p5 );

  		return this;

  	}

  	/**
  	 * Copies the values of the given frustum to this instance.
  	 *
  	 * @param {Frustum} frustum - The frustum to copy.
  	 * @return {Frustum} A reference to this frustum.
  	 */
  	copy( frustum ) {

  		const planes = this.planes;

  		for ( let i = 0; i < 6; i ++ ) {

  			planes[ i ].copy( frustum.planes[ i ] );

  		}

  		return this;

  	}

  	/**
  	 * Sets the frustum planes from the given projection matrix.
  	 *
  	 * @param {Matrix4} m - The projection matrix.
  	 * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  	 * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  	 * @return {Frustum} A reference to this frustum.
  	 */
  	setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {

  		const planes = this.planes;
  		const me = m.elements;
  		const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  		const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  		const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  		const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

  		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();

  		if ( reversedDepth ) {

  			planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  			planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near

  		} else {

  			planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far

  			if ( coordinateSystem === WebGLCoordinateSystem ) {

  				planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near

  			} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

  				planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near

  			} else {

  				throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );

  			}

  		}

  		return this;

  	}

  	/**
  	 * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  	 *
  	 * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  	 *
  	 * @param {Object3D} object - The 3D object to test.
  	 * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  	 */
  	intersectsObject( object ) {

  		if ( object.boundingSphere !== undefined ) {

  			if ( object.boundingSphere === null ) object.computeBoundingSphere();

  			_sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );

  		} else {

  			const geometry = object.geometry;

  			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

  			_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

  		}

  		return this.intersectsSphere( _sphere$3 );

  	}

  	/**
  	 * Returns `true` if the given sprite is intersecting this frustum.
  	 *
  	 * @param {Sprite} sprite - The sprite to test.
  	 * @return {boolean} Whether the sprite is intersecting this frustum or not.
  	 */
  	intersectsSprite( sprite ) {

  		_sphere$3.center.set( 0, 0, 0 );

  		const offset = _defaultSpriteCenter.distanceTo( sprite.center );

  		_sphere$3.radius = 0.7071067811865476 + offset;
  		_sphere$3.applyMatrix4( sprite.matrixWorld );

  		return this.intersectsSphere( _sphere$3 );

  	}

  	/**
  	 * Returns `true` if the given bounding sphere is intersecting this frustum.
  	 *
  	 * @param {Sphere} sphere - The bounding sphere to test.
  	 * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  	 */
  	intersectsSphere( sphere ) {

  		const planes = this.planes;
  		const center = sphere.center;
  		const negRadius = - sphere.radius;

  		for ( let i = 0; i < 6; i ++ ) {

  			const distance = planes[ i ].distanceToPoint( center );

  			if ( distance < negRadius ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	/**
  	 * Returns `true` if the given bounding box is intersecting this frustum.
  	 *
  	 * @param {Box3} box - The bounding box to test.
  	 * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  	 */
  	intersectsBox( box ) {

  		const planes = this.planes;

  		for ( let i = 0; i < 6; i ++ ) {

  			const plane = planes[ i ];

  			// corner at max distance

  			_vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  			_vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  			_vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;

  			if ( plane.distanceToPoint( _vector$6 ) < 0 ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	/**
  	 * Returns `true` if the given point lies within the frustum.
  	 *
  	 * @param {Vector3} point - The point to test.
  	 * @return {boolean} Whether the point lies within this frustum or not.
  	 */
  	containsPoint( point ) {

  		const planes = this.planes;

  		for ( let i = 0; i < 6; i ++ ) {

  			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	/**
  	 * Returns a new frustum with copied values from this instance.
  	 *
  	 * @return {Frustum} A clone of this instance.
  	 */
  	clone() {

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

  	}

  }

  const _projScreenMatrix$1$1 = /*@__PURE__*/ new Matrix4();
  const _frustum$1 = /*@__PURE__*/ new Frustum();

  /**
   * FrustumArray is used to determine if an object is visible in at least one camera
   * from an array of cameras. This is particularly useful for multi-view renderers.
  */
  class FrustumArray {

  	/**
  	 * Constructs a new frustum array.
  	 *
  	 */
  	constructor() {

  		/**
  		 * The coordinate system to use.
  		 *
  		 * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  		 * @default WebGLCoordinateSystem
  		 */
  		this.coordinateSystem = WebGLCoordinateSystem;

  	}

  	/**
  	 * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  	 * from the camera array.
  	 *
  	 * @param {Object3D} object - The 3D object to test.
  	 * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  	 * @return {boolean} Whether the 3D object is visible in any camera.
  	 */
  	intersectsObject( object, cameraArray ) {

  		if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {

  			return false;

  		}

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

  			const camera = cameraArray.cameras[ i ];

  			_projScreenMatrix$1$1.multiplyMatrices(
  				camera.projectionMatrix,
  				camera.matrixWorldInverse
  			);

  			_frustum$1.setFromProjectionMatrix(
  				_projScreenMatrix$1$1,
  				camera.coordinateSystem,
  				camera.reversedDepth
  			);

  			if ( _frustum$1.intersectsObject( object ) ) {

  				return true; // Object is visible in at least one camera

  			}

  		}

  		return false; // Not visible in any camera

  	}

  	/**
  	 * Returns `true` if the given sprite is intersecting any frustum
  	 * from the camera array.
  	 *
  	 * @param {Sprite} sprite - The sprite to test.
  	 * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  	 * @return {boolean} Whether the sprite is visible in any camera.
  	 */
  	intersectsSprite( sprite, cameraArray ) {

  		if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {

  			return false;

  		}

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

  			const camera = cameraArray.cameras[ i ];

  			_projScreenMatrix$1$1.multiplyMatrices(
  				camera.projectionMatrix,
  				camera.matrixWorldInverse
  			);

  			_frustum$1.setFromProjectionMatrix(
  				_projScreenMatrix$1$1,
  				camera.coordinateSystem,
  				camera.reversedDepth
  			);

  			if ( _frustum$1.intersectsSprite( sprite ) ) {

  				return true; // Sprite is visible in at least one camera

  			}

  		}

  		return false; // Not visible in any camera

  	}

  	/**
  	 * Returns `true` if the given bounding sphere is intersecting any frustum
  	 * from the camera array.
  	 *
  	 * @param {Sphere} sphere - The bounding sphere to test.
  	 * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  	 * @return {boolean} Whether the sphere is visible in any camera.
  	 */
  	intersectsSphere( sphere, cameraArray ) {

  		if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {

  			return false;

  		}

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

  			const camera = cameraArray.cameras[ i ];

  			_projScreenMatrix$1$1.multiplyMatrices(
  				camera.projectionMatrix,
  				camera.matrixWorldInverse
  			);

  			_frustum$1.setFromProjectionMatrix(
  				_projScreenMatrix$1$1,
  				camera.coordinateSystem,
  				camera.reversedDepth
  			);

  			if ( _frustum$1.intersectsSphere( sphere ) ) {

  				return true; // Sphere is visible in at least one camera

  			}

  		}

  		return false; // Not visible in any camera

  	}

  	/**
  	 * Returns `true` if the given bounding box is intersecting any frustum
  	 * from the camera array.
  	 *
  	 * @param {Box3} box - The bounding box to test.
  	 * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  	 * @return {boolean} Whether the box is visible in any camera.
  	 */
  	intersectsBox( box, cameraArray ) {

  		if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {

  			return false;

  		}

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

  			const camera = cameraArray.cameras[ i ];

  			_projScreenMatrix$1$1.multiplyMatrices(
  				camera.projectionMatrix,
  				camera.matrixWorldInverse
  			);

  			_frustum$1.setFromProjectionMatrix(
  				_projScreenMatrix$1$1,
  				camera.coordinateSystem,
  				camera.reversedDepth
  			);

  			if ( _frustum$1.intersectsBox( box ) ) {

  				return true; // Box is visible in at least one camera

  			}

  		}

  		return false; // Not visible in any camera

  	}

  	/**
  	 * Returns `true` if the given point lies within any frustum
  	 * from the camera array.
  	 *
  	 * @param {Vector3} point - The point to test.
  	 * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  	 * @return {boolean} Whether the point is visible in any camera.
  	 */
  	containsPoint( point, cameraArray ) {

  		if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {

  			return false;

  		}

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

  			const camera = cameraArray.cameras[ i ];

  			_projScreenMatrix$1$1.multiplyMatrices(
  				camera.projectionMatrix,
  				camera.matrixWorldInverse
  			);

  			_frustum$1.setFromProjectionMatrix(
  				_projScreenMatrix$1$1,
  				camera.coordinateSystem,
  				camera.reversedDepth
  			);

  			if ( _frustum$1.containsPoint( point ) ) {

  				return true; // Point is visible in at least one camera

  			}

  		}

  		return false; // Not visible in any camera

  	}

  	/**
  	 * Returns a new frustum array with copied values from this instance.
  	 *
  	 * @return {FrustumArray} A clone of this instance.
  	 */
  	clone() {

  		return new FrustumArray();

  	}

  }

  /**
   * A material for rendering line primitives.
   *
   * Materials define the appearance of renderable 3D objects.
   *
   * ```js
   * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
   * ```
   *
   * @augments Material
   */
  class LineBasicMaterial extends Material {

  	/**
  	 * Constructs a new line basic material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLineBasicMaterial = true;

  		this.type = 'LineBasicMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff );

  		/**
  		 * Sets the color of the lines using data from a texture. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * Controls line thickness or lines.
  		 *
  		 * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  		 * ignore this setting and always render line primitives with a
  		 * width of one pixel.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.linewidth = 1;

  		/**
  		 * Defines appearance of line ends.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('butt'|'round'|'square')}
  		 * @default 'round'
  		 */
  		this.linecap = 'round';

  		/**
  		 * Defines appearance of line joints.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.linejoin = 'round';

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );

  		this.map = source.map;

  		this.linewidth = source.linewidth;
  		this.linecap = source.linecap;
  		this.linejoin = source.linejoin;

  		this.fog = source.fog;

  		return this;

  	}

  }

  const _vStart = /*@__PURE__*/ new Vector3();
  const _vEnd = /*@__PURE__*/ new Vector3();

  const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  const _ray$1 = /*@__PURE__*/ new Ray();
  const _sphere$1 = /*@__PURE__*/ new Sphere();

  const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();

  /**
   * A continuous line. The line are rendered by connecting consecutive
   * vertices with straight lines.
   *
   * ```js
   * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
   *
   * const points = [];
   * points.push( new THREE.Vector3( - 10, 0, 0 ) );
   * points.push( new THREE.Vector3( 0, 10, 0 ) );
   * points.push( new THREE.Vector3( 10, 0, 0 ) );
   *
   * const geometry = new THREE.BufferGeometry().setFromPoints( points );
   *
   * const line = new THREE.Line( geometry, material );
   * scene.add( line );
   * ```
   *
   * @augments Object3D
   */
  class Line extends Object3D {

  	/**
  	 * Constructs a new line.
  	 *
  	 * @param {BufferGeometry} [geometry] - The line geometry.
  	 * @param {Material|Array<Material>} [material] - The line material.
  	 */
  	constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLine = true;

  		this.type = 'Line';

  		/**
  		 * The line geometry.
  		 *
  		 * @type {BufferGeometry}
  		 */
  		this.geometry = geometry;

  		/**
  		 * The line material.
  		 *
  		 * @type {Material|Array<Material>}
  		 * @default LineBasicMaterial
  		 */
  		this.material = material;

  		/**
  		 * A dictionary representing the morph targets in the geometry. The key is the
  		 * morph targets name, the value its attribute index. This member is `undefined`
  		 * by default and only set when morph targets are detected in the geometry.
  		 *
  		 * @type {Object<string,number>|undefined}
  		 * @default undefined
  		 */
  		this.morphTargetDictionary = undefined;

  		/**
  		 * An array of weights typically in the range `[0,1]` that specify how much of the morph
  		 * is applied. This member is `undefined` by default and only set when morph targets are
  		 * detected in the geometry.
  		 *
  		 * @type {Array<number>|undefined}
  		 * @default undefined
  		 */
  		this.morphTargetInfluences = undefined;

  		this.updateMorphTargets();

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  		this.geometry = source.geometry;

  		return this;

  	}

  	/**
  	 * Computes an array of distance values which are necessary for rendering dashed lines.
  	 * For each vertex in the geometry, the method calculates the cumulative length from the
  	 * current point to the very beginning of the line.
  	 *
  	 * @return {Line} A reference to this line.
  	 */
  	computeLineDistances() {

  		const geometry = this.geometry;

  		// we assume non-indexed geometry

  		if ( geometry.index === null ) {

  			const positionAttribute = geometry.attributes.position;
  			const lineDistances = [ 0 ];

  			for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {

  				_vStart.fromBufferAttribute( positionAttribute, i - 1 );
  				_vEnd.fromBufferAttribute( positionAttribute, i );

  				lineDistances[ i ] = lineDistances[ i - 1 ];
  				lineDistances[ i ] += _vStart.distanceTo( _vEnd );

  			}

  			geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

  		} else {

  			warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

  		}

  		return this;

  	}

  	/**
  	 * Computes intersection points between a casted ray and this line.
  	 *
  	 * @param {Raycaster} raycaster - The raycaster.
  	 * @param {Array<Object>} intersects - The target array that holds the intersection points.
  	 */
  	raycast( raycaster, intersects ) {

  		const geometry = this.geometry;
  		const matrixWorld = this.matrixWorld;
  		const threshold = raycaster.params.Line.threshold;
  		const drawRange = geometry.drawRange;

  		// Checking boundingSphere distance to ray

  		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

  		_sphere$1.copy( geometry.boundingSphere );
  		_sphere$1.applyMatrix4( matrixWorld );
  		_sphere$1.radius += threshold;

  		if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;

  		//

  		_inverseMatrix$1.copy( matrixWorld ).invert();
  		_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );

  		const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  		const localThresholdSq = localThreshold * localThreshold;

  		const step = this.isLineSegments ? 2 : 1;

  		const index = geometry.index;
  		const attributes = geometry.attributes;
  		const positionAttribute = attributes.position;

  		if ( index !== null ) {

  			const start = Math.max( 0, drawRange.start );
  			const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

  			for ( let i = start, l = end - 1; i < l; i += step ) {

  				const a = index.getX( i );
  				const b = index.getX( i + 1 );

  				const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );

  				if ( intersect ) {

  					intersects.push( intersect );

  				}

  			}

  			if ( this.isLineLoop ) {

  				const a = index.getX( end - 1 );
  				const b = index.getX( start );

  				const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );

  				if ( intersect ) {

  					intersects.push( intersect );

  				}

  			}

  		} else {

  			const start = Math.max( 0, drawRange.start );
  			const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );

  			for ( let i = start, l = end - 1; i < l; i += step ) {

  				const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );

  				if ( intersect ) {

  					intersects.push( intersect );

  				}

  			}

  			if ( this.isLineLoop ) {

  				const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );

  				if ( intersect ) {

  					intersects.push( intersect );

  				}

  			}

  		}

  	}

  	/**
  	 * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  	 * to make sure existing morph targets can influence this 3D object.
  	 */
  	updateMorphTargets() {

  		const geometry = this.geometry;

  		const morphAttributes = geometry.morphAttributes;
  		const keys = Object.keys( morphAttributes );

  		if ( keys.length > 0 ) {

  			const morphAttribute = morphAttributes[ keys[ 0 ] ];

  			if ( morphAttribute !== undefined ) {

  				this.morphTargetInfluences = [];
  				this.morphTargetDictionary = {};

  				for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {

  					const name = morphAttribute[ m ].name || String( m );

  					this.morphTargetInfluences.push( 0 );
  					this.morphTargetDictionary[ name ] = m;

  				}

  			}

  		}

  	}

  }

  function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {

  	const positionAttribute = object.geometry.attributes.position;

  	_vStart.fromBufferAttribute( positionAttribute, a );
  	_vEnd.fromBufferAttribute( positionAttribute, b );

  	const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );

  	if ( distSq > thresholdSq ) return;

  	_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation

  	const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );

  	if ( distance < raycaster.near || distance > raycaster.far ) return;

  	return {

  		distance: distance,
  		// What do we want? intersection point on the ray or on the segment??
  		// point: raycaster.ray.at( distance ),
  		point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  		index: i,
  		face: null,
  		faceIndex: null,
  		barycoord: null,
  		object: object

  	};

  }

  /**
   * A material for rendering point primitives.
   *
   * Materials define the appearance of renderable 3D objects.
   *
   * ```js
   * const vertices = [];
   *
   * for ( let i = 0; i < 10000; i ++ ) {
   * 	const x = THREE.MathUtils.randFloatSpread( 2000 );
   * 	const y = THREE.MathUtils.randFloatSpread( 2000 );
   * 	const z = THREE.MathUtils.randFloatSpread( 2000 );
   *
   * 	vertices.push( x, y, z );
   * }
   *
   * const geometry = new THREE.BufferGeometry();
   * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
   * const material = new THREE.PointsMaterial( { color: 0x888888 } );
   * const points = new THREE.Points( geometry, material );
   * scene.add( points );
   * ```
   *
   * @augments Material
   */
  class PointsMaterial extends Material {

  	/**
  	 * Constructs a new points material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPointsMaterial = true;

  		this.type = 'PointsMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff );

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * Defines the size of the points in pixels.
  		 *
  		 * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.size = 1;

  		/**
  		 * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.sizeAttenuation = true;

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );

  		this.map = source.map;

  		this.alphaMap = source.alphaMap;

  		this.size = source.size;
  		this.sizeAttenuation = source.sizeAttenuation;

  		this.fog = source.fog;

  		return this;

  	}

  }

  /**
   * This class can only be used in combination with `copyFramebufferToTexture()` methods
   * of renderers. It extracts the contents of the current bound framebuffer and provides it
   * as a texture for further usage.
   *
   * ```js
   * const pixelRatio = window.devicePixelRatio;
   * const textureSize = 128 * pixelRatio;
   *
   * const frameTexture = new FramebufferTexture( textureSize, textureSize );
   *
   * // calculate start position for copying part of the frame data
   * const vector = new Vector2();
   * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
   * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
   *
   * renderer.render( scene, camera );
   *
   * // copy part of the rendered frame into the framebuffer texture
   * renderer.copyFramebufferToTexture( frameTexture, vector );
   * ```
   *
   * @augments Texture
   */
  class FramebufferTexture extends Texture {

  	/**
  	 * Constructs a new framebuffer texture.
  	 *
  	 * @param {number} [width] - The width of the texture.
  	 * @param {number} [height] - The height of the texture.
  	 */
  	constructor( width, height ) {

  		super( { width, height } );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isFramebufferTexture = true;

  		/**
  		 * How the texture is sampled when a texel covers more than one pixel.
  		 *
  		 * Overwritten and set to `NearestFilter` by default to disable filtering.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default NearestFilter
  		 */
  		this.magFilter = NearestFilter;

  		/**
  		 * How the texture is sampled when a texel covers less than one pixel.
  		 *
  		 * Overwritten and set to `NearestFilter` by default to disable filtering.
  		 *
  		 * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  		 * @default NearestFilter
  		 */
  		this.minFilter = NearestFilter;

  		/**
  		 * Whether to generate mipmaps (if possible) for a texture.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.generateMipmaps = false;

  		this.needsUpdate = true;

  	}

  }

  /**
   * Creates a cube texture made up of six images.
   *
   * ```js
   * const loader = new THREE.CubeTextureLoader();
   * loader.setPath( 'textures/cube/pisa/' );
   *
   * const textureCube = loader.load( [
   * 	'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
   * ] );
   *
   * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
   * ```
   *
   * @augments Texture
   */
  class CubeTexture extends Texture {

  	/**
  	 * Constructs a new cube texture.
  	 *
  	 * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  	 * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  	 * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  	 * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  	 * @param {number} [magFilter=LinearFilter] - The mag filter value.
  	 * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  	 * @param {number} [format=RGBAFormat] - The texture format.
  	 * @param {number} [type=UnsignedByteType] - The texture type.
  	 * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  	 * @param {string} [colorSpace=NoColorSpace] - The color space value.
  	 */
  	constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {

  		super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCubeTexture = true;

  		/**
  		 * If set to `true`, the texture is flipped along the vertical axis when
  		 * uploaded to the GPU.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flipY = false;

  	}

  	/**
  	 * Alias for {@link CubeTexture#image}.
  	 *
  	 * @type {Array<Image>}
  	 */
  	get images() {

  		return this.image;

  	}

  	set images( value ) {

  		this.image = value;

  	}

  }

  /**
   * This class can be used to automatically save the depth information of a
   * rendering into a texture.
   *
   * @augments Texture
   */
  class DepthTexture extends Texture {

  	/**
  	 * Constructs a new depth texture.
  	 *
  	 * @param {number} width - The width of the texture.
  	 * @param {number} height - The height of the texture.
  	 * @param {number} [type=UnsignedIntType] - The texture type.
  	 * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  	 * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  	 * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  	 * @param {number} [magFilter=LinearFilter] - The mag filter value.
  	 * @param {number} [minFilter=LinearFilter] - The min filter value.
  	 * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  	 * @param {number} [format=DepthFormat] - The texture format.
  	 * @param {number} [depth=1] - The depth of the texture.
  	 */
  	constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {

  		if ( format !== DepthFormat && format !== DepthStencilFormat ) {

  			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

  		}

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

  		super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isDepthTexture = true;

  		/**
  		 * If set to `true`, the texture is flipped along the vertical axis when
  		 * uploaded to the GPU.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flipY = false;

  		/**
  		 * Whether to generate mipmaps (if possible) for a texture.
  		 *
  		 * Overwritten and set to `false` by default.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.generateMipmaps = false;

  		/**
  		 * Code corresponding to the depth compare function.
  		 *
  		 * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  		 * @default null
  		 */
  		this.compareFunction = null;

  	}


  	copy( source ) {

  		super.copy( source );

  		this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  		this.compareFunction = source.compareFunction;

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;

  		return data;

  	}

  }

  /**
   * This class can be used to automatically save the depth information of a
   * cube rendering into a cube texture with depth format. Used for PointLight shadows.
   *
   * @augments DepthTexture
   */
  class CubeDepthTexture extends DepthTexture {

  	/**
  	 * Constructs a new cube depth texture.
  	 *
  	 * @param {number} size - The size (width and height) of each cube face.
  	 * @param {number} [type=UnsignedIntType] - The texture type.
  	 * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  	 * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  	 * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  	 * @param {number} [magFilter=NearestFilter] - The mag filter value.
  	 * @param {number} [minFilter=NearestFilter] - The min filter value.
  	 * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  	 * @param {number} [format=DepthFormat] - The texture format.
  	 */
  	constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {

  		// Create 6 identical image descriptors for the cube faces
  		const image = { width: size, height: size, depth: 1 };
  		const images = [ image, image, image, image, image, image ];

  		// Call DepthTexture constructor with width, height
  		super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );

  		// Replace the single image with the array of 6 images
  		this.image = images;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCubeDepthTexture = true;

  		/**
  		 * Set to true for cube texture handling in WebGLTextures.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCubeTexture = true;

  	}

  	/**
  	 * Alias for {@link CubeDepthTexture#image}.
  	 *
  	 * @type {Array<Image>}
  	 */
  	get images() {

  		return this.image;

  	}

  	set images( value ) {

  		this.image = value;

  	}

  }

  /**
   * Represents a texture created externally with the same renderer context.
   *
   * This may be a texture from a protected media stream, device camera feed,
   * or other data feeds like a depth sensor.
   *
   * Note that this class is only supported in {@link WebGLRenderer}, and in
   * the {@link WebGPURenderer} WebGPU backend.
   *
   * @augments Texture
   */
  class ExternalTexture extends Texture {

  	/**
  	 * Creates a new raw texture.
  	 *
  	 * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  	 */
  	constructor( sourceTexture = null ) {

  		super();

  		/**
  		 * The external source texture.
  		 *
  		 * @type {?(WebGLTexture|GPUTexture)}
  		 * @default null
  		 */
  		this.sourceTexture = sourceTexture;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isExternalTexture = true;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.sourceTexture = source.sourceTexture;

  		return this;

  	}

  }

  /**
   * A geometry class for a rectangular cuboid with a given width, height, and depth.
   * On creation, the cuboid is centred on the origin, with each edge parallel to one
   * of the axes.
   *
   * ```js
   * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
   * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
   * const cube = new THREE.Mesh( geometry, material );
   * scene.add( cube );
   * ```
   *
   * @augments BufferGeometry
   * @demo scenes/geometry-browser.html#BoxGeometry
   */
  class BoxGeometry extends BufferGeometry {

  	/**
  	 * Constructs a new box geometry.
  	 *
  	 * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  	 * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  	 * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  	 * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  	 * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  	 * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  	 */
  	constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {

  		super();

  		this.type = 'BoxGeometry';

  		/**
  		 * Holds the constructor parameters that have been
  		 * used to generate the geometry. Any modification
  		 * after instantiation does not change the geometry.
  		 *
  		 * @type {Object}
  		 */
  		this.parameters = {
  			width: width,
  			height: height,
  			depth: depth,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			depthSegments: depthSegments
  		};

  		const scope = this;

  		// segments

  		widthSegments = Math.floor( widthSegments );
  		heightSegments = Math.floor( heightSegments );
  		depthSegments = Math.floor( depthSegments );

  		// buffers

  		const indices = [];
  		const vertices = [];
  		const normals = [];
  		const uvs = [];

  		// helper variables

  		let numberOfVertices = 0;
  		let groupStart = 0;

  		// build each side of the box geometry

  		buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  		buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  		buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  		buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  		buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

  		// build geometry

  		this.setIndex( indices );
  		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

  		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

  			const segmentWidth = width / gridX;
  			const segmentHeight = height / gridY;

  			const widthHalf = width / 2;
  			const heightHalf = height / 2;
  			const depthHalf = depth / 2;

  			const gridX1 = gridX + 1;
  			const gridY1 = gridY + 1;

  			let vertexCounter = 0;
  			let groupCount = 0;

  			const vector = new Vector3();

  			// generate vertices, normals and uvs

  			for ( let iy = 0; iy < gridY1; iy ++ ) {

  				const y = iy * segmentHeight - heightHalf;

  				for ( let ix = 0; ix < gridX1; ix ++ ) {

  					const x = ix * segmentWidth - widthHalf;

  					// set values to correct vector component

  					vector[ u ] = x * udir;
  					vector[ v ] = y * vdir;
  					vector[ w ] = depthHalf;

  					// now apply vector to vertex buffer

  					vertices.push( vector.x, vector.y, vector.z );

  					// set values to correct vector component

  					vector[ u ] = 0;
  					vector[ v ] = 0;
  					vector[ w ] = depth > 0 ? 1 : -1;

  					// now apply vector to normal buffer

  					normals.push( vector.x, vector.y, vector.z );

  					// uvs

  					uvs.push( ix / gridX );
  					uvs.push( 1 - ( iy / gridY ) );

  					// counters

  					vertexCounter += 1;

  				}

  			}

  			// indices

  			// 1. you need three indices to draw a single face
  			// 2. a single segment consists of two faces
  			// 3. so we need to generate six (2*3) indices per segment

  			for ( let iy = 0; iy < gridY; iy ++ ) {

  				for ( let ix = 0; ix < gridX; ix ++ ) {

  					const a = numberOfVertices + ix + gridX1 * iy;
  					const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  					const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  					const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

  					// faces

  					indices.push( a, b, d );
  					indices.push( b, c, d );

  					// increase counter

  					groupCount += 6;

  				}

  			}

  			// add a group to the geometry. this will ensure multi material support

  			scope.addGroup( groupStart, groupCount, materialIndex );

  			// calculate new start value for groups

  			groupStart += groupCount;

  			// update total number of vertices

  			numberOfVertices += vertexCounter;

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	/**
  	 * Factory method for creating an instance of this class from the given
  	 * JSON object.
  	 *
  	 * @param {Object} data - A JSON object representing the serialized geometry.
  	 * @return {BoxGeometry} A new instance.
  	 */
  	static fromJSON( data ) {

  		return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );

  	}

  }

  /**
   * A geometry class for representing a cylinder.
   *
   * ```js
   * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
   * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
   * const cylinder = new THREE.Mesh( geometry, material );
   * scene.add( cylinder );
   * ```
   *
   * @augments BufferGeometry
   * @demo scenes/geometry-browser.html#CylinderGeometry
   */
  class CylinderGeometry extends BufferGeometry {

  	/**
  	 * Constructs a new cylinder geometry.
  	 *
  	 * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  	 * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  	 * @param {number} [height=1] - Height of the cylinder.
  	 * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  	 * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  	 * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  	 * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  	 * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  	 * The default value results in a complete cylinder.
  	 */
  	constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {

  		super();

  		this.type = 'CylinderGeometry';

  		/**
  		 * Holds the constructor parameters that have been
  		 * used to generate the geometry. Any modification
  		 * after instantiation does not change the geometry.
  		 *
  		 * @type {Object}
  		 */
  		this.parameters = {
  			radiusTop: radiusTop,
  			radiusBottom: radiusBottom,
  			height: height,
  			radialSegments: radialSegments,
  			heightSegments: heightSegments,
  			openEnded: openEnded,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};

  		const scope = this;

  		radialSegments = Math.floor( radialSegments );
  		heightSegments = Math.floor( heightSegments );

  		// buffers

  		const indices = [];
  		const vertices = [];
  		const normals = [];
  		const uvs = [];

  		// helper variables

  		let index = 0;
  		const indexArray = [];
  		const halfHeight = height / 2;
  		let groupStart = 0;

  		// generate geometry

  		generateTorso();

  		if ( openEnded === false ) {

  			if ( radiusTop > 0 ) generateCap( true );
  			if ( radiusBottom > 0 ) generateCap( false );

  		}

  		// build geometry

  		this.setIndex( indices );
  		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

  		function generateTorso() {

  			const normal = new Vector3();
  			const vertex = new Vector3();

  			let groupCount = 0;

  			// this will be used to calculate the normal
  			const slope = ( radiusBottom - radiusTop ) / height;

  			// generate vertices, normals and uvs

  			for ( let y = 0; y <= heightSegments; y ++ ) {

  				const indexRow = [];

  				const v = y / heightSegments;

  				// calculate the radius of the current row

  				const radius = v * ( radiusBottom - radiusTop ) + radiusTop;

  				for ( let x = 0; x <= radialSegments; x ++ ) {

  					const u = x / radialSegments;

  					const theta = u * thetaLength + thetaStart;

  					const sinTheta = Math.sin( theta );
  					const cosTheta = Math.cos( theta );

  					// vertex

  					vertex.x = radius * sinTheta;
  					vertex.y = - v * height + halfHeight;
  					vertex.z = radius * cosTheta;
  					vertices.push( vertex.x, vertex.y, vertex.z );

  					// normal

  					normal.set( sinTheta, slope, cosTheta ).normalize();
  					normals.push( normal.x, normal.y, normal.z );

  					// uv

  					uvs.push( u, 1 - v );

  					// save index of vertex in respective row

  					indexRow.push( index ++ );

  				}

  				// now save vertices of the row in our index array

  				indexArray.push( indexRow );

  			}

  			// generate indices

  			for ( let x = 0; x < radialSegments; x ++ ) {

  				for ( let y = 0; y < heightSegments; y ++ ) {

  					// we use the index array to access the correct indices

  					const a = indexArray[ y ][ x ];
  					const b = indexArray[ y + 1 ][ x ];
  					const c = indexArray[ y + 1 ][ x + 1 ];
  					const d = indexArray[ y ][ x + 1 ];

  					// faces

  					if ( radiusTop > 0 || y !== 0 ) {

  						indices.push( a, b, d );
  						groupCount += 3;

  					}

  					if ( radiusBottom > 0 || y !== heightSegments - 1 ) {

  						indices.push( b, c, d );
  						groupCount += 3;

  					}

  				}

  			}

  			// add a group to the geometry. this will ensure multi material support

  			scope.addGroup( groupStart, groupCount, 0 );

  			// calculate new start value for groups

  			groupStart += groupCount;

  		}

  		function generateCap( top ) {

  			// save the index of the first center vertex
  			const centerIndexStart = index;

  			const uv = new Vector2();
  			const vertex = new Vector3();

  			let groupCount = 0;

  			const radius = ( top === true ) ? radiusTop : radiusBottom;
  			const sign = ( top === true ) ? 1 : -1;

  			// first we generate the center vertex data of the cap.
  			// because the geometry needs one set of uvs per face,
  			// we must generate a center vertex per face/segment

  			for ( let x = 1; x <= radialSegments; x ++ ) {

  				// vertex

  				vertices.push( 0, halfHeight * sign, 0 );

  				// normal

  				normals.push( 0, sign, 0 );

  				// uv

  				uvs.push( 0.5, 0.5 );

  				// increase index

  				index ++;

  			}

  			// save the index of the last center vertex
  			const centerIndexEnd = index;

  			// now we generate the surrounding vertices, normals and uvs

  			for ( let x = 0; x <= radialSegments; x ++ ) {

  				const u = x / radialSegments;
  				const theta = u * thetaLength + thetaStart;

  				const cosTheta = Math.cos( theta );
  				const sinTheta = Math.sin( theta );

  				// vertex

  				vertex.x = radius * sinTheta;
  				vertex.y = halfHeight * sign;
  				vertex.z = radius * cosTheta;
  				vertices.push( vertex.x, vertex.y, vertex.z );

  				// normal

  				normals.push( 0, sign, 0 );

  				// uv

  				uv.x = ( cosTheta * 0.5 ) + 0.5;
  				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  				uvs.push( uv.x, uv.y );

  				// increase index

  				index ++;

  			}

  			// generate indices

  			for ( let x = 0; x < radialSegments; x ++ ) {

  				const c = centerIndexStart + x;
  				const i = centerIndexEnd + x;

  				if ( top === true ) {

  					// face top

  					indices.push( i, i + 1, c );

  				} else {

  					// face bottom

  					indices.push( i + 1, i, c );

  				}

  				groupCount += 3;

  			}

  			// add a group to the geometry. this will ensure multi material support

  			scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

  			// calculate new start value for groups

  			groupStart += groupCount;

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	/**
  	 * Factory method for creating an instance of this class from the given
  	 * JSON object.
  	 *
  	 * @param {Object} data - A JSON object representing the serialized geometry.
  	 * @return {CylinderGeometry} A new instance.
  	 */
  	static fromJSON( data ) {

  		return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );

  	}

  }

  /**
   * A geometry class for representing a cone.
   *
   * ```js
   * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
   * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
   * const cone = new THREE.Mesh(geometry, material );
   * scene.add( cone );
   * ```
   *
   * @augments CylinderGeometry
   * @demo scenes/geometry-browser.html#ConeGeometry
   */
  class ConeGeometry extends CylinderGeometry {

  	/**
  	 * Constructs a new cone geometry.
  	 *
  	 * @param {number} [radius=1] - Radius of the cone base.
  	 * @param {number} [height=1] - Height of the cone.
  	 * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  	 * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  	 * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  	 * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  	 * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  	 * The default value results in a complete cone.
  	 */
  	constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {

  		super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

  		this.type = 'ConeGeometry';

  		/**
  		 * Holds the constructor parameters that have been
  		 * used to generate the geometry. Any modification
  		 * after instantiation does not change the geometry.
  		 *
  		 * @type {Object}
  		 */
  		this.parameters = {
  			radius: radius,
  			height: height,
  			radialSegments: radialSegments,
  			heightSegments: heightSegments,
  			openEnded: openEnded,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};

  	}

  	/**
  	 * Factory method for creating an instance of this class from the given
  	 * JSON object.
  	 *
  	 * @param {Object} data - A JSON object representing the serialized geometry.
  	 * @return {ConeGeometry} A new instance.
  	 */
  	static fromJSON( data ) {

  		return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );

  	}

  }

  /**
   * An abstract base class for creating an analytic curve object that contains methods
   * for interpolation.
   *
   * @abstract
   */
  class Curve {

  	/**
  	 * Constructs a new curve.
  	 */
  	constructor() {

  		/**
  		 * The type property is used for detecting the object type
  		 * in context of serialization/deserialization.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.type = 'Curve';

  		/**
  		 * This value determines the amount of divisions when calculating the
  		 * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  		 * precision when using methods like {@link Curve#getSpacedPoints}, it is
  		 * recommended to increase the value of this property if the curve is very large.
  		 *
  		 * @type {number}
  		 * @default 200
  		 */
  		this.arcLengthDivisions = 200;

  		/**
  		 * Must be set to `true` if the curve parameters have changed.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.needsUpdate = false;

  		/**
  		 * An internal cache that holds precomputed curve length values.
  		 *
  		 * @private
  		 * @type {?Array<number>}
  		 * @default null
  		 */
  		this.cacheArcLengths = null;

  	}

  	/**
  	 * This method returns a vector in 2D or 3D space (depending on the curve definition)
  	 * for the given interpolation factor.
  	 *
  	 * @abstract
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  	 */
  	getPoint( /* t, optionalTarget */ ) {

  		warn( 'Curve: .getPoint() not implemented.' );

  	}

  	/**
  	 * This method returns a vector in 2D or 3D space (depending on the curve definition)
  	 * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  	 * of the curve which equidistant samples.
  	 *
  	 * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  	 */
  	getPointAt( u, optionalTarget ) {

  		const t = this.getUtoTmapping( u );
  		return this.getPoint( t, optionalTarget );

  	}

  	/**
  	 * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  	 * the curve shape.
  	 *
  	 * @param {number} [divisions=5] - The number of divisions.
  	 * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  	 */
  	getPoints( divisions = 5 ) {

  		const points = [];

  		for ( let d = 0; d <= divisions; d ++ ) {

  			points.push( this.getPoint( d / divisions ) );

  		}

  		return points;

  	}

  	// Get sequence of points using getPointAt( u )

  	/**
  	 * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  	 * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  	 * curve.
  	 *
  	 * @param {number} [divisions=5] - The number of divisions.
  	 * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  	 */
  	getSpacedPoints( divisions = 5 ) {

  		const points = [];

  		for ( let d = 0; d <= divisions; d ++ ) {

  			points.push( this.getPointAt( d / divisions ) );

  		}

  		return points;

  	}

  	/**
  	 * Returns the total arc length of the curve.
  	 *
  	 * @return {number} The length of the curve.
  	 */
  	getLength() {

  		const lengths = this.getLengths();
  		return lengths[ lengths.length - 1 ];

  	}

  	/**
  	 * Returns an array of cumulative segment lengths of the curve.
  	 *
  	 * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  	 * @return {Array<number>} An array holding the cumulative segment lengths.
  	 */
  	getLengths( divisions = this.arcLengthDivisions ) {

  		if ( this.cacheArcLengths &&
  			( this.cacheArcLengths.length === divisions + 1 ) &&
  			! this.needsUpdate ) {

  			return this.cacheArcLengths;

  		}

  		this.needsUpdate = false;

  		const cache = [];
  		let current, last = this.getPoint( 0 );
  		let sum = 0;

  		cache.push( 0 );

  		for ( let p = 1; p <= divisions; p ++ ) {

  			current = this.getPoint( p / divisions );
  			sum += current.distanceTo( last );
  			cache.push( sum );
  			last = current;

  		}

  		this.cacheArcLengths = cache;

  		return cache; // { sums: cache, sum: sum }; Sum is in the last element.

  	}

  	/**
  	 * Update the cumulative segment distance cache. The method must be called
  	 * every time curve parameters are changed. If an updated curve is part of a
  	 * composed curve like {@link CurvePath}, this method must be called on the
  	 * composed curve, too.
  	 */
  	updateArcLengths() {

  		this.needsUpdate = true;
  		this.getLengths();

  	}

  	/**
  	 * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  	 * interpolation factor in the same range that can be ued to sample equidistant points
  	 * from a curve.
  	 *
  	 * @param {number} u - The interpolation factor.
  	 * @param {?number} distance - An optional distance on the curve.
  	 * @return {number} The updated interpolation factor.
  	 */
  	getUtoTmapping( u, distance = null ) {

  		const arcLengths = this.getLengths();

  		let i = 0;
  		const il = arcLengths.length;

  		let targetArcLength; // The targeted u distance value to get

  		if ( distance ) {

  			targetArcLength = distance;

  		} else {

  			targetArcLength = u * arcLengths[ il - 1 ];

  		}

  		// binary search for the index with largest value smaller than target u distance

  		let low = 0, high = il - 1, comparison;

  		while ( low <= high ) {

  			i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

  			comparison = arcLengths[ i ] - targetArcLength;

  			if ( comparison < 0 ) {

  				low = i + 1;

  			} else if ( comparison > 0 ) {

  				high = i - 1;

  			} else {

  				high = i;
  				break;

  				// DONE

  			}

  		}

  		i = high;

  		if ( arcLengths[ i ] === targetArcLength ) {

  			return i / ( il - 1 );

  		}

  		// we could get finer grain at lengths, or use simple interpolation between two points

  		const lengthBefore = arcLengths[ i ];
  		const lengthAfter = arcLengths[ i + 1 ];

  		const segmentLength = lengthAfter - lengthBefore;

  		// determine where we are between the 'before' and 'after' points

  		const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

  		// add that fractional amount to t

  		const t = ( i + segmentFraction ) / ( il - 1 );

  		return t;

  	}

  	/**
  	 * Returns a unit vector tangent for the given interpolation factor.
  	 * If the derived curve does not implement its tangent derivation,
  	 * two points a small delta apart will be used to find its gradient
  	 * which seems to give a reasonable approximation.
  	 *
  	 * @param {number} t - The interpolation factor.
  	 * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {(Vector2|Vector3)} The tangent vector.
  	 */
  	getTangent( t, optionalTarget ) {

  		const delta = 0.0001;
  		let t1 = t - delta;
  		let t2 = t + delta;

  		// Capping in case of danger

  		if ( t1 < 0 ) t1 = 0;
  		if ( t2 > 1 ) t2 = 1;

  		const pt1 = this.getPoint( t1 );
  		const pt2 = this.getPoint( t2 );

  		const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );

  		tangent.copy( pt2 ).sub( pt1 ).normalize();

  		return tangent;

  	}

  	/**
  	 * Same as {@link Curve#getTangent} but with equidistant samples.
  	 *
  	 * @param {number} u - The interpolation factor.
  	 * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {(Vector2|Vector3)} The tangent vector.
  	 * @see {@link Curve#getPointAt}
  	 */
  	getTangentAt( u, optionalTarget ) {

  		const t = this.getUtoTmapping( u );
  		return this.getTangent( t, optionalTarget );

  	}

  	/**
  	 * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  	 * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  	 *
  	 * @param {number} segments - The number of segments.
  	 * @param {boolean} [closed=false] - Whether the curve is closed or not.
  	 * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  	 */
  	computeFrenetFrames( segments, closed = false ) {

  		// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

  		const normal = new Vector3();

  		const tangents = [];
  		const normals = [];
  		const binormals = [];

  		const vec = new Vector3();
  		const mat = new Matrix4();

  		// compute the tangent vectors for each segment on the curve

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

  			const u = i / segments;

  			tangents[ i ] = this.getTangentAt( u, new Vector3() );

  		}

  		// select an initial normal vector perpendicular to the first tangent vector,
  		// and in the direction of the minimum tangent xyz component

  		normals[ 0 ] = new Vector3();
  		binormals[ 0 ] = new Vector3();
  		let min = Number.MAX_VALUE;
  		const tx = Math.abs( tangents[ 0 ].x );
  		const ty = Math.abs( tangents[ 0 ].y );
  		const tz = Math.abs( tangents[ 0 ].z );

  		if ( tx <= min ) {

  			min = tx;
  			normal.set( 1, 0, 0 );

  		}

  		if ( ty <= min ) {

  			min = ty;
  			normal.set( 0, 1, 0 );

  		}

  		if ( tz <= min ) {

  			normal.set( 0, 0, 1 );

  		}

  		vec.crossVectors( tangents[ 0 ], normal ).normalize();

  		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


  		// compute the slowly-varying normal and binormal vectors for each segment on the curve

  		for ( let i = 1; i <= segments; i ++ ) {

  			normals[ i ] = normals[ i - 1 ].clone();

  			binormals[ i ] = binormals[ i - 1 ].clone();

  			vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

  			if ( vec.length() > Number.EPSILON ) {

  				vec.normalize();

  				const theta = Math.acos( clamp$1( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors

  				normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

  			}

  			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

  		}

  		// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

  		if ( closed === true ) {

  			let theta = Math.acos( clamp$1( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  			theta /= segments;

  			if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

  				theta = - theta;

  			}

  			for ( let i = 1; i <= segments; i ++ ) {

  				// twist a little...
  				normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

  			}

  		}

  		return {
  			tangents: tangents,
  			normals: normals,
  			binormals: binormals
  		};

  	}

  	/**
  	 * Returns a new curve with copied values from this instance.
  	 *
  	 * @return {Curve} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Copies the values of the given curve to this instance.
  	 *
  	 * @param {Curve} source - The curve to copy.
  	 * @return {Curve} A reference to this curve.
  	 */
  	copy( source ) {

  		this.arcLengthDivisions = source.arcLengthDivisions;

  		return this;

  	}

  	/**
  	 * Serializes the curve into JSON.
  	 *
  	 * @return {Object} A JSON object representing the serialized curve.
  	 * @see {@link ObjectLoader#parse}
  	 */
  	toJSON() {

  		const data = {
  			metadata: {
  				version: 4.7,
  				type: 'Curve',
  				generator: 'Curve.toJSON'
  			}
  		};

  		data.arcLengthDivisions = this.arcLengthDivisions;
  		data.type = this.type;

  		return data;

  	}

  	/**
  	 * Deserializes the curve from the given JSON.
  	 *
  	 * @param {Object} json - The JSON holding the serialized curve.
  	 * @return {Curve} A reference to this curve.
  	 */
  	fromJSON( json ) {

  		this.arcLengthDivisions = json.arcLengthDivisions;

  		return this;

  	}

  }

  /**
   * A curve representing an ellipse.
   *
   * ```js
   * const curve = new THREE.EllipseCurve(
   * 	0, 0,
   * 	10, 10,
   * 	0, 2 * Math.PI,
   * 	false,
   * 	0
   * );
   *
   * const points = curve.getPoints( 50 );
   * const geometry = new THREE.BufferGeometry().setFromPoints( points );
   *
   * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
   *
   * // Create the final object to add to the scene
   * const ellipse = new THREE.Line( geometry, material );
   * ```
   *
   * @augments Curve
   */
  class EllipseCurve extends Curve {

  	/**
  	 * Constructs a new ellipse curve.
  	 *
  	 * @param {number} [aX=0] - The X center of the ellipse.
  	 * @param {number} [aY=0] - The Y center of the ellipse.
  	 * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  	 * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  	 * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  	 * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  	 * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  	 * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  	 */
  	constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isEllipseCurve = true;

  		this.type = 'EllipseCurve';

  		/**
  		 * The X center of the ellipse.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.aX = aX;

  		/**
  		 * The Y center of the ellipse.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.aY = aY;

  		/**
  		 * The radius of the ellipse in the x direction.
  		 * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.xRadius = xRadius;

  		/**
  		 * The radius of the ellipse in the y direction.
  		 * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.yRadius = yRadius;

  		/**
  		 * The start angle of the curve in radians starting from the positive X axis.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.aStartAngle = aStartAngle;

  		/**
  		 * The end angle of the curve in radians starting from the positive X axis.
  		 *
  		 * @type {number}
  		 * @default Math.PI*2
  		 */
  		this.aEndAngle = aEndAngle;

  		/**
  		 * Whether the ellipse is drawn clockwise or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.aClockwise = aClockwise;

  		/**
  		 * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.aRotation = aRotation;

  	}

  	/**
  	 * Returns a point on the curve.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector2} The position on the curve.
  	 */
  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		const twoPi = Math.PI * 2;
  		let deltaAngle = this.aEndAngle - this.aStartAngle;
  		const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

  		// ensures that deltaAngle is 0 .. 2 PI
  		while ( deltaAngle < 0 ) deltaAngle += twoPi;
  		while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

  		if ( deltaAngle < Number.EPSILON ) {

  			if ( samePoints ) {

  				deltaAngle = 0;

  			} else {

  				deltaAngle = twoPi;

  			}

  		}

  		if ( this.aClockwise === true && ! samePoints ) {

  			if ( deltaAngle === twoPi ) {

  				deltaAngle = - twoPi;

  			} else {

  				deltaAngle = deltaAngle - twoPi;

  			}

  		}

  		const angle = this.aStartAngle + t * deltaAngle;
  		let x = this.aX + this.xRadius * Math.cos( angle );
  		let y = this.aY + this.yRadius * Math.sin( angle );

  		if ( this.aRotation !== 0 ) {

  			const cos = Math.cos( this.aRotation );
  			const sin = Math.sin( this.aRotation );

  			const tx = x - this.aX;
  			const ty = y - this.aY;

  			// Rotate the point about the center of the ellipse.
  			x = tx * cos - ty * sin + this.aX;
  			y = tx * sin + ty * cos + this.aY;

  		}

  		return point.set( x, y );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.aX = source.aX;
  		this.aY = source.aY;

  		this.xRadius = source.xRadius;
  		this.yRadius = source.yRadius;

  		this.aStartAngle = source.aStartAngle;
  		this.aEndAngle = source.aEndAngle;

  		this.aClockwise = source.aClockwise;

  		this.aRotation = source.aRotation;

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.aX = this.aX;
  		data.aY = this.aY;

  		data.xRadius = this.xRadius;
  		data.yRadius = this.yRadius;

  		data.aStartAngle = this.aStartAngle;
  		data.aEndAngle = this.aEndAngle;

  		data.aClockwise = this.aClockwise;

  		data.aRotation = this.aRotation;

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.aX = json.aX;
  		this.aY = json.aY;

  		this.xRadius = json.xRadius;
  		this.yRadius = json.yRadius;

  		this.aStartAngle = json.aStartAngle;
  		this.aEndAngle = json.aEndAngle;

  		this.aClockwise = json.aClockwise;

  		this.aRotation = json.aRotation;

  		return this;

  	}

  }

  /**
   * A curve representing an arc.
   *
   * @augments EllipseCurve
   */
  class ArcCurve extends EllipseCurve {

  	/**
  	 * Constructs a new arc curve.
  	 *
  	 * @param {number} [aX=0] - The X center of the ellipse.
  	 * @param {number} [aY=0] - The Y center of the ellipse.
  	 * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  	 * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  	 * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  	 * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  	 */
  	constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

  		super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isArcCurve = true;

  		this.type = 'ArcCurve';

  	}

  }

  function CubicPoly() {

  	/**
  	 * 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.
  	*/

  	let c0 = 0, c1 = 0, c2 = 0, c3 = 0;

  	/*
  	 * Compute coefficients for a cubic polynomial
  	 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  	 * such that
  	 *   p(0) = x0, p(1) = x1
  	 *  and
  	 *   p'(0) = t0, p'(1) = t1.
  	 */
  	function init( x0, x1, t0, t1 ) {

  		c0 = x0;
  		c1 = t0;
  		c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  		c3 = 2 * x0 - 2 * x1 + t0 + t1;

  	}

  	return {

  		initCatmullRom: function ( x0, x1, x2, x3, tension ) {

  			init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

  		},

  		initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

  			// compute tangents when parameterized in [t1,t2]
  			let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  			let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

  			// rescale tangents for parametrization in [0,1]
  			t1 *= dt1;
  			t2 *= dt1;

  			init( x1, x2, t1, t2 );

  		},

  		calc: function ( t ) {

  			const t2 = t * t;
  			const t3 = t2 * t;
  			return c0 + c1 * t + c2 * t2 + c3 * t3;

  		}

  	};

  }

  //

  const tmp = /*@__PURE__*/ new Vector3();
  const px = /*@__PURE__*/ new CubicPoly();
  const py = /*@__PURE__*/ new CubicPoly();
  const pz = /*@__PURE__*/ new CubicPoly();

  /**
   * A curve representing a Catmull-Rom spline.
   *
   * ```js
   * //Create a closed wavey loop
   * const curve = new THREE.CatmullRomCurve3( [
   * 	new THREE.Vector3( -10, 0, 10 ),
   * 	new THREE.Vector3( -5, 5, 5 ),
   * 	new THREE.Vector3( 0, 0, 0 ),
   * 	new THREE.Vector3( 5, -5, 5 ),
   * 	new THREE.Vector3( 10, 0, 10 )
   * ] );
   *
   * const points = curve.getPoints( 50 );
   * const geometry = new THREE.BufferGeometry().setFromPoints( points );
   *
   * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
   *
   * // Create the final object to add to the scene
   * const curveObject = new THREE.Line( geometry, material );
   * ```
   *
   * @augments Curve
   */
  class CatmullRomCurve3 extends Curve {

  	/**
  	 * Constructs a new Catmull-Rom curve.
  	 *
  	 * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  	 * @param {boolean} [closed=false] - Whether the curve is closed or not.
  	 * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  	 * @param {number} [tension=0.5] - Tension of the curve.
  	 */
  	constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCatmullRomCurve3 = true;

  		this.type = 'CatmullRomCurve3';

  		/**
  		 * An array of 3D points defining the curve.
  		 *
  		 * @type {Array<Vector3>}
  		 */
  		this.points = points;

  		/**
  		 * Whether the curve is closed or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.closed = closed;

  		/**
  		 * The curve type.
  		 *
  		 * @type {('centripetal'|'chordal'|'catmullrom')}
  		 * @default 'centripetal'
  		 */
  		this.curveType = curveType;

  		/**
  		 * Tension of the curve.
  		 *
  		 * @type {number}
  		 * @default 0.5
  		 */
  		this.tension = tension;

  	}

  	/**
  	 * Returns a point on the curve.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector3} The position on the curve.
  	 */
  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

  		const points = this.points;
  		const l = points.length;

  		const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  		let intPoint = Math.floor( p );
  		let weight = p - intPoint;

  		if ( this.closed ) {

  			intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;

  		} else if ( weight === 0 && intPoint === l - 1 ) {

  			intPoint = l - 2;
  			weight = 1;

  		}

  		let p0, p3; // 4 points (p1 & p2 defined below)

  		if ( this.closed || intPoint > 0 ) {

  			p0 = points[ ( intPoint - 1 ) % l ];

  		} else {

  			// extrapolate first point
  			tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  			p0 = tmp;

  		}

  		const p1 = points[ intPoint % l ];
  		const p2 = points[ ( intPoint + 1 ) % l ];

  		if ( this.closed || intPoint + 2 < l ) {

  			p3 = points[ ( intPoint + 2 ) % l ];

  		} else {

  			// extrapolate last point
  			tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  			p3 = tmp;

  		}

  		if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {

  			// init Centripetal / Chordal Catmull-Rom
  			const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  			let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  			let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  			let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

  			// safety check for repeated points
  			if ( dt1 < 1e-4 ) dt1 = 1.0;
  			if ( dt0 < 1e-4 ) dt0 = dt1;
  			if ( dt2 < 1e-4 ) dt2 = dt1;

  			px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  			py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  			pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

  		} else if ( this.curveType === 'catmullrom' ) {

  			px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  			py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  			pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );

  		}

  		point.set(
  			px.calc( weight ),
  			py.calc( weight ),
  			pz.calc( weight )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.points = [];

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

  			const point = source.points[ i ];

  			this.points.push( point.clone() );

  		}

  		this.closed = source.closed;
  		this.curveType = source.curveType;
  		this.tension = source.tension;

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.points = [];

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

  			const point = this.points[ i ];
  			data.points.push( point.toArray() );

  		}

  		data.closed = this.closed;
  		data.curveType = this.curveType;
  		data.tension = this.tension;

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.points = [];

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

  			const point = json.points[ i ];
  			this.points.push( new Vector3().fromArray( point ) );

  		}

  		this.closed = json.closed;
  		this.curveType = json.curveType;
  		this.tension = json.tension;

  		return this;

  	}

  }

  /**
   * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
   *
   * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
   *
   * @module Interpolations
   */

  /**
   * Computes a point on a Catmull-Rom spline.
   *
   * @param {number} t - The interpolation factor.
   * @param {number} p0 - The first control point.
   * @param {number} p1 - The second control point.
   * @param {number} p2 - The third control point.
   * @param {number} p3 - The fourth control point.
   * @return {number} The calculated point on a Catmull-Rom spline.
   */
  function CatmullRom( t, p0, p1, p2, p3 ) {

  	const v0 = ( p2 - p0 ) * 0.5;
  	const v1 = ( p3 - p1 ) * 0.5;
  	const t2 = t * t;
  	const t3 = t * t2;
  	return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

  }

  //

  function QuadraticBezierP0( t, p ) {

  	const k = 1 - t;
  	return k * k * p;

  }

  function QuadraticBezierP1( t, p ) {

  	return 2 * ( 1 - t ) * t * p;

  }

  function QuadraticBezierP2( t, p ) {

  	return t * t * p;

  }

  /**
   * Computes a point on a Quadratic Bezier curve.
   *
   * @param {number} t - The interpolation factor.
   * @param {number} p0 - The first control point.
   * @param {number} p1 - The second control point.
   * @param {number} p2 - The third control point.
   * @return {number} The calculated point on a Quadratic Bezier curve.
   */
  function QuadraticBezier( t, p0, p1, p2 ) {

  	return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  		QuadraticBezierP2( t, p2 );

  }

  //

  function CubicBezierP0( t, p ) {

  	const k = 1 - t;
  	return k * k * k * p;

  }

  function CubicBezierP1( t, p ) {

  	const k = 1 - t;
  	return 3 * k * k * t * p;

  }

  function CubicBezierP2( t, p ) {

  	return 3 * ( 1 - t ) * t * t * p;

  }

  function CubicBezierP3( t, p ) {

  	return t * t * t * p;

  }

  /**
   * Computes a point on a Cubic Bezier curve.
   *
   * @param {number} t - The interpolation factor.
   * @param {number} p0 - The first control point.
   * @param {number} p1 - The second control point.
   * @param {number} p2 - The third control point.
   * @param {number} p3 - The fourth control point.
   * @return {number} The calculated point on a Cubic Bezier curve.
   */
  function CubicBezier( t, p0, p1, p2, p3 ) {

  	return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  		CubicBezierP3( t, p3 );

  }

  /**
   * A curve representing a 2D Cubic Bezier curve.
   *
   * ```js
   * const curve = new THREE.CubicBezierCurve(
   * 	new THREE.Vector2( - 0, 0 ),
   * 	new THREE.Vector2( - 5, 15 ),
   * 	new THREE.Vector2( 20, 15 ),
   * 	new THREE.Vector2( 10, 0 )
   * );
   *
   * const points = curve.getPoints( 50 );
   * const geometry = new THREE.BufferGeometry().setFromPoints( points );
   *
   * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
   *
   * // Create the final object to add to the scene
   * const curveObject = new THREE.Line( geometry, material );
   * ```
   *
   * @augments Curve
   */
  class CubicBezierCurve extends Curve {

  	/**
  	 * Constructs a new Cubic Bezier curve.
  	 *
  	 * @param {Vector2} [v0] - The start point.
  	 * @param {Vector2} [v1] - The first control point.
  	 * @param {Vector2} [v2] - The second control point.
  	 * @param {Vector2} [v3] - The end point.
  	 */
  	constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCubicBezierCurve = true;

  		this.type = 'CubicBezierCurve';

  		/**
  		 * The start point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v0 = v0;

  		/**
  		 * The first control point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v1 = v1;

  		/**
  		 * The second control point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v2 = v2;

  		/**
  		 * The end point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v3 = v3;

  	}

  	/**
  	 * Returns a point on the curve.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector2} The position on the curve.
  	 */
  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

  		point.set(
  			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.v0.copy( source.v0 );
  		this.v1.copy( source.v1 );
  		this.v2.copy( source.v2 );
  		this.v3.copy( source.v3 );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.v0 = this.v0.toArray();
  		data.v1 = this.v1.toArray();
  		data.v2 = this.v2.toArray();
  		data.v3 = this.v3.toArray();

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.v0.fromArray( json.v0 );
  		this.v1.fromArray( json.v1 );
  		this.v2.fromArray( json.v2 );
  		this.v3.fromArray( json.v3 );

  		return this;

  	}

  }

  /**
   * A curve representing a 3D Cubic Bezier curve.
   *
   * @augments Curve
   */
  class CubicBezierCurve3 extends Curve {

  	/**
  	 * Constructs a new Cubic Bezier curve.
  	 *
  	 * @param {Vector3} [v0] - The start point.
  	 * @param {Vector3} [v1] - The first control point.
  	 * @param {Vector3} [v2] - The second control point.
  	 * @param {Vector3} [v3] - The end point.
  	 */
  	constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCubicBezierCurve3 = true;

  		this.type = 'CubicBezierCurve3';

  		/**
  		 * The start point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v0 = v0;

  		/**
  		 * The first control point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v1 = v1;

  		/**
  		 * The second control point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v2 = v2;

  		/**
  		 * The end point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v3 = v3;

  	}

  	/**
  	 * Returns a point on the curve.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector3} The position on the curve.
  	 */
  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

  		const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

  		point.set(
  			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  			CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  			CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.v0.copy( source.v0 );
  		this.v1.copy( source.v1 );
  		this.v2.copy( source.v2 );
  		this.v3.copy( source.v3 );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.v0 = this.v0.toArray();
  		data.v1 = this.v1.toArray();
  		data.v2 = this.v2.toArray();
  		data.v3 = this.v3.toArray();

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.v0.fromArray( json.v0 );
  		this.v1.fromArray( json.v1 );
  		this.v2.fromArray( json.v2 );
  		this.v3.fromArray( json.v3 );

  		return this;

  	}

  }

  /**
   * A curve representing a 2D line segment.
   *
   * @augments Curve
   */
  class LineCurve extends Curve {

  	/**
  	 * Constructs a new line curve.
  	 *
  	 * @param {Vector2} [v1] - The start point.
  	 * @param {Vector2} [v2] - The end point.
  	 */
  	constructor( v1 = new Vector2(), v2 = new Vector2() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLineCurve = true;

  		this.type = 'LineCurve';

  		/**
  		 * The start point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v1 = v1;

  		/**
  		 * The end point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v2 = v2;

  	}

  	/**
  	 * Returns a point on the line.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  	 * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector2} The position on the line.
  	 */
  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		if ( t === 1 ) {

  			point.copy( this.v2 );

  		} else {

  			point.copy( this.v2 ).sub( this.v1 );
  			point.multiplyScalar( t ).add( this.v1 );

  		}

  		return point;

  	}

  	// Line curve is linear, so we can overwrite default getPointAt
  	getPointAt( u, optionalTarget ) {

  		return this.getPoint( u, optionalTarget );

  	}

  	getTangent( t, optionalTarget = new Vector2() ) {

  		return optionalTarget.subVectors( this.v2, this.v1 ).normalize();

  	}

  	getTangentAt( u, optionalTarget ) {

  		return this.getTangent( u, optionalTarget );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.v1.copy( source.v1 );
  		this.v2.copy( source.v2 );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.v1 = this.v1.toArray();
  		data.v2 = this.v2.toArray();

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.v1.fromArray( json.v1 );
  		this.v2.fromArray( json.v2 );

  		return this;

  	}

  }

  /**
   * A curve representing a 3D line segment.
   *
   * @augments Curve
   */
  class LineCurve3 extends Curve {

  	/**
  	 * Constructs a new line curve.
  	 *
  	 * @param {Vector3} [v1] - The start point.
  	 * @param {Vector3} [v2] - The end point.
  	 */
  	constructor( v1 = new Vector3(), v2 = new Vector3() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLineCurve3 = true;

  		this.type = 'LineCurve3';

  		/**
  		 * The start point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v1 = v1;

  		/**
  		 * The end point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v2 = v2;

  	}

  	/**
  	 * Returns a point on the line.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  	 * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector3} The position on the line.
  	 */
  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

  		if ( t === 1 ) {

  			point.copy( this.v2 );

  		} else {

  			point.copy( this.v2 ).sub( this.v1 );
  			point.multiplyScalar( t ).add( this.v1 );

  		}

  		return point;

  	}

  	// Line curve is linear, so we can overwrite default getPointAt
  	getPointAt( u, optionalTarget ) {

  		return this.getPoint( u, optionalTarget );

  	}

  	getTangent( t, optionalTarget = new Vector3() ) {

  		return optionalTarget.subVectors( this.v2, this.v1 ).normalize();

  	}

  	getTangentAt( u, optionalTarget ) {

  		return this.getTangent( u, optionalTarget );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.v1.copy( source.v1 );
  		this.v2.copy( source.v2 );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.v1 = this.v1.toArray();
  		data.v2 = this.v2.toArray();

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.v1.fromArray( json.v1 );
  		this.v2.fromArray( json.v2 );

  		return this;

  	}

  }

  /**
   * A curve representing a 2D Quadratic Bezier curve.
   *
   * ```js
   * const curve = new THREE.QuadraticBezierCurve(
   * 	new THREE.Vector2( - 10, 0 ),
   * 	new THREE.Vector2( 20, 15 ),
   * 	new THREE.Vector2( 10, 0 )
   * )
   *
   * const points = curve.getPoints( 50 );
   * const geometry = new THREE.BufferGeometry().setFromPoints( points );
   *
   * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
   *
   * // Create the final object to add to the scene
   * const curveObject = new THREE.Line( geometry, material );
   * ```
   *
   * @augments Curve
   */
  class QuadraticBezierCurve extends Curve {

  	/**
  	 * Constructs a new Quadratic Bezier curve.
  	 *
  	 * @param {Vector2} [v0] - The start point.
  	 * @param {Vector2} [v1] - The control point.
  	 * @param {Vector2} [v2] - The end point.
  	 */
  	constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isQuadraticBezierCurve = true;

  		this.type = 'QuadraticBezierCurve';

  		/**
  		 * The start point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v0 = v0;

  		/**
  		 * The control point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v1 = v1;

  		/**
  		 * The end point.
  		 *
  		 * @type {Vector2}
  		 */
  		this.v2 = v2;

  	}

  	/**
  	 * Returns a point on the curve.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector2} The position on the curve.
  	 */
  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

  		point.set(
  			QuadraticBezier( t, v0.x, v1.x, v2.x ),
  			QuadraticBezier( t, v0.y, v1.y, v2.y )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.v0.copy( source.v0 );
  		this.v1.copy( source.v1 );
  		this.v2.copy( source.v2 );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.v0 = this.v0.toArray();
  		data.v1 = this.v1.toArray();
  		data.v2 = this.v2.toArray();

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.v0.fromArray( json.v0 );
  		this.v1.fromArray( json.v1 );
  		this.v2.fromArray( json.v2 );

  		return this;

  	}

  }

  /**
   * A curve representing a 3D Quadratic Bezier curve.
   *
   * @augments Curve
   */
  class QuadraticBezierCurve3 extends Curve {

  	/**
  	 * Constructs a new Quadratic Bezier curve.
  	 *
  	 * @param {Vector3} [v0] - The start point.
  	 * @param {Vector3} [v1] - The control point.
  	 * @param {Vector3} [v2] - The end point.
  	 */
  	constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isQuadraticBezierCurve3 = true;

  		this.type = 'QuadraticBezierCurve3';

  		/**
  		 * The start point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v0 = v0;

  		/**
  		 * The control point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v1 = v1;

  		/**
  		 * The end point.
  		 *
  		 * @type {Vector3}
  		 */
  		this.v2 = v2;

  	}

  	/**
  	 * Returns a point on the curve.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector3} The position on the curve.
  	 */
  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

  		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

  		point.set(
  			QuadraticBezier( t, v0.x, v1.x, v2.x ),
  			QuadraticBezier( t, v0.y, v1.y, v2.y ),
  			QuadraticBezier( t, v0.z, v1.z, v2.z )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.v0.copy( source.v0 );
  		this.v1.copy( source.v1 );
  		this.v2.copy( source.v2 );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.v0 = this.v0.toArray();
  		data.v1 = this.v1.toArray();
  		data.v2 = this.v2.toArray();

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.v0.fromArray( json.v0 );
  		this.v1.fromArray( json.v1 );
  		this.v2.fromArray( json.v2 );

  		return this;

  	}

  }

  /**
   * A curve representing a 2D spline curve.
   *
   * ```js
   * // Create a sine-like wave
   * const curve = new THREE.SplineCurve( [
   * 	new THREE.Vector2( -10, 0 ),
   * 	new THREE.Vector2( -5, 5 ),
   * 	new THREE.Vector2( 0, 0 ),
   * 	new THREE.Vector2( 5, -5 ),
   * 	new THREE.Vector2( 10, 0 )
   * ] );
   *
   * const points = curve.getPoints( 50 );
   * const geometry = new THREE.BufferGeometry().setFromPoints( points );
   *
   * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
   *
   * // Create the final object to add to the scene
   * const splineObject = new THREE.Line( geometry, material );
   * ```
   *
   * @augments Curve
   */
  class SplineCurve extends Curve {

  	/**
  	 * Constructs a new 2D spline curve.
  	 *
  	 * @param {Array<Vector2>} [points] -  An array of 2D points defining the curve.
  	 */
  	constructor( points = [] ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSplineCurve = true;

  		this.type = 'SplineCurve';

  		/**
  		 * An array of 2D points defining the curve.
  		 *
  		 * @type {Array<Vector2>}
  		 */
  		this.points = points;

  	}

  	/**
  	 * Returns a point on the curve.
  	 *
  	 * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  	 * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  	 * @return {Vector2} The position on the curve.
  	 */
  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		const points = this.points;
  		const p = ( points.length - 1 ) * t;

  		const intPoint = Math.floor( p );
  		const weight = p - intPoint;

  		const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  		const p1 = points[ intPoint ];
  		const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  		const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

  		point.set(
  			CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  			CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.points = [];

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

  			const point = source.points[ i ];

  			this.points.push( point.clone() );

  		}

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.points = [];

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

  			const point = this.points[ i ];
  			data.points.push( point.toArray() );

  		}

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.points = [];

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

  			const point = json.points[ i ];
  			this.points.push( new Vector2().fromArray( point ) );

  		}

  		return this;

  	}

  }

  var Curves = /*#__PURE__*/Object.freeze({
  	__proto__: null,
  	ArcCurve: ArcCurve,
  	CatmullRomCurve3: CatmullRomCurve3,
  	CubicBezierCurve: CubicBezierCurve,
  	CubicBezierCurve3: CubicBezierCurve3,
  	EllipseCurve: EllipseCurve,
  	LineCurve: LineCurve,
  	LineCurve3: LineCurve3,
  	QuadraticBezierCurve: QuadraticBezierCurve,
  	QuadraticBezierCurve3: QuadraticBezierCurve3,
  	SplineCurve: SplineCurve
  });

  /**
   * A geometry class for representing a plane.
   *
   * ```js
   * const geometry = new THREE.PlaneGeometry( 1, 1 );
   * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
   * const plane = new THREE.Mesh( geometry, material );
   * scene.add( plane );
   * ```
   *
   * @augments BufferGeometry
   * @demo scenes/geometry-browser.html#PlaneGeometry
   */
  class PlaneGeometry extends BufferGeometry {

  	/**
  	 * Constructs a new plane geometry.
  	 *
  	 * @param {number} [width=1] - The width along the X axis.
  	 * @param {number} [height=1] - The height along the Y axis
  	 * @param {number} [widthSegments=1] - The number of segments along the X axis.
  	 * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  	 */
  	constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {

  		super();

  		this.type = 'PlaneGeometry';

  		/**
  		 * Holds the constructor parameters that have been
  		 * used to generate the geometry. Any modification
  		 * after instantiation does not change the geometry.
  		 *
  		 * @type {Object}
  		 */
  		this.parameters = {
  			width: width,
  			height: height,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments
  		};

  		const width_half = width / 2;
  		const height_half = height / 2;

  		const gridX = Math.floor( widthSegments );
  		const gridY = Math.floor( heightSegments );

  		const gridX1 = gridX + 1;
  		const gridY1 = gridY + 1;

  		const segment_width = width / gridX;
  		const segment_height = height / gridY;

  		//

  		const indices = [];
  		const vertices = [];
  		const normals = [];
  		const uvs = [];

  		for ( let iy = 0; iy < gridY1; iy ++ ) {

  			const y = iy * segment_height - height_half;

  			for ( let ix = 0; ix < gridX1; ix ++ ) {

  				const x = ix * segment_width - width_half;

  				vertices.push( x, - y, 0 );

  				normals.push( 0, 0, 1 );

  				uvs.push( ix / gridX );
  				uvs.push( 1 - ( iy / gridY ) );

  			}

  		}

  		for ( let iy = 0; iy < gridY; iy ++ ) {

  			for ( let ix = 0; ix < gridX; ix ++ ) {

  				const a = ix + gridX1 * iy;
  				const b = ix + gridX1 * ( iy + 1 );
  				const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  				const d = ( ix + 1 ) + gridX1 * iy;

  				indices.push( a, b, d );
  				indices.push( b, c, d );

  			}

  		}

  		this.setIndex( indices );
  		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	/**
  	 * Factory method for creating an instance of this class from the given
  	 * JSON object.
  	 *
  	 * @param {Object} data - A JSON object representing the serialized geometry.
  	 * @return {PlaneGeometry} A new instance.
  	 */
  	static fromJSON( data ) {

  		return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );

  	}

  }

  /**
   * A class for generating a sphere geometry.
   *
   * ```js
   * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
   * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
   * const sphere = new THREE.Mesh( geometry, material );
   * scene.add( sphere );
   * ```
   *
   * @augments BufferGeometry
   * @demo scenes/geometry-browser.html#SphereGeometry
   */
  class SphereGeometry extends BufferGeometry {

  	/**
  	 * Constructs a new sphere geometry.
  	 *
  	 * @param {number} [radius=1] - The sphere radius.
  	 * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  	 * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  	 * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  	 * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  	 * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  	 * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  	 */
  	constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {

  		super();

  		this.type = 'SphereGeometry';

  		/**
  		 * Holds the constructor parameters that have been
  		 * used to generate the geometry. Any modification
  		 * after instantiation does not change the geometry.
  		 *
  		 * @type {Object}
  		 */
  		this.parameters = {
  			radius: radius,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			phiStart: phiStart,
  			phiLength: phiLength,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};

  		widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  		heightSegments = Math.max( 2, Math.floor( heightSegments ) );

  		const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );

  		let index = 0;
  		const grid = [];

  		const vertex = new Vector3();
  		const normal = new Vector3();

  		// buffers

  		const indices = [];
  		const vertices = [];
  		const normals = [];
  		const uvs = [];

  		// generate vertices, normals and uvs

  		for ( let iy = 0; iy <= heightSegments; iy ++ ) {

  			const verticesRow = [];

  			const v = iy / heightSegments;

  			// special case for the poles

  			let uOffset = 0;

  			if ( iy === 0 && thetaStart === 0 ) {

  				uOffset = 0.5 / widthSegments;

  			} else if ( iy === heightSegments && thetaEnd === Math.PI ) {

  				uOffset = -0.5 / widthSegments;

  			}

  			for ( let ix = 0; ix <= widthSegments; ix ++ ) {

  				const u = ix / widthSegments;

  				// vertex

  				vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  				vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  				vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

  				vertices.push( vertex.x, vertex.y, vertex.z );

  				// normal

  				normal.copy( vertex ).normalize();
  				normals.push( normal.x, normal.y, normal.z );

  				// uv

  				uvs.push( u + uOffset, 1 - v );

  				verticesRow.push( index ++ );

  			}

  			grid.push( verticesRow );

  		}

  		// indices

  		for ( let iy = 0; iy < heightSegments; iy ++ ) {

  			for ( let ix = 0; ix < widthSegments; ix ++ ) {

  				const a = grid[ iy ][ ix + 1 ];
  				const b = grid[ iy ][ ix ];
  				const c = grid[ iy + 1 ][ ix ];
  				const d = grid[ iy + 1 ][ ix + 1 ];

  				if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  				if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

  			}

  		}

  		// build geometry

  		this.setIndex( indices );
  		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	/**
  	 * Factory method for creating an instance of this class from the given
  	 * JSON object.
  	 *
  	 * @param {Object} data - A JSON object representing the serialized geometry.
  	 * @return {SphereGeometry} A new instance.
  	 */
  	static fromJSON( data ) {

  		return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );

  	}

  }

  /**
   * Creates a tube that extrudes along a 3D curve.
   *
   * ```js
   * class CustomSinCurve extends THREE.Curve {
   *
   * 	getPoint( t, optionalTarget = new THREE.Vector3() ) {
   *
   * 		const tx = t * 3 - 1.5;
   * 		const ty = Math.sin( 2 * Math.PI * t );
   * 		const tz = 0;
   *
   * 		return optionalTarget.set( tx, ty, tz );
   * 	}
   *
   * }
   *
   * const path = new CustomSinCurve( 10 );
   * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
   * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
   * const mesh = new THREE.Mesh( geometry, material );
   * scene.add( mesh );
   * ```
   *
   * @augments BufferGeometry
   * @demo scenes/geometry-browser.html#TubeGeometry
   */
  class TubeGeometry extends BufferGeometry {

  	/**
  	 * Constructs a new tube geometry.
  	 *
  	 * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  	 * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  	 * @param {number} [radius=1] -The radius of the tube.
  	 * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  	 * @param {boolean} [closed=false] - Whether the tube is closed or not.
  	 */
  	constructor( path = new QuadraticBezierCurve3( new Vector3( -1, -1, 0 ), new Vector3( -1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {

  		super();

  		this.type = 'TubeGeometry';

  		/**
  		 * Holds the constructor parameters that have been
  		 * used to generate the geometry. Any modification
  		 * after instantiation does not change the geometry.
  		 *
  		 * @type {Object}
  		 */
  		this.parameters = {
  			path: path,
  			tubularSegments: tubularSegments,
  			radius: radius,
  			radialSegments: radialSegments,
  			closed: closed
  		};

  		const frames = path.computeFrenetFrames( tubularSegments, closed );

  		// expose internals

  		this.tangents = frames.tangents;
  		this.normals = frames.normals;
  		this.binormals = frames.binormals;

  		// helper variables

  		const vertex = new Vector3();
  		const normal = new Vector3();
  		const uv = new Vector2();
  		let P = new Vector3();

  		// buffer

  		const vertices = [];
  		const normals = [];
  		const uvs = [];
  		const indices = [];

  		// create buffer data

  		generateBufferData();

  		// build geometry

  		this.setIndex( indices );
  		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

  		// functions

  		function generateBufferData() {

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

  				generateSegment( i );

  			}

  			// if the geometry is not closed, generate the last row of vertices and normals
  			// at the regular position on the given path
  			//
  			// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

  			generateSegment( ( closed === false ) ? tubularSegments : 0 );

  			// uvs are generated in a separate function.
  			// this makes it easy compute correct values for closed geometries

  			generateUVs();

  			// finally create faces

  			generateIndices();

  		}

  		function generateSegment( i ) {

  			// we use getPointAt to sample evenly distributed points from the given path

  			P = path.getPointAt( i / tubularSegments, P );

  			// retrieve corresponding normal and binormal

  			const N = frames.normals[ i ];
  			const B = frames.binormals[ i ];

  			// generate normals and vertices for the current segment

  			for ( let j = 0; j <= radialSegments; j ++ ) {

  				const v = j / radialSegments * Math.PI * 2;

  				const sin = Math.sin( v );
  				const cos = - Math.cos( v );

  				// normal

  				normal.x = ( cos * N.x + sin * B.x );
  				normal.y = ( cos * N.y + sin * B.y );
  				normal.z = ( cos * N.z + sin * B.z );
  				normal.normalize();

  				normals.push( normal.x, normal.y, normal.z );

  				// vertex

  				vertex.x = P.x + radius * normal.x;
  				vertex.y = P.y + radius * normal.y;
  				vertex.z = P.z + radius * normal.z;

  				vertices.push( vertex.x, vertex.y, vertex.z );

  			}

  		}

  		function generateIndices() {

  			for ( let j = 1; j <= tubularSegments; j ++ ) {

  				for ( let i = 1; i <= radialSegments; i ++ ) {

  					const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  					const b = ( radialSegments + 1 ) * j + ( i - 1 );
  					const c = ( radialSegments + 1 ) * j + i;
  					const d = ( radialSegments + 1 ) * ( j - 1 ) + i;

  					// faces

  					indices.push( a, b, d );
  					indices.push( b, c, d );

  				}

  			}

  		}

  		function generateUVs() {

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

  				for ( let j = 0; j <= radialSegments; j ++ ) {

  					uv.x = i / tubularSegments;
  					uv.y = j / radialSegments;

  					uvs.push( uv.x, uv.y );

  				}

  			}

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.path = this.parameters.path.toJSON();

  		return data;

  	}

  	/**
  	 * Factory method for creating an instance of this class from the given
  	 * JSON object.
  	 *
  	 * @param {Object} data - A JSON object representing the serialized geometry.
  	 * @return {TubeGeometry} A new instance.
  	 */
  	static fromJSON( data ) {

  		// This only works for built-in curves (e.g. CatmullRomCurve3).
  		// User defined curves or instances of CurvePath will not be deserialized.
  		return new TubeGeometry(
  			new Curves[ data.path.type ]().fromJSON( data.path ),
  			data.tubularSegments,
  			data.radius,
  			data.radialSegments,
  			data.closed
  		);

  	}

  }

  /**
   * This material can receive shadows, but otherwise is completely transparent.
   *
   * ```js
   * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
   * geometry.rotateX( - Math.PI / 2 );
   *
   * const material = new THREE.ShadowMaterial();
   * material.opacity = 0.2;
   *
   * const plane = new THREE.Mesh( geometry, material );
   * plane.position.y = -200;
   * plane.receiveShadow = true;
   * scene.add( plane );
   * ```
   *
   * @augments Material
   */
  class ShadowMaterial extends Material {

  	/**
  	 * Constructs a new shadow material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isShadowMaterial = true;

  		this.type = 'ShadowMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (0,0,0)
  		 */
  		this.color = new Color( 0x000000 );

  		/**
  		 * Overwritten since shadow materials are transparent
  		 * by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.transparent = true;

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );

  		this.fog = source.fog;

  		return this;

  	}

  }

  /**
   * Provides utility functions for managing uniforms.
   *
   * @module UniformsUtils
   */

  /**
   * Clones the given uniform definitions by performing a deep-copy. That means
   * if the value of a uniform refers to an object like a Vector3 or Texture,
   * the cloned uniform will refer to a new object reference.
   *
   * @param {Object} src - An object representing uniform definitions.
   * @return {Object} The cloned uniforms.
   */
  function cloneUniforms( src ) {

  	const dst = {};

  	for ( const u in src ) {

  		dst[ u ] = {};

  		for ( const p in src[ u ] ) {

  			const property = src[ u ][ p ];

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

  				if ( property.isRenderTargetTexture ) {

  					warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  					dst[ u ][ p ] = null;

  				} else {

  					dst[ u ][ p ] = property.clone();

  				}

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

  				dst[ u ][ p ] = property.slice();

  			} else {

  				dst[ u ][ p ] = property;

  			}

  		}

  	}

  	return dst;

  }

  /**
   * Merges the given uniform definitions into a single object. Since the
   * method internally uses cloneUniforms(), it performs a deep-copy when
   * producing the merged uniform definitions.
   *
   * @param {Array} uniforms - An array of objects containing uniform definitions.
   * @return {Object} The merged uniforms.
   */
  function mergeUniforms( uniforms ) {

  	const merged = {};

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

  		const tmp = cloneUniforms( uniforms[ u ] );

  		for ( const p in tmp ) {

  			merged[ p ] = tmp[ p ];

  		}

  	}

  	return merged;

  }

  function cloneUniformsGroups( src ) {

  	const dst = [];

  	for ( let u = 0; u < src.length; u ++ ) {

  		dst.push( src[ u ].clone() );

  	}

  	return dst;

  }

  function getUnlitUniformColorSpace( renderer ) {

  	const currentRenderTarget = renderer.getRenderTarget();

  	if ( currentRenderTarget === null ) {

  		// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  		return renderer.outputColorSpace;

  	}

  	// https://github.com/mrdoob/three.js/issues/27868
  	if ( currentRenderTarget.isXRRenderTarget === true ) {

  		return currentRenderTarget.texture.colorSpace;

  	}

  	return ColorManagement.workingColorSpace;

  }

  // Legacy

  const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };

  var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

  var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";

  /**
   * A material rendered with custom shaders. A shader is a small program written in GLSL.
   * that runs on the GPU. You may want to use a custom shader if you need to implement an
   * effect not included with any of the built-in materials.
   *
   * There are the following notes to bear in mind when using a `ShaderMaterial`:
   *
   * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
   * - Built in attributes and uniforms are passed to the shaders along with your code. If
   * you don't want that, use {@link RawShaderMaterial} instead.
   * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
   * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
   * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
   *   - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
   *   - The loop variable has to be *i*.
   *   - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
   * value of *i* for the given iteration and can be used in preprocessor
   * statements.
   *
   * ```js
   * const material = new THREE.ShaderMaterial( {
   * 	uniforms: {
   * 		time: { value: 1.0 },
   * 		resolution: { value: new THREE.Vector2() }
   * 	},
   * 	vertexShader: document.getElementById( 'vertexShader' ).textContent,
   * 	fragmentShader: document.getElementById( 'fragmentShader' ).textContent
   * } );
   * ```
   *
   * @augments Material
   */
  class ShaderMaterial extends Material {

  	/**
  	 * Constructs a new shader material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isShaderMaterial = true;

  		this.type = 'ShaderMaterial';

  		/**
  		 * Defines custom constants using `#define` directives within the GLSL code
  		 * for both the vertex shader and the fragment shader; each key/value pair
  		 * yields another directive.
  		 * ```js
  		 * defines: {
  		 * 	FOO: 15,
  		 * 	BAR: true
  		 * }
  		 * ```
  		 * Yields the lines:
  		 * ```
  		 * #define FOO 15
  		 * #define BAR true
  		 * ```
  		 *
  		 * @type {Object}
  		 */
  		this.defines = {};

  		/**
  		 * An object of the form:
  		 * ```js
  		 * {
  		 * 	"uniform1": { value: 1.0 },
  		 * 	"uniform2": { value: 2 }
  		 * }
  		 * ```
  		 * specifying the uniforms to be passed to the shader code; keys are uniform
  		 * names, values are definitions of the form
  		 * ```
  		 * {
  		 * 	value: 1.0
  		 * }
  		 * ```
  		 * where `value` is the value of the uniform. Names must match the name of
  		 * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  		 * on every frame, so updating the value of the uniform will immediately
  		 * update the value available to the GLSL code.
  		 *
  		 * @type {Object}
  		 */
  		this.uniforms = {};

  		/**
  		 * An array holding uniforms groups for configuring UBOs.
  		 *
  		 * @type {Array<UniformsGroup>}
  		 */
  		this.uniformsGroups = [];

  		/**
  		 * Vertex shader GLSL code. This is the actual code for the shader.
  		 *
  		 * @type {string}
  		 */
  		this.vertexShader = default_vertex;

  		/**
  		 * Fragment shader GLSL code. This is the actual code for the shader.
  		 *
  		 * @type {string}
  		 */
  		this.fragmentShader = default_fragment;

  		/**
  		 * Controls line thickness or lines.
  		 *
  		 * WebGL and WebGPU ignore this setting and always render line primitives with a
  		 * width of one pixel.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.linewidth = 1;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * WebGL and WebGPU ignore this property and always render
  		 * 1 pixel wide lines.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Defines whether the material color is affected by global fog settings; `true`
  		 * to pass fog uniforms to the shader.
  		 *
  		 * Setting this property to `true` requires the definition of fog uniforms. It is
  		 * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  		 * with predefined fog uniforms.
  		 *
  		 * ```js
  		 * const material = new ShaderMaterial( {
  		 *     uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  		 *     vertexShader: vertexShader,
  		 *     fragmentShader: fragmentShader,
  		 *     fog: true
  		 * } );
  		 * ```
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.fog = false;

  		/**
  		 * Defines whether this material uses lighting; `true` to pass uniform data
  		 * related to lighting to this shader.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.lights = false;

  		/**
  		 * Defines whether this material supports clipping; `true` to let the renderer
  		 * pass the clippingPlanes uniform.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.clipping = false;

  		/**
  		 * Overwritten and set to `true` by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.forceSinglePass = true;

  		/**
  		 * This object allows to enable certain WebGL 2 extensions.
  		 *
  		 * - clipCullDistance: set to `true` to use vertex shader clipping
  		 * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  		 *
  		 * @type {{clipCullDistance:false,multiDraw:false}}
  		 */
  		this.extensions = {
  			clipCullDistance: false, // set to use vertex shader clipping
  			multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  		};

  		/**
  		 * When the rendered geometry doesn't include these attributes but the
  		 * material does, these default values will be passed to the shaders. This
  		 * avoids errors when buffer data is missing.
  		 *
  		 * - color: [ 1, 1, 1 ]
  		 * - uv: [ 0, 0 ]
  		 * - uv1: [ 0, 0 ]
  		 *
  		 * @type {Object}
  		 */
  		this.defaultAttributeValues = {
  			'color': [ 1, 1, 1 ],
  			'uv': [ 0, 0 ],
  			'uv1': [ 0, 0 ]
  		};

  		/**
  		 * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  		 * to bind a generic vertex index to an attribute variable.
  		 *
  		 * @type {string|undefined}
  		 * @default undefined
  		 */
  		this.index0AttributeName = undefined;

  		/**
  		 * Can be used to force a uniform update while changing uniforms in
  		 * {@link Object3D#onBeforeRender}.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.uniformsNeedUpdate = false;

  		/**
  		 * Defines the GLSL version of custom shader code.
  		 *
  		 * @type {?(GLSL1|GLSL3)}
  		 * @default null
  		 */
  		this.glslVersion = null;

  		if ( parameters !== undefined ) {

  			this.setValues( parameters );

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.fragmentShader = source.fragmentShader;
  		this.vertexShader = source.vertexShader;

  		this.uniforms = cloneUniforms( source.uniforms );
  		this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );

  		this.defines = Object.assign( {}, source.defines );

  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;

  		this.fog = source.fog;
  		this.lights = source.lights;
  		this.clipping = source.clipping;

  		this.extensions = Object.assign( {}, source.extensions );

  		this.glslVersion = source.glslVersion;

  		this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );

  		this.index0AttributeName = source.index0AttributeName;

  		this.uniformsNeedUpdate = source.uniformsNeedUpdate;

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.glslVersion = this.glslVersion;
  		data.uniforms = {};

  		for ( const name in this.uniforms ) {

  			const uniform = this.uniforms[ name ];
  			const value = uniform.value;

  			if ( value && value.isTexture ) {

  				data.uniforms[ name ] = {
  					type: 't',
  					value: value.toJSON( meta ).uuid
  				};

  			} else if ( value && value.isColor ) {

  				data.uniforms[ name ] = {
  					type: 'c',
  					value: value.getHex()
  				};

  			} else if ( value && value.isVector2 ) {

  				data.uniforms[ name ] = {
  					type: 'v2',
  					value: value.toArray()
  				};

  			} else if ( value && value.isVector3 ) {

  				data.uniforms[ name ] = {
  					type: 'v3',
  					value: value.toArray()
  				};

  			} else if ( value && value.isVector4 ) {

  				data.uniforms[ name ] = {
  					type: 'v4',
  					value: value.toArray()
  				};

  			} else if ( value && value.isMatrix3 ) {

  				data.uniforms[ name ] = {
  					type: 'm3',
  					value: value.toArray()
  				};

  			} else if ( value && value.isMatrix4 ) {

  				data.uniforms[ name ] = {
  					type: 'm4',
  					value: value.toArray()
  				};

  			} else {

  				data.uniforms[ name ] = {
  					value: value
  				};

  				// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far

  			}

  		}

  		if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;

  		data.vertexShader = this.vertexShader;
  		data.fragmentShader = this.fragmentShader;

  		data.lights = this.lights;
  		data.clipping = this.clipping;

  		const extensions = {};

  		for ( const key in this.extensions ) {

  			if ( this.extensions[ key ] === true ) extensions[ key ] = true;

  		}

  		if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;

  		return data;

  	}

  }

  /**
   * This class works just like {@link ShaderMaterial}, except that definitions
   * of built-in uniforms and attributes are not automatically prepended to the
   * GLSL shader code.
   *
   * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
   *
   * @augments ShaderMaterial
   */
  class RawShaderMaterial extends ShaderMaterial {

  	/**
  	 * Constructs a new raw shader material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super( parameters );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRawShaderMaterial = true;

  		this.type = 'RawShaderMaterial';

  	}

  }

  /**
   * A standard physically based material, using Metallic-Roughness workflow.
   *
   * Physically based rendering (PBR) has recently become the standard in many
   * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
   * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
   * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
   *
   * This approach differs from older approaches in that instead of using
   * approximations for the way in which light interacts with a surface, a
   * physically correct model is used. The idea is that, instead of tweaking
   * materials to look good under specific lighting, a material can be created
   * that will react 'correctly' under all lighting scenarios.
   *
   * In practice this gives a more accurate and realistic looking result than
   * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
   * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
   * shading.
   *
   * Note that for best results you should always specify an environment map when using this material.
   *
   * For a non-technical introduction to the concept of PBR and how to set up a
   * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
   *
   * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
   * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
   *
   * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
   * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
   * (pdf), by Brent Burley.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshStandardMaterial
   */
  class MeshStandardMaterial extends Material {

  	/**
  	 * Constructs a new mesh standard material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshStandardMaterial = true;

  		this.type = 'MeshStandardMaterial';

  		this.defines = { 'STANDARD': '' };

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff ); // diffuse

  		/**
  		 * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  		 * means fully diffuse. If `roughnessMap` is also provided,
  		 * both values are multiplied.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.roughness = 1.0;

  		/**
  		 * How much the material is like a metal. Non-metallic materials such as wood
  		 * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  		 * A value between `0.0` and `1.0` could be used for a rusty metal look.
  		 * If `metalnessMap` is also provided, both values are multiplied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.metalness = 0.0;

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The light map. Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.lightMap = null;

  		/**
  		 * Intensity of the baked light.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.lightMapIntensity = 1.0;

  		/**
  		 * The red channel of this texture is used as the ambient occlusion map.
  		 * Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.aoMap = null;

  		/**
  		 * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  		 * disables ambient occlusion. Where intensity is `1` and the AO map's
  		 * red channel is also `1`, ambient light is fully occluded on a surface.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.aoMapIntensity = 1.0;

  		/**
  		 * Emissive (light) color of the material, essentially a solid color
  		 * unaffected by other lighting.
  		 *
  		 * @type {Color}
  		 * @default (0,0,0)
  		 */
  		this.emissive = new Color( 0x000000 );

  		/**
  		 * Intensity of the emissive light. Modulates the emissive color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.emissiveIntensity = 1.0;

  		/**
  		 * Set emissive (glow) map. The emissive map color is modulated by the
  		 * emissive color and the emissive intensity. If you have an emissive map,
  		 * be sure to set the emissive color to something other than black.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.emissiveMap = null;

  		/**
  		 * The texture to create a bump map. The black and white values map to the
  		 * perceived depth in relation to the lights. Bump doesn't actually affect
  		 * the geometry of the object, only the lighting. If a normal map is defined
  		 * this will be ignored.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.bumpMap = null;

  		/**
  		 * How much the bump map affects the material. Typical range is `[0,1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.bumpScale = 1;

  		/**
  		 * The texture to create a normal map. The RGB values affect the surface
  		 * normal for each pixel fragment and change the way the color is lit. Normal
  		 * maps do not change the actual shape of the surface, only the lighting. In
  		 * case the material has a normal map authored using the left handed
  		 * convention, the `y` component of `normalScale` should be negated to compensate
  		 * for the different handedness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.normalMap = null;

  		/**
  		 * The type of normal map.
  		 *
  		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  		 * @default TangentSpaceNormalMap
  		 */
  		this.normalMapType = TangentSpaceNormalMap;

  		/**
  		 * How much the normal map affects the material. Typical value range is `[0,1]`.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.normalScale = new Vector2( 1, 1 );

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		/**
  		 * The green channel of this texture is used to alter the roughness of the
  		 * material.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.roughnessMap = null;

  		/**
  		 * The blue channel of this texture is used to alter the metalness of the
  		 * material.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.metalnessMap = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * The environment map. To ensure a physically correct rendering, environment maps
  		 * are internally pre-processed with {@link PMREMGenerator}.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.envMap = null;

  		/**
  		 * The rotation of the environment map in radians.
  		 *
  		 * @type {Euler}
  		 * @default (0,0,0)
  		 */
  		this.envMapRotation = new Euler();

  		/**
  		 * Scales the effect of the environment map by multiplying its color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.envMapIntensity = 1.0;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Defines appearance of wireframe ends.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinecap = 'round';

  		/**
  		 * Defines appearance of wireframe joints.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinejoin = 'round';

  		/**
  		 * Whether the material is rendered with flat shading or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flatShading = false;

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.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.envMapRotation.copy( source.envMapRotation );
  		this.envMapIntensity = source.envMapIntensity;

  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;

  		this.flatShading = source.flatShading;

  		this.fog = source.fog;

  		return this;

  	}

  }

  /**
   * An extension of the {@link MeshStandardMaterial}, providing more advanced
   * physically-based rendering properties:
   *
   * - Anisotropy: Ability to represent the anisotropic property of materials
   * as observable with brushed metals.
   * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
   * a clear, reflective layer on top of another layer that may be irregular or rough.
   * Clearcoat approximates this effect, without the need for a separate transparent surface.
   * - Iridescence: Allows to render the effect where hue varies  depending on the viewing
   * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
   * wings of many insects.
   * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
   * transparent materials are less reflective. Physically-based transmission provides a more
   * realistic option for thin, transparent surfaces like glass.
   * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
   * - Sheen: Can be used for representing cloth and fabric materials.
   *
   * As a result of these complex shading features, `MeshPhysicalMaterial` has a
   * higher performance cost, per pixel, than other three.js materials. Most
   * effects are disabled by default, and add cost as they are enabled. For
   * best results, always specify an environment map when using this material.
   *
   * @augments MeshStandardMaterial
   * @demo scenes/material-browser.html#MeshPhysicalMaterial
   */
  class MeshPhysicalMaterial extends MeshStandardMaterial {

  	/**
  	 * Constructs a new mesh physical material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshPhysicalMaterial = true;

  		this.defines = {

  			'STANDARD': '',
  			'PHYSICAL': ''

  		};

  		this.type = 'MeshPhysicalMaterial';

  		/**
  		 * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  		 * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  		 * property provides additional rotation to the vectors in the texture.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.anisotropyRotation = 0;

  		/**
  		 * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  		 * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  		 * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.anisotropyMap = null;

  		/**
  		 * The red channel of this texture is multiplied against `clearcoat`,
  		 * for per-pixel control over a coating's intensity.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.clearcoatMap = null;

  		/**
  		 * Roughness of the clear coat layer, from `0.0` to `1.0`.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.clearcoatRoughness = 0.0;

  		/**
  		 * The green channel of this texture is multiplied against
  		 * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.clearcoatRoughnessMap = null;

  		/**
  		 * How much `clearcoatNormalMap` affects the clear coat layer, from
  		 * `(0,0)` to `(1,1)`.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.clearcoatNormalScale = new Vector2( 1, 1 );

  		/**
  		 * Can be used to enable independent normals for the clear coat layer.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.clearcoatNormalMap = null;

  		/**
  		 * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  		 *
  		 * @type {number}
  		 * @default 1.5
  		 */
  		this.ior = 1.5;

  		/**
  		 * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  		 * corresponds to an index-of-refraction of `1.5`.
  		 *
  		 * This models the reflectivity of non-metallic materials. It has no effect
  		 * when `metalness` is `1.0`
  		 *
  		 * @name MeshPhysicalMaterial#reflectivity
  		 * @type {number}
  		 * @default 0.5
  		 */
  		Object.defineProperty( this, 'reflectivity', {
  			get: function () {

  				return ( clamp$1( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );

  			},
  			set: function ( reflectivity ) {

  				this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );

  			}
  		} );

  		/**
  		 * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  		 * control over iridescence.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.iridescenceMap = null;

  		/**
  		 * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  		 * Between `1.0` to `2.333`.
  		 *
  		 * @type {number}
  		 * @default 1.3
  		 */
  		this.iridescenceIOR = 1.3;

  		/**
  		 *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  		 Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  		 *
  		 * @type {Array<number,number>}
  		 * @default [100,400]
  		 */
  		this.iridescenceThicknessRange = [ 100, 400 ];

  		/**
  		 * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  		 * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  		 * - `0.0` in the green channel will result in thickness equal to first element of the array.
  		 * - `1.0` in the green channel will result in thickness equal to second element of the array.
  		 * - Values in-between will linearly interpolate between the elements of the array.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.iridescenceThicknessMap = null;

  		/**
  		 * The sheen tint.
  		 *
  		 * @type {Color}
  		 * @default (0,0,0)
  		 */
  		this.sheenColor = new Color( 0x000000 );

  		/**
  		 * The RGB channels of this texture are multiplied against  `sheenColor`, for per-pixel control
  		 * over sheen tint.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.sheenColorMap = null;

  		/**
  		 * Roughness of the sheen layer, from `0.0` to `1.0`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.sheenRoughness = 1.0;

  		/**
  		 * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  		 * over sheen roughness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.sheenRoughnessMap = null;

  		/**
  		 * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  		 * optical transparency.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.transmissionMap = null;

  		/**
  		 * The thickness of the volume beneath the surface. The value is given in the
  		 * coordinate space of the mesh. If the value is `0` the material is
  		 * thin-walled. Otherwise the material is a volume boundary.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.thickness = 0;

  		/**
  		 * A texture that defines the thickness, stored in the green channel. This will
  		 * be multiplied by `thickness`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.thicknessMap = null;

  		/**
  		 * Density of the medium given as the average distance that light travels in
  		 * the medium before interacting with a particle. The value is given in world
  		 * space units, and must be greater than zero.
  		 *
  		 * @type {number}
  		 * @default Infinity
  		 */
  		this.attenuationDistance = Infinity;

  		/**
  		 * The color that white light turns into due to absorption when reaching the
  		 * attenuation distance.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.attenuationColor = new Color( 1, 1, 1 );

  		/**
  		 * A float that scales the amount of specular reflection for non-metals only.
  		 * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.specularIntensity = 1.0;

  		/**
  		 * The alpha channel of this texture is multiplied against `specularIntensity`,
  		 * for per-pixel control over specular intensity.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.specularIntensityMap = null;

  		/**
  		 * Tints the specular reflection at normal incidence for non-metals only.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.specularColor = new Color( 1, 1, 1 );

  		/**
  		 * The RGB channels of this texture are multiplied against `specularColor`,
  		 * for per-pixel control over specular color.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.specularColorMap = null;

  		this._anisotropy = 0;
  		this._clearcoat = 0;
  		this._dispersion = 0;
  		this._iridescence = 0;
  		this._sheen = 0.0;
  		this._transmission = 0;

  		this.setValues( parameters );

  	}

  	/**
  	 * The anisotropy strength, from `0.0` to `1.0`.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get anisotropy() {

  		return this._anisotropy;

  	}

  	set anisotropy( value ) {

  		if ( this._anisotropy > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._anisotropy = value;

  	}

  	/**
  	 * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  	 * clear coat related properties to enable multilayer materials that have a
  	 * thin translucent layer over the base layer.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get clearcoat() {

  		return this._clearcoat;

  	}

  	set clearcoat( value ) {

  		if ( this._clearcoat > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._clearcoat = value;

  	}
  	/**
  	 * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  	 * the surface and the viewer, from `0.0` to `1.0`.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get iridescence() {

  		return this._iridescence;

  	}

  	set iridescence( value ) {

  		if ( this._iridescence > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._iridescence = value;

  	}

  	/**
  	 * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  	 * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  	 * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get dispersion() {

  		return this._dispersion;

  	}

  	set dispersion( value ) {

  		if ( this._dispersion > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._dispersion = value;

  	}

  	/**
  	 * The intensity of the sheen layer, from `0.0` to `1.0`.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get sheen() {

  		return this._sheen;

  	}

  	set sheen( value ) {

  		if ( this._sheen > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._sheen = value;

  	}

  	/**
  	 * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  	 *
  	 * Thin, transparent or semitransparent, plastic or glass materials remain
  	 * largely reflective even if they are fully transmissive. The transmission
  	 * property can be used to model these materials.
  	 *
  	 * When transmission is non-zero, `opacity` should be  set to `1`.
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get transmission() {

  		return this._transmission;

  	}

  	set transmission( value ) {

  		if ( this._transmission > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._transmission = value;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.defines = {

  			'STANDARD': '',
  			'PHYSICAL': ''

  		};

  		this.anisotropy = source.anisotropy;
  		this.anisotropyRotation = source.anisotropyRotation;
  		this.anisotropyMap = source.anisotropyMap;

  		this.clearcoat = source.clearcoat;
  		this.clearcoatMap = source.clearcoatMap;
  		this.clearcoatRoughness = source.clearcoatRoughness;
  		this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  		this.clearcoatNormalMap = source.clearcoatNormalMap;
  		this.clearcoatNormalScale.copy( source.clearcoatNormalScale );

  		this.dispersion = source.dispersion;
  		this.ior = source.ior;

  		this.iridescence = source.iridescence;
  		this.iridescenceMap = source.iridescenceMap;
  		this.iridescenceIOR = source.iridescenceIOR;
  		this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  		this.iridescenceThicknessMap = source.iridescenceThicknessMap;

  		this.sheen = source.sheen;
  		this.sheenColor.copy( source.sheenColor );
  		this.sheenColorMap = source.sheenColorMap;
  		this.sheenRoughness = source.sheenRoughness;
  		this.sheenRoughnessMap = source.sheenRoughnessMap;

  		this.transmission = source.transmission;
  		this.transmissionMap = source.transmissionMap;

  		this.thickness = source.thickness;
  		this.thicknessMap = source.thicknessMap;
  		this.attenuationDistance = source.attenuationDistance;
  		this.attenuationColor.copy( source.attenuationColor );

  		this.specularIntensity = source.specularIntensity;
  		this.specularIntensityMap = source.specularIntensityMap;
  		this.specularColor.copy( source.specularColor );
  		this.specularColorMap = source.specularColorMap;

  		return this;

  	}

  }

  /**
   * A material for shiny surfaces with specular highlights.
   *
   * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
   * model for calculating reflectance. Unlike the Lambertian model used in the
   * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
   * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
   *
   * Performance will generally be greater when using this material over the
   * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
   * some graphical accuracy.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshPhongMaterial
   */
  class MeshPhongMaterial extends Material {

  	/**
  	 * Constructs a new mesh phong material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshPhongMaterial = true;

  		this.type = 'MeshPhongMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff ); // diffuse

  		/**
  		 * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  		 *
  		 * This defines how shiny the material is and the color of its shine.
  		 *
  		 * @type {Color}
  		 */
  		this.specular = new Color( 0x111111 );

  		/**
  		 * How shiny the specular highlight is; a higher value gives a sharper highlight.
  		 *
  		 * @type {number}
  		 * @default 30
  		 */
  		this.shininess = 30;

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The light map. Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.lightMap = null;

  		/**
  		 * Intensity of the baked light.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.lightMapIntensity = 1.0;

  		/**
  		 * The red channel of this texture is used as the ambient occlusion map.
  		 * Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.aoMap = null;

  		/**
  		 * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  		 * disables ambient occlusion. Where intensity is `1` and the AO map's
  		 * red channel is also `1`, ambient light is fully occluded on a surface.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.aoMapIntensity = 1.0;

  		/**
  		 * Emissive (light) color of the material, essentially a solid color
  		 * unaffected by other lighting.
  		 *
  		 * @type {Color}
  		 * @default (0,0,0)
  		 */
  		this.emissive = new Color( 0x000000 );

  		/**
  		 * Intensity of the emissive light. Modulates the emissive color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.emissiveIntensity = 1.0;

  		/**
  		 * Set emissive (glow) map. The emissive map color is modulated by the
  		 * emissive color and the emissive intensity. If you have an emissive map,
  		 * be sure to set the emissive color to something other than black.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.emissiveMap = null;

  		/**
  		 * The texture to create a bump map. The black and white values map to the
  		 * perceived depth in relation to the lights. Bump doesn't actually affect
  		 * the geometry of the object, only the lighting. If a normal map is defined
  		 * this will be ignored.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.bumpMap = null;

  		/**
  		 * How much the bump map affects the material. Typical range is `[0,1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.bumpScale = 1;

  		/**
  		 * The texture to create a normal map. The RGB values affect the surface
  		 * normal for each pixel fragment and change the way the color is lit. Normal
  		 * maps do not change the actual shape of the surface, only the lighting. In
  		 * case the material has a normal map authored using the left handed
  		 * convention, the `y` component of `normalScale` should be negated to compensate
  		 * for the different handedness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.normalMap = null;

  		/**
  		 * The type of normal map.
  		 *
  		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  		 * @default TangentSpaceNormalMap
  		 */
  		this.normalMapType = TangentSpaceNormalMap;

  		/**
  		 * How much the normal map affects the material. Typical value range is `[0,1]`.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.normalScale = new Vector2( 1, 1 );

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		/**
  		 * The specular map value affects both how much the specular surface
  		 * highlight contributes and how much of the environment map affects the
  		 * surface.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.specularMap = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * The environment map.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.envMap = null;

  		/**
  		 * The rotation of the environment map in radians.
  		 *
  		 * @type {Euler}
  		 * @default (0,0,0)
  		 */
  		this.envMapRotation = new Euler();

  		/**
  		 * How to combine the result of the surface's color with the environment map, if any.
  		 *
  		 * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  		 * blend between the two colors.
  		 *
  		 * @type {(MultiplyOperation|MixOperation|AddOperation)}
  		 * @default MultiplyOperation
  		 */
  		this.combine = MultiplyOperation;

  		/**
  		 * How much the environment map affects the surface.
  		 * The valid range is between `0` (no reflections) and `1` (full reflections).
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.reflectivity = 1;

  		/**
  		 * Scales the effect of the environment map by multiplying its color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.envMapIntensity = 1.0;

  		/**
  		 * The index of refraction (IOR) of air (approximately 1) divided by the
  		 * index of refraction of the material. It is used with environment mapping
  		 * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  		 * The refraction ratio should not exceed `1`.
  		 *
  		 * @type {number}
  		 * @default 0.98
  		 */
  		this.refractionRatio = 0.98;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Defines appearance of wireframe ends.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinecap = 'round';

  		/**
  		 * Defines appearance of wireframe joints.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinejoin = 'round';

  		/**
  		 * Whether the material is rendered with flat shading or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flatShading = false;

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );
  		this.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.envMapRotation.copy( source.envMapRotation );
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		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.flatShading = source.flatShading;

  		this.fog = source.fog;

  		return this;

  	}

  }

  /**
   * A material implementing toon shading.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshToonMaterial
   */
  class MeshToonMaterial extends Material {

  	/**
  	 * Constructs a new mesh toon material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshToonMaterial = true;

  		this.defines = { 'TOON': '' };

  		this.type = 'MeshToonMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff );

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * Gradient map for toon shading. It's required to set
  		 * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  		 * when using this type of texture.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.gradientMap = null;

  		/**
  		 * The light map. Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.lightMap = null;

  		/**
  		 * Intensity of the baked light.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.lightMapIntensity = 1.0;

  		/**
  		 * The red channel of this texture is used as the ambient occlusion map.
  		 * Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.aoMap = null;

  		/**
  		 * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  		 * disables ambient occlusion. Where intensity is `1` and the AO map's
  		 * red channel is also `1`, ambient light is fully occluded on a surface.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.aoMapIntensity = 1.0;

  		/**
  		 * Emissive (light) color of the material, essentially a solid color
  		 * unaffected by other lighting.
  		 *
  		 * @type {Color}
  		 * @default (0,0,0)
  		 */
  		this.emissive = new Color( 0x000000 );

  		/**
  		 * Intensity of the emissive light. Modulates the emissive color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.emissiveIntensity = 1.0;

  		/**
  		 * Set emissive (glow) map. The emissive map color is modulated by the
  		 * emissive color and the emissive intensity. If you have an emissive map,
  		 * be sure to set the emissive color to something other than black.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.emissiveMap = null;

  		/**
  		 * The texture to create a bump map. The black and white values map to the
  		 * perceived depth in relation to the lights. Bump doesn't actually affect
  		 * the geometry of the object, only the lighting. If a normal map is defined
  		 * this will be ignored.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.bumpMap = null;

  		/**
  		 * How much the bump map affects the material. Typical range is `[0,1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.bumpScale = 1;

  		/**
  		 * The texture to create a normal map. The RGB values affect the surface
  		 * normal for each pixel fragment and change the way the color is lit. Normal
  		 * maps do not change the actual shape of the surface, only the lighting. In
  		 * case the material has a normal map authored using the left handed
  		 * convention, the `y` component of `normalScale` should be negated to compensate
  		 * for the different handedness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.normalMap = null;

  		/**
  		 * The type of normal map.
  		 *
  		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  		 * @default TangentSpaceNormalMap
  		 */
  		this.normalMapType = TangentSpaceNormalMap;

  		/**
  		 * How much the normal map affects the material. Typical value range is `[0,1]`.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.normalScale = new Vector2( 1, 1 );

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Defines appearance of wireframe ends.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinecap = 'round';

  		/**
  		 * Defines appearance of wireframe joints.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinejoin = 'round';

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );

  		this.map = source.map;
  		this.gradientMap = source.gradientMap;

  		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.alphaMap = source.alphaMap;

  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;

  		this.fog = source.fog;

  		return this;

  	}

  }

  /**
   * A material that maps the normal vectors to RGB colors.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshNormalMaterial
   */
  class MeshNormalMaterial extends Material {

  	/**
  	 * Constructs a new mesh normal material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshNormalMaterial = true;

  		this.type = 'MeshNormalMaterial';

  		/**
  		 * The texture to create a bump map. The black and white values map to the
  		 * perceived depth in relation to the lights. Bump doesn't actually affect
  		 * the geometry of the object, only the lighting. If a normal map is defined
  		 * this will be ignored.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.bumpMap = null;

  		/**
  		 * How much the bump map affects the material. Typical range is `[0,1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.bumpScale = 1;

  		/**
  		 * The texture to create a normal map. The RGB values affect the surface
  		 * normal for each pixel fragment and change the way the color is lit. Normal
  		 * maps do not change the actual shape of the surface, only the lighting. In
  		 * case the material has a normal map authored using the left handed
  		 * convention, the `y` component of `normalScale` should be negated to compensate
  		 * for the different handedness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.normalMap = null;

  		/**
  		 * The type of normal map.
  		 *
  		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  		 * @default TangentSpaceNormalMap
  		 */
  		this.normalMapType = TangentSpaceNormalMap;

  		/**
  		 * How much the normal map affects the material. Typical value range is `[0,1]`.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.normalScale = new Vector2( 1, 1 );

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * WebGL and WebGPU ignore this property and always render
  		 * 1 pixel wide lines.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Whether the material is rendered with flat shading or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flatShading = false;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( 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.flatShading = source.flatShading;

  		return this;

  	}

  }

  /**
   * A material for non-shiny surfaces, without specular highlights.
   *
   * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
   * model for calculating reflectance. This can simulate some surfaces (such
   * as untreated wood or stone) well, but cannot simulate shiny surfaces with
   * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
   * shading.
   *
   * Due to the simplicity of the reflectance and illumination models,
   * performance will be greater when using this material over the
   * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
   * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshLambertMaterial
   */
  class MeshLambertMaterial extends Material {

  	/**
  	 * Constructs a new mesh lambert material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshLambertMaterial = true;

  		this.type = 'MeshLambertMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff ); // diffuse

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The light map. Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.lightMap = null;

  		/**
  		 * Intensity of the baked light.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.lightMapIntensity = 1.0;

  		/**
  		 * The red channel of this texture is used as the ambient occlusion map.
  		 * Requires a second set of UVs.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.aoMap = null;

  		/**
  		 * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  		 * disables ambient occlusion. Where intensity is `1` and the AO map's
  		 * red channel is also `1`, ambient light is fully occluded on a surface.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.aoMapIntensity = 1.0;

  		/**
  		 * Emissive (light) color of the material, essentially a solid color
  		 * unaffected by other lighting.
  		 *
  		 * @type {Color}
  		 * @default (0,0,0)
  		 */
  		this.emissive = new Color( 0x000000 );

  		/**
  		 * Intensity of the emissive light. Modulates the emissive color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.emissiveIntensity = 1.0;

  		/**
  		 * Set emissive (glow) map. The emissive map color is modulated by the
  		 * emissive color and the emissive intensity. If you have an emissive map,
  		 * be sure to set the emissive color to something other than black.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.emissiveMap = null;

  		/**
  		 * The texture to create a bump map. The black and white values map to the
  		 * perceived depth in relation to the lights. Bump doesn't actually affect
  		 * the geometry of the object, only the lighting. If a normal map is defined
  		 * this will be ignored.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.bumpMap = null;

  		/**
  		 * How much the bump map affects the material. Typical range is `[0,1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.bumpScale = 1;

  		/**
  		 * The texture to create a normal map. The RGB values affect the surface
  		 * normal for each pixel fragment and change the way the color is lit. Normal
  		 * maps do not change the actual shape of the surface, only the lighting. In
  		 * case the material has a normal map authored using the left handed
  		 * convention, the `y` component of `normalScale` should be negated to compensate
  		 * for the different handedness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.normalMap = null;

  		/**
  		 * The type of normal map.
  		 *
  		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  		 * @default TangentSpaceNormalMap
  		 */
  		this.normalMapType = TangentSpaceNormalMap;

  		/**
  		 * How much the normal map affects the material. Typical value range is `[0,1]`.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.normalScale = new Vector2( 1, 1 );

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		/**
  		 * Specular map used by the material.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.specularMap = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * The environment map.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.envMap = null;

  		/**
  		 * The rotation of the environment map in radians.
  		 *
  		 * @type {Euler}
  		 * @default (0,0,0)
  		 */
  		this.envMapRotation = new Euler();

  		/**
  		 * How to combine the result of the surface's color with the environment map, if any.
  		 *
  		 * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  		 * blend between the two colors.
  		 *
  		 * @type {(MultiplyOperation|MixOperation|AddOperation)}
  		 * @default MultiplyOperation
  		 */
  		this.combine = MultiplyOperation;

  		/**
  		 * How much the environment map affects the surface.
  		 * The valid range is between `0` (no reflections) and `1` (full reflections).
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.reflectivity = 1;

  		/**
  		 * Scales the effect of the environment map by multiplying its color.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.envMapIntensity = 1.0;

  		/**
  		 * The index of refraction (IOR) of air (approximately 1) divided by the
  		 * index of refraction of the material. It is used with environment mapping
  		 * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  		 * The refraction ratio should not exceed `1`.
  		 *
  		 * @type {number}
  		 * @default 0.98
  		 */
  		this.refractionRatio = 0.98;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Defines appearance of wireframe ends.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinecap = 'round';

  		/**
  		 * Defines appearance of wireframe joints.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {('round'|'bevel'|'miter')}
  		 * @default 'round'
  		 */
  		this.wireframeLinejoin = 'round';

  		/**
  		 * Whether the material is rendered with flat shading or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flatShading = false;

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );

  		this.map = source.map;

  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;

  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;

  		this.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.envMapRotation.copy( source.envMapRotation );
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		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.flatShading = source.flatShading;

  		this.fog = source.fog;

  		return this;

  	}

  }

  /**
   * A material for drawing geometry by depth. Depth is based off of the camera
   * near and far plane. White is nearest, black is farthest.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshDepthMaterial
   */
  class MeshDepthMaterial extends Material {

  	/**
  	 * Constructs a new mesh depth material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshDepthMaterial = true;

  		this.type = 'MeshDepthMaterial';

  		/**
  		 * Type for depth packing.
  		 *
  		 * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  		 * @default BasicDepthPacking
  		 */
  		this.depthPacking = BasicDepthPacking;

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * WebGL and WebGPU ignore this property and always render
  		 * 1 pixel wide lines.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.depthPacking = source.depthPacking;

  		this.map = source.map;

  		this.alphaMap = source.alphaMap;

  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;

  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;

  		return this;

  	}

  }

  /**
   * A material used internally for implementing shadow mapping with
   * point lights.
   *
   * Can also be used to customize the shadow casting of an object by assigning
   * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
   * The following examples demonstrates this approach in order to ensure
   * transparent parts of objects do not cast shadows.
   *
   * @augments Material
   */
  class MeshDistanceMaterial extends Material {

  	/**
  	 * Constructs a new mesh distance material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshDistanceMaterial = true;

  		this.type = 'MeshDistanceMaterial';

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.map = source.map;

  		this.alphaMap = source.alphaMap;

  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;

  		return this;

  	}

  }

  /**
   * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
   * material color and shading.
   *
   * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
   * baked lighting. It will cast a shadow onto an object that receives shadows
   * (and shadow clipping works), but it will not self-shadow or receive
   * shadows.
   *
   * @augments Material
   * @demo scenes/material-browser.html#MeshMatcapMaterial
   */
  class MeshMatcapMaterial extends Material {

  	/**
  	 * Constructs a new mesh matcap material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshMatcapMaterial = true;

  		this.defines = { 'MATCAP': '' };

  		this.type = 'MeshMatcapMaterial';

  		/**
  		 * Color of the material.
  		 *
  		 * @type {Color}
  		 * @default (1,1,1)
  		 */
  		this.color = new Color( 0xffffff ); // diffuse

  		/**
  		 * The matcap map.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.matcap = null;

  		/**
  		 * The color map. May optionally include an alpha channel, typically combined
  		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  		 * color is modulated by the diffuse `color`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The texture to create a bump map. The black and white values map to the
  		 * perceived depth in relation to the lights. Bump doesn't actually affect
  		 * the geometry of the object, only the lighting. If a normal map is defined
  		 * this will be ignored.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.bumpMap = null;

  		/**
  		 * How much the bump map affects the material. Typical range is `[0,1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.bumpScale = 1;

  		/**
  		 * The texture to create a normal map. The RGB values affect the surface
  		 * normal for each pixel fragment and change the way the color is lit. Normal
  		 * maps do not change the actual shape of the surface, only the lighting. In
  		 * case the material has a normal map authored using the left handed
  		 * convention, the `y` component of `normalScale` should be negated to compensate
  		 * for the different handedness.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.normalMap = null;

  		/**
  		 * The type of normal map.
  		 *
  		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  		 * @default TangentSpaceNormalMap
  		 */
  		this.normalMapType = TangentSpaceNormalMap;

  		/**
  		 * How much the normal map affects the material. Typical value range is `[0,1]`.
  		 *
  		 * @type {Vector2}
  		 * @default (1,1)
  		 */
  		this.normalScale = new Vector2( 1, 1 );

  		/**
  		 * The displacement map affects the position of the mesh's vertices. Unlike
  		 * other maps which only affect the light and shade of the material the
  		 * displaced vertices can cast shadows, block other objects, and otherwise
  		 * act as real geometry. The displacement texture is an image where the value
  		 * of each pixel (white being the highest) is mapped against, and
  		 * repositions, the vertices of the mesh.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.displacementMap = null;

  		/**
  		 * How much the displacement map affects the mesh (where black is no
  		 * displacement, and white is maximum displacement). Without a displacement
  		 * map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementScale = 1;

  		/**
  		 * The offset of the displacement map's values on the mesh's vertices.
  		 * The bias is added to the scaled sample of the displacement map.
  		 * Without a displacement map set, this value is not applied.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.displacementBias = 0;

  		/**
  		 * The alpha map is a grayscale texture that controls the opacity across the
  		 * surface (black: fully transparent; white: fully opaque).
  		 *
  		 * Only the color of the texture is used, ignoring the alpha channel if one
  		 * exists. For RGB and RGBA textures, the renderer will use the green channel
  		 * when sampling this texture due to the extra bit of precision provided for
  		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  		 * luminance/alpha textures will also still work as expected.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.alphaMap = null;

  		/**
  		 * Renders the geometry as a wireframe.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.wireframe = false;

  		/**
  		 * Controls the thickness of the wireframe.
  		 *
  		 * Can only be used with {@link SVGRenderer}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.wireframeLinewidth = 1;

  		/**
  		 * Whether the material is rendered with flat shading or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.flatShading = false;

  		/**
  		 * Whether the material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		this.setValues( parameters );

  	}


  	copy( source ) {

  		super.copy( source );

  		this.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.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;

  		this.flatShading = source.flatShading;

  		this.fog = source.fog;

  		return this;

  	}

  }

  /**
   * A material for rendering line primitives.
   *
   * Materials define the appearance of renderable 3D objects.
   *
   * ```js
   * const material = new THREE.LineDashedMaterial( {
   * 	color: 0xffffff,
   * 	scale: 1,
   * 	dashSize: 3,
   * 	gapSize: 1,
   * } );
   * ```
   *
   * @augments LineBasicMaterial
   */
  class LineDashedMaterial extends LineBasicMaterial {

  	/**
  	 * Constructs a new line dashed material.
  	 *
  	 * @param {Object} [parameters] - An object with one or more properties
  	 * defining the material's appearance. Any property of the material
  	 * (including any property from inherited materials) can be passed
  	 * in here. Color values can be passed any type of value accepted
  	 * by {@link Color#set}.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLineDashedMaterial = true;
  		this.type = 'LineDashedMaterial';

  		/**
  		 * The scale of the dashed part of a line.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.scale = 1;

  		/**
  		 * The size of the dash. This is both the gap with the stroke.
  		 *
  		 * @type {number}
  		 * @default 3
  		 */
  		this.dashSize = 3;

  		/**
  		 * The size of the gap.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.gapSize = 1;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.scale = source.scale;
  		this.dashSize = source.dashSize;
  		this.gapSize = source.gapSize;

  		return this;

  	}

  }

  /**
   * @class
   * @classdesc A simple caching system, used internally by {@link FileLoader}.
   * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
   * @hideconstructor
   */
  const Cache = {

  	/**
  	 * Whether caching is enabled or not.
  	 *
  	 * @static
  	 * @type {boolean}
  	 * @default false
  	 */
  	enabled: false,

  	/**
  	 * A dictionary that holds cached files.
  	 *
  	 * @static
  	 * @type {Object<string,Object>}
  	 */
  	files: {},

  	/**
  	 * Adds a cache entry with a key to reference the file. If this key already
  	 * holds a file, it is overwritten.
  	 *
  	 * @static
  	 * @param {string} key - The key to reference the cached file.
  	 * @param {Object} file -  The file to be cached.
  	 */
  	add: function ( key, file ) {

  		if ( this.enabled === false ) return;

  		if ( isBlobURL( key ) ) return;

  		// log( 'Cache', 'Adding key:', key );

  		this.files[ key ] = file;

  	},

  	/**
  	 * Gets the cached value for the given key.
  	 *
  	 * @static
  	 * @param {string} key - The key to reference the cached file.
  	 * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  	 */
  	get: function ( key ) {

  		if ( this.enabled === false ) return;

  		if ( isBlobURL( key ) ) return;

  		// log( 'Cache', 'Checking key:', key );

  		return this.files[ key ];

  	},

  	/**
  	 * Removes the cached file associated with the given key.
  	 *
  	 * @static
  	 * @param {string} key - The key to reference the cached file.
  	 */
  	remove: function ( key ) {

  		delete this.files[ key ];

  	},

  	/**
  	 * Remove all values from the cache.
  	 *
  	 * @static
  	 */
  	clear: function () {

  		this.files = {};

  	}

  };

  /**
   * Returns true if the given cache key contains the blob: scheme.
   *
   * @private
   * @param {string} key - The cache key.
   * @return {boolean} Whether the given cache key contains the blob: scheme or not.
   */
  function isBlobURL( key ) {

  	try {

  		const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier

  		const url = new URL( urlString );
  		return url.protocol === 'blob:';

  	} catch ( e ) {

  		// If the string is not a valid URL, it throws an error
  		return false;

  	}

  }

  /**
   * Handles and keeps track of loaded and pending data. A default global
   * instance of this class is created and used by loaders if not supplied
   * manually.
   *
   * In general that should be sufficient, however there are times when it can
   * be useful to have separate loaders - for example if you want to show
   * separate loading bars for objects and textures.
   *
   * ```js
   * const manager = new THREE.LoadingManager();
   * manager.onLoad = () => console.log( 'Loading complete!' );
   *
   * const loader1 = new OBJLoader( manager );
   * const loader2 = new ColladaLoader( manager );
   * ```
   */
  class LoadingManager {

  	/**
  	 * Constructs a new loading manager.
  	 *
  	 * @param {Function} [onLoad] - Executes when all items have been loaded.
  	 * @param {Function} [onProgress] - Executes when single items have been loaded.
  	 * @param {Function} [onError] - Executes when an error occurs.
  	 */
  	constructor( onLoad, onProgress, onError ) {

  		const scope = this;

  		let isLoading = false;
  		let itemsLoaded = 0;
  		let itemsTotal = 0;
  		let urlModifier = undefined;
  		const handlers = [];

  		// Refer to #5689 for the reason why we don't set .onStart
  		// in the constructor

  		/**
  		 * Executes when an item starts loading.
  		 *
  		 * @type {Function|undefined}
  		 * @default undefined
  		 */
  		this.onStart = undefined;

  		/**
  		 * Executes when all items have been loaded.
  		 *
  		 * @type {Function|undefined}
  		 * @default undefined
  		 */
  		this.onLoad = onLoad;

  		/**
  		 * Executes when single items have been loaded.
  		 *
  		 * @type {Function|undefined}
  		 * @default undefined
  		 */
  		this.onProgress = onProgress;

  		/**
  		 * Executes when an error occurs.
  		 *
  		 * @type {Function|undefined}
  		 * @default undefined
  		 */
  		this.onError = onError;

  		/**
  		 * Used for aborting ongoing requests in loaders using this manager.
  		 *
  		 * @private
  		 * @type {AbortController | null}
  		 */
  		this._abortController = null;

  		/**
  		 * This should be called by any loader using the manager when the loader
  		 * starts loading an item.
  		 *
  		 * @param {string} url - The URL to load.
  		 */
  		this.itemStart = function ( url ) {

  			itemsTotal ++;

  			if ( isLoading === false ) {

  				if ( scope.onStart !== undefined ) {

  					scope.onStart( url, itemsLoaded, itemsTotal );

  				}

  			}

  			isLoading = true;

  		};

  		/**
  		 * This should be called by any loader using the manager when the loader
  		 * ended loading an item.
  		 *
  		 * @param {string} url - The URL of the loaded item.
  		 */
  		this.itemEnd = function ( url ) {

  			itemsLoaded ++;

  			if ( scope.onProgress !== undefined ) {

  				scope.onProgress( url, itemsLoaded, itemsTotal );

  			}

  			if ( itemsLoaded === itemsTotal ) {

  				isLoading = false;

  				if ( scope.onLoad !== undefined ) {

  					scope.onLoad();

  				}

  			}

  		};

  		/**
  		 * This should be called by any loader using the manager when the loader
  		 * encounters an error when loading an item.
  		 *
  		 * @param {string} url - The URL of the item that produces an error.
  		 */
  		this.itemError = function ( url ) {

  			if ( scope.onError !== undefined ) {

  				scope.onError( url );

  			}

  		};

  		/**
  		 * Given a URL, uses the URL modifier callback (if any) and returns a
  		 * resolved URL. If no URL modifier is set, returns the original URL.
  		 *
  		 * @param {string} url - The URL to load.
  		 * @return {string} The resolved URL.
  		 */
  		this.resolveURL = function ( url ) {

  			if ( urlModifier ) {

  				return urlModifier( url );

  			}

  			return url;

  		};

  		/**
  		 * If provided, the callback will be passed each resource URL before a
  		 * request is sent. The callback may return the original URL, or a new URL to
  		 * override loading behavior. This behavior can be used to load assets from
  		 * .ZIP files, drag-and-drop APIs, and Data URIs.
  		 *
  		 * ```js
  		 * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  		 *
  		 * const manager = new THREE.LoadingManager();
  		 *
  		 * // Initialize loading manager with URL callback.
  		 * const objectURLs = [];
  		 * manager.setURLModifier( ( url ) => {
  		 *
  		 * 	url = URL.createObjectURL( blobs[ url ] );
  		 * 	objectURLs.push( url );
  		 * 	return url;
  		 *
  		 * } );
  		 *
  		 * // Load as usual, then revoke the blob URLs.
  		 * const loader = new GLTFLoader( manager );
  		 * loader.load( 'fish.gltf', (gltf) => {
  		 *
  		 * 	scene.add( gltf.scene );
  		 * 	objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  		 *
  		 * } );
  		 * ```
  		 *
  		 * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  		 * @return {LoadingManager} A reference to this loading manager.
  		 */
  		this.setURLModifier = function ( transform ) {

  			urlModifier = transform;

  			return this;

  		};

  		/**
  		 * Registers a loader with the given regular expression. Can be used to
  		 * define what loader should be used in order to load specific files. A
  		 * typical use case is to overwrite the default loader for textures.
  		 *
  		 * ```js
  		 * // add handler for TGA textures
  		 * manager.addHandler( /\.tga$/i, new TGALoader() );
  		 * ```
  		 *
  		 * @param {string} regex - A regular expression.
  		 * @param {Loader} loader - A loader that should handle matched cases.
  		 * @return {LoadingManager} A reference to this loading manager.
  		 */
  		this.addHandler = function ( regex, loader ) {

  			handlers.push( regex, loader );

  			return this;

  		};

  		/**
  		 * Removes the loader for the given regular expression.
  		 *
  		 * @param {string} regex - A regular expression.
  		 * @return {LoadingManager} A reference to this loading manager.
  		 */
  		this.removeHandler = function ( regex ) {

  			const index = handlers.indexOf( regex );

  			if ( index !== -1 ) {

  				handlers.splice( index, 2 );

  			}

  			return this;

  		};

  		/**
  		 * Can be used to retrieve the registered loader for the given file path.
  		 *
  		 * @param {string} file - The file path.
  		 * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  		 */
  		this.getHandler = function ( file ) {

  			for ( let i = 0, l = handlers.length; i < l; i += 2 ) {

  				const regex = handlers[ i ];
  				const loader = handlers[ i + 1 ];

  				if ( regex.global ) regex.lastIndex = 0; // see #17920

  				if ( regex.test( file ) ) {

  					return loader;

  				}

  			}

  			return null;

  		};

  		/**
  		 * Can be used to abort ongoing loading requests in loaders using this manager.
  		 * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  		 * is supported in the browser.
  		 *
  		 * @return {LoadingManager} A reference to this loading manager.
  		 */
  		this.abort = function () {


  			this.abortController.abort();
  			this._abortController = null;

  			return this;

  		};

  	}

  	// TODO: Revert this back to a single member variable once this issue has been fixed
  	// https://github.com/cloudflare/workerd/issues/3657

  	/**
  	 * Used for aborting ongoing requests in loaders using this manager.
  	 *
  	 * @type {AbortController}
  	 */
  	get abortController() {

  		if ( ! this._abortController ) {

  			this._abortController = new AbortController();

  		}

  		return this._abortController;

  	}

  }

  /**
   * The global default loading manager.
   *
   * @constant
   * @type {LoadingManager}
   */
  const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();

  /**
   * Abstract base class for loaders.
   *
   * @abstract
   */
  class Loader {

  	/**
  	 * Constructs a new loader.
  	 *
  	 * @param {LoadingManager} [manager] - The loading manager.
  	 */
  	constructor( manager ) {

  		/**
  		 * The loading manager.
  		 *
  		 * @type {LoadingManager}
  		 * @default DefaultLoadingManager
  		 */
  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

  		/**
  		 * The crossOrigin string to implement CORS for loading the url from a
  		 * different domain that allows CORS.
  		 *
  		 * @type {string}
  		 * @default 'anonymous'
  		 */
  		this.crossOrigin = 'anonymous';

  		/**
  		 * Whether the XMLHttpRequest uses credentials.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.withCredentials = false;

  		/**
  		 * The base path from which the asset will be loaded.
  		 *
  		 * @type {string}
  		 */
  		this.path = '';

  		/**
  		 * The base path from which additional resources like textures will be loaded.
  		 *
  		 * @type {string}
  		 */
  		this.resourcePath = '';

  		/**
  		 * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  		 * used in HTTP request.
  		 *
  		 * @type {Object<string, any>}
  		 */
  		this.requestHeader = {};

  		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

  			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );

  		}

  	}

  	/**
  	 * This method needs to be implemented by all concrete loaders. It holds the
  	 * logic for loading assets from the backend.
  	 *
  	 * @abstract
  	 * @param {string} url - The path/URL of the file to be loaded.
  	 * @param {Function} onLoad - Executed when the loading process has been finished.
  	 * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  	 * @param {onErrorCallback} [onError] - Executed when errors occur.
  	 */
  	load( /* url, onLoad, onProgress, onError */ ) {}

  	/**
  	 * A async version of {@link Loader#load}.
  	 *
  	 * @param {string} url - The path/URL of the file to be loaded.
  	 * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  	 * @return {Promise} A Promise that resolves when the asset has been loaded.
  	 */
  	loadAsync( url, onProgress ) {

  		const scope = this;

  		return new Promise( function ( resolve, reject ) {

  			scope.load( url, resolve, onProgress, reject );

  		} );

  	}

  	/**
  	 * This method needs to be implemented by all concrete loaders. It holds the
  	 * logic for parsing the asset into three.js entities.
  	 *
  	 * @abstract
  	 * @param {any} data - The data to parse.
  	 */
  	parse( /* data */ ) {}

  	/**
  	 * Sets the `crossOrigin` String to implement CORS for loading the URL
  	 * from a different domain that allows CORS.
  	 *
  	 * @param {string} crossOrigin - The `crossOrigin` value.
  	 * @return {Loader} A reference to this instance.
  	 */
  	setCrossOrigin( crossOrigin ) {

  		this.crossOrigin = crossOrigin;
  		return this;

  	}

  	/**
  	 * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  	 * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  	 *
  	 * Note: This setting has no effect if you are loading files locally or from the same domain.
  	 *
  	 * @param {boolean} value - The `withCredentials` value.
  	 * @return {Loader} A reference to this instance.
  	 */
  	setWithCredentials( value ) {

  		this.withCredentials = value;
  		return this;

  	}

  	/**
  	 * Sets the base path for the asset.
  	 *
  	 * @param {string} path - The base path.
  	 * @return {Loader} A reference to this instance.
  	 */
  	setPath( path ) {

  		this.path = path;
  		return this;

  	}

  	/**
  	 * Sets the base path for dependent resources like textures.
  	 *
  	 * @param {string} resourcePath - The resource path.
  	 * @return {Loader} A reference to this instance.
  	 */
  	setResourcePath( resourcePath ) {

  		this.resourcePath = resourcePath;
  		return this;

  	}

  	/**
  	 * Sets the given request header.
  	 *
  	 * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  	 * for configuring the HTTP request.
  	 * @return {Loader} A reference to this instance.
  	 */
  	setRequestHeader( requestHeader ) {

  		this.requestHeader = requestHeader;
  		return this;

  	}

  	/**
  	 * This method can be implemented in loaders for aborting ongoing requests.
  	 *
  	 * @abstract
  	 * @return {Loader} A reference to this instance.
  	 */
  	abort() {

  		return this;

  	}

  }

  /**
   * Callback for onProgress in loaders.
   *
   * @callback onProgressCallback
   * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
   */

  /**
   * Callback for onError in loaders.
   *
   * @callback onErrorCallback
   * @param {Error} error - The error which occurred during the loading process.
   */

  /**
   * The default material name that is used by loaders
   * when creating materials for loaded 3D objects.
   *
   * Note: Not all loaders might honor this setting.
   *
   * @static
   * @type {string}
   * @default '__DEFAULT'
   */
  Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';

  const _loading = new WeakMap();

  /**
   * A loader for loading images. The class loads images with the HTML `Image` API.
   *
   * ```js
   * const loader = new THREE.ImageLoader();
   * const image = await loader.loadAsync( 'image.png' );
   * ```
   * Please note that `ImageLoader` has dropped support for progress
   * events in `r84`. For an `ImageLoader` that supports progress events, see
   * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
   *
   * @augments Loader
   */
  class ImageLoader extends Loader {

  	/**
  	 * Constructs a new image loader.
  	 *
  	 * @param {LoadingManager} [manager] - The loading manager.
  	 */
  	constructor( manager ) {

  		super( manager );

  	}

  	/**
  	 * Starts loading from the given URL and passes the loaded image
  	 * to the `onLoad()` callback. The method also returns a new `Image` object which can
  	 * directly be used for texture creation. If you do it this way, the texture
  	 * may pop up in your scene once the respective loading process is finished.
  	 *
  	 * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  	 * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  	 * @param {onProgressCallback} onProgress - Unsupported in this loader.
  	 * @param {onErrorCallback} onError - Executed when errors occur.
  	 * @return {Image} The image.
  	 */
  	load( url, onLoad, onProgress, onError ) {

  		if ( this.path !== undefined ) url = this.path + url;

  		url = this.manager.resolveURL( url );

  		const scope = this;

  		const cached = Cache.get( `image:${url}` );

  		if ( cached !== undefined ) {

  			if ( cached.complete === true ) {

  				scope.manager.itemStart( url );

  				setTimeout( function () {

  					if ( onLoad ) onLoad( cached );

  					scope.manager.itemEnd( url );

  				}, 0 );

  			} else {

  				let arr = _loading.get( cached );

  				if ( arr === undefined ) {

  					arr = [];
  					_loading.set( cached, arr );

  				}

  				arr.push( { onLoad, onError } );

  			}

  			return cached;

  		}

  		const image = createElementNS( 'img' );

  		function onImageLoad() {

  			removeEventListeners();

  			if ( onLoad ) onLoad( this );

  			//

  			const callbacks = _loading.get( this ) || [];

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

  				const callback = callbacks[ i ];
  				if ( callback.onLoad ) callback.onLoad( this );

  			}

  			_loading.delete( this );

  			scope.manager.itemEnd( url );

  		}

  		function onImageError( event ) {

  			removeEventListeners();

  			if ( onError ) onError( event );

  			Cache.remove( `image:${url}` );

  			//

  			const callbacks = _loading.get( this ) || [];

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

  				const callback = callbacks[ i ];
  				if ( callback.onError ) callback.onError( event );

  			}

  			_loading.delete( this );


  			scope.manager.itemError( url );
  			scope.manager.itemEnd( url );

  		}

  		function removeEventListeners() {

  			image.removeEventListener( 'load', onImageLoad, false );
  			image.removeEventListener( 'error', onImageError, false );

  		}

  		image.addEventListener( 'load', onImageLoad, false );
  		image.addEventListener( 'error', onImageError, false );

  		if ( url.slice( 0, 5 ) !== 'data:' ) {

  			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

  		}

  		Cache.add( `image:${url}`, image );
  		scope.manager.itemStart( url );

  		image.src = url;

  		return image;

  	}

  }

  /**
   * Class for loading textures. Images are internally
   * loaded via {@link ImageLoader}.
   *
   * ```js
   * const loader = new THREE.TextureLoader();
   * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
   *
   * const material = new THREE.MeshBasicMaterial( { map:texture } );
   * ```
   * Please note that `TextureLoader` has dropped support for progress
   * events in `r84`. For a `TextureLoader` that supports progress events, see
   * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
   *
   * @augments Loader
   */
  class TextureLoader extends Loader {

  	/**
  	 * Constructs a new texture loader.
  	 *
  	 * @param {LoadingManager} [manager] - The loading manager.
  	 */
  	constructor( manager ) {

  		super( manager );

  	}

  	/**
  	 * Starts loading from the given URL and pass the fully loaded texture
  	 * to the `onLoad()` callback. The method also returns a new texture object which can
  	 * directly be used for material creation. If you do it this way, the texture
  	 * may pop up in your scene once the respective loading process is finished.
  	 *
  	 * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  	 * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  	 * @param {onProgressCallback} onProgress - Unsupported in this loader.
  	 * @param {onErrorCallback} onError - Executed when errors occur.
  	 * @return {Texture} The texture.
  	 */
  	load( url, onLoad, onProgress, onError ) {

  		const texture = new Texture();

  		const loader = new ImageLoader( this.manager );
  		loader.setCrossOrigin( this.crossOrigin );
  		loader.setPath( this.path );

  		loader.load( url, function ( image ) {

  			texture.image = image;
  			texture.needsUpdate = true;

  			if ( onLoad !== undefined ) {

  				onLoad( texture );

  			}

  		}, onProgress, onError );

  		return texture;

  	}

  }

  /**
   * Abstract base class for lights - all other light types inherit the
   * properties and methods described here.
   *
   * @abstract
   * @augments Object3D
   */
  class Light extends Object3D {

  	/**
  	 * Constructs a new light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity.
  	 */
  	constructor( color, intensity = 1 ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLight = true;

  		this.type = 'Light';

  		/**
  		 * The light's color.
  		 *
  		 * @type {Color}
  		 */
  		this.color = new Color( color );

  		/**
  		 * The light's intensity.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.intensity = intensity;

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever this instance is no longer used in your app.
  	 */
  	dispose() {

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

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.color.copy( source.color );
  		this.intensity = source.intensity;

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.color = this.color.getHex();
  		data.object.intensity = this.intensity;

  		return data;

  	}

  }

  /**
   * A light source positioned directly above the scene, with color fading from
   * the sky color to the ground color.
   *
   * This light cannot be used to cast shadows.
   *
   * ```js
   * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
   * scene.add( light );
   * ```
   *
   * @augments Light
   */
  class HemisphereLight extends Light {

  	/**
  	 * Constructs a new hemisphere light.
  	 *
  	 * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  	 * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  	 * @param {number} [intensity=1] - The light's strength/intensity.
  	 */
  	constructor( skyColor, groundColor, intensity ) {

  		super( skyColor, intensity );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isHemisphereLight = true;

  		this.type = 'HemisphereLight';

  		this.position.copy( Object3D.DEFAULT_UP );
  		this.updateMatrix();

  		/**
  		 * The light's ground color.
  		 *
  		 * @type {Color}
  		 */
  		this.groundColor = new Color( groundColor );

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.groundColor.copy( source.groundColor );

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.groundColor = this.groundColor.getHex();

  		return data;

  	}

  }

  const _projScreenMatrix$3 = /*@__PURE__*/ new Matrix4();
  const _lightPositionWorld$2 = /*@__PURE__*/ new Vector3();
  const _lookTarget$2 = /*@__PURE__*/ new Vector3();

  /**
   * Abstract base class for light shadow classes. These classes
   * represent the shadow configuration for different light types.
   *
   * @abstract
   */
  class LightShadow {

  	/**
  	 * Constructs a new light shadow.
  	 *
  	 * @param {Camera} camera - The light's view of the world.
  	 */
  	constructor( camera ) {

  		/**
  		 * The light's view of the world.
  		 *
  		 * @type {Camera}
  		 */
  		this.camera = camera;

  		/**
  		 * The intensity of the shadow. The default is `1`.
  		 * Valid values are in the range `[0, 1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.intensity = 1;

  		/**
  		 * Shadow map bias, how much to add or subtract from the normalized depth
  		 * when deciding whether a surface is in shadow.
  		 *
  		 * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  		 * may help reduce artifacts in shadows.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.bias = 0;

  		/**
  		 * A node version of `bias`. Only supported with `WebGPURenderer`.
  		 *
  		 * If a bias node is defined, `bias` has no effect.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.biasNode = null;

  		/**
  		 * Defines how much the position used to query the shadow map is offset along
  		 * the object normal. The default is `0`. Increasing this value can be used to
  		 * reduce shadow acne especially in large scenes where light shines onto
  		 * geometry at a shallow angle. The cost is that shadows may appear distorted.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.normalBias = 0;

  		/**
  		 * Setting this to values greater than 1 will blur the edges of the shadow.
  		 * High values will cause unwanted banding effects in the shadows - a greater
  		 * map size will allow for a higher value to be used here before these effects
  		 * become visible.
  		 *
  		 * The property has no effect when the shadow map type is `BasicShadowMap`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.radius = 1;

  		/**
  		 * The amount of samples to use when blurring a VSM shadow map.
  		 *
  		 * @type {number}
  		 * @default 8
  		 */
  		this.blurSamples = 8;

  		/**
  		 * Defines the width and height of the shadow map. Higher values give better quality
  		 * shadows at the cost of computation time. Values must be powers of two.
  		 *
  		 * @type {Vector2}
  		 * @default (512,512)
  		 */
  		this.mapSize = new Vector2( 512, 512 );

  		/**
  		 * The type of shadow texture. The default is `UnsignedByteType`.
  		 *
  		 * @type {number}
  		 * @default UnsignedByteType
  		 */
  		this.mapType = UnsignedByteType;

  		/**
  		 * The depth map generated using the internal camera; a location beyond a
  		 * pixel's depth is in shadow. Computed internally during rendering.
  		 *
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * The distribution map generated using the internal camera; an occlusion is
  		 * calculated based on the distribution of depths. Computed internally during
  		 * rendering.
  		 *
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this.mapPass = null;

  		/**
  		 * Model to shadow camera space, to compute location and depth in shadow map.
  		 * This is computed internally during rendering.
  		 *
  		 * @type {Matrix4}
  		 */
  		this.matrix = new Matrix4();

  		/**
  		 * Enables automatic updates of the light's shadow. If you do not require dynamic
  		 * lighting / shadows, you may set this to `false`.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoUpdate = true;

  		/**
  		 * When set to `true`, shadow maps will be updated in the next `render` call.
  		 * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  		 * set this property to `true` and then make a render call to update the light's shadow.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.needsUpdate = false;

  		this._frustum = new Frustum();
  		this._frameExtents = new Vector2( 1, 1 );

  		this._viewportCount = 1;

  		this._viewports = [

  			new Vector4( 0, 0, 1, 1 )

  		];

  	}

  	/**
  	 * Used internally by the renderer to get the number of viewports that need
  	 * to be rendered for this shadow.
  	 *
  	 * @return {number} The viewport count.
  	 */
  	getViewportCount() {

  		return this._viewportCount;

  	}

  	/**
  	 * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  	 *
  	 * @return {Frustum} The shadow camera frustum.
  	 */
  	getFrustum() {

  		return this._frustum;

  	}

  	/**
  	 * Update the matrices for the camera and shadow, used internally by the renderer.
  	 *
  	 * @param {Light} light - The light for which the shadow is being rendered.
  	 */
  	updateMatrices( light ) {

  		const shadowCamera = this.camera;
  		const shadowMatrix = this.matrix;

  		_lightPositionWorld$2.setFromMatrixPosition( light.matrixWorld );
  		shadowCamera.position.copy( _lightPositionWorld$2 );

  		_lookTarget$2.setFromMatrixPosition( light.target.matrixWorld );
  		shadowCamera.lookAt( _lookTarget$2 );
  		shadowCamera.updateMatrixWorld();

  		_projScreenMatrix$3.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  		this._frustum.setFromProjectionMatrix( _projScreenMatrix$3, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );

  		if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) {

  			shadowMatrix.set(
  				0.5, 0.0, 0.0, 0.5,
  				0.0, 0.5, 0.0, 0.5,
  				0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix)
  				0.0, 0.0, 0.0, 1.0
  			);

  		} else {

  			shadowMatrix.set(
  				0.5, 0.0, 0.0, 0.5,
  				0.0, 0.5, 0.0, 0.5,
  				0.0, 0.0, 0.5, 0.5,
  				0.0, 0.0, 0.0, 1.0
  			);

  		}

  		shadowMatrix.multiply( _projScreenMatrix$3 );

  	}

  	/**
  	 * Returns a viewport definition for the given viewport index.
  	 *
  	 * @param {number} viewportIndex - The viewport index.
  	 * @return {Vector4} The viewport.
  	 */
  	getViewport( viewportIndex ) {

  		return this._viewports[ viewportIndex ];

  	}

  	/**
  	 * Returns the frame extends.
  	 *
  	 * @return {Vector2} The frame extends.
  	 */
  	getFrameExtents() {

  		return this._frameExtents;

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever this instance is no longer used in your app.
  	 */
  	dispose() {

  		if ( this.map ) {

  			this.map.dispose();

  		}

  		if ( this.mapPass ) {

  			this.mapPass.dispose();

  		}

  	}

  	/**
  	 * Copies the values of the given light shadow instance to this instance.
  	 *
  	 * @param {LightShadow} source - The light shadow to copy.
  	 * @return {LightShadow} A reference to this light shadow instance.
  	 */
  	copy( source ) {

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

  		this.intensity = source.intensity;

  		this.bias = source.bias;
  		this.radius = source.radius;

  		this.autoUpdate = source.autoUpdate;
  		this.needsUpdate = source.needsUpdate;
  		this.normalBias = source.normalBias;
  		this.blurSamples = source.blurSamples;

  		this.mapSize.copy( source.mapSize );

  		this.biasNode = source.biasNode;

  		return this;

  	}

  	/**
  	 * Returns a new light shadow instance with copied values from this instance.
  	 *
  	 * @return {LightShadow} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Serializes the light shadow into JSON.
  	 *
  	 * @return {Object} A JSON object representing the serialized light shadow.
  	 * @see {@link ObjectLoader#parse}
  	 */
  	toJSON() {

  		const object = {};

  		if ( this.intensity !== 1 ) object.intensity = this.intensity;
  		if ( this.bias !== 0 ) object.bias = this.bias;
  		if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  		if ( this.radius !== 1 ) object.radius = this.radius;
  		if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

  		object.camera = this.camera.toJSON( false ).object;
  		delete object.camera.matrix;

  		return object;

  	}

  }

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

  /**
   * Abstract base class for cameras. This class should always be inherited
   * when you build a new camera.
   *
   * @abstract
   * @augments Object3D
   */
  class Camera extends Object3D {

  	/**
  	 * Constructs a new camera.
  	 */
  	constructor() {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCamera = true;

  		this.type = 'Camera';

  		/**
  		 * The inverse of the camera's world matrix.
  		 *
  		 * @type {Matrix4}
  		 */
  		this.matrixWorldInverse = new Matrix4();

  		/**
  		 * The camera's projection matrix.
  		 *
  		 * @type {Matrix4}
  		 */
  		this.projectionMatrix = new Matrix4();

  		/**
  		 * The inverse of the camera's projection matrix.
  		 *
  		 * @type {Matrix4}
  		 */
  		this.projectionMatrixInverse = new Matrix4();

  		/**
  		 * The coordinate system in which the camera is used.
  		 *
  		 * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  		 */
  		this.coordinateSystem = WebGLCoordinateSystem;

  		this._reversedDepth = false;

  	}

  	/**
  	 * The flag that indicates whether the camera uses a reversed depth buffer.
  	 *
  	 * @type {boolean}
  	 * @default false
  	 */
  	get reversedDepth() {

  		return this._reversedDepth;

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.matrixWorldInverse.copy( source.matrixWorldInverse );

  		this.projectionMatrix.copy( source.projectionMatrix );
  		this.projectionMatrixInverse.copy( source.projectionMatrixInverse );

  		this.coordinateSystem = source.coordinateSystem;

  		return this;

  	}

  	/**
  	 * Returns a vector representing the ("look") direction of the 3D object in world space.
  	 *
  	 * This method is overwritten since cameras have a different forward vector compared to other
  	 * 3D objects. A camera looks down its local, negative z-axis by default.
  	 *
  	 * @param {Vector3} target - The target vector the result is stored to.
  	 * @return {Vector3} The 3D object's direction in world space.
  	 */
  	getWorldDirection( target ) {

  		return super.getWorldDirection( target ).negate();

  	}

  	updateMatrixWorld( force ) {

  		super.updateMatrixWorld( force );

  		// exclude scale from view matrix to be glTF conform

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

  		if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {

  			this.matrixWorldInverse.copy( this.matrixWorld ).invert();

  		} else {

  			this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();

  		}

  	}

  	updateWorldMatrix( updateParents, updateChildren ) {

  		super.updateWorldMatrix( updateParents, updateChildren );

  		// exclude scale from view matrix to be glTF conform

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

  		if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {

  			this.matrixWorldInverse.copy( this.matrixWorld ).invert();

  		} else {

  			this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();

  		}

  	}

  	clone() {

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

  	}

  }

  const _v3$1 = /*@__PURE__*/ new Vector3();
  const _minTarget = /*@__PURE__*/ new Vector2();
  const _maxTarget = /*@__PURE__*/ new Vector2();

  /**
   * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
   *
   * This projection mode is designed to mimic the way the human eye sees. It
   * is the most common projection mode used for rendering a 3D scene.
   *
   * ```js
   * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
   * scene.add( camera );
   * ```
   *
   * @augments Camera
   */
  class PerspectiveCamera extends Camera {

  	/**
  	 * Constructs a new perspective camera.
  	 *
  	 * @param {number} [fov=50] - The vertical field of view.
  	 * @param {number} [aspect=1] - The aspect ratio.
  	 * @param {number} [near=0.1] - The camera's near plane.
  	 * @param {number} [far=2000] - The camera's far plane.
  	 */
  	constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPerspectiveCamera = true;

  		this.type = 'PerspectiveCamera';

  		/**
  		 * The vertical field of view, from bottom to top of view,
  		 * in degrees.
  		 *
  		 * @type {number}
  		 * @default 50
  		 */
  		this.fov = fov;

  		/**
  		 * The zoom factor of the camera.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.zoom = 1;

  		/**
  		 * The camera's near plane. The valid range is greater than `0`
  		 * and less than the current value of {@link PerspectiveCamera#far}.
  		 *
  		 * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  		 * valid value for a perspective camera's near plane.
  		 *
  		 * @type {number}
  		 * @default 0.1
  		 */
  		this.near = near;

  		/**
  		 * The camera's far plane. Must be greater than the
  		 * current value of {@link PerspectiveCamera#near}.
  		 *
  		 * @type {number}
  		 * @default 2000
  		 */
  		this.far = far;

  		/**
  		 * Object distance used for stereoscopy and depth-of-field effects. This
  		 * parameter does not influence the projection matrix unless a
  		 * {@link StereoCamera} is being used.
  		 *
  		 * @type {number}
  		 * @default 10
  		 */
  		this.focus = 10;

  		/**
  		 * The aspect ratio, usually the canvas width / canvas height.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.aspect = aspect;

  		/**
  		 * Represents the frustum window specification. This property should not be edited
  		 * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.view = null;

  		/**
  		 * Film size used for the larger axis. Default is `35` (millimeters). This
  		 * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  		 * is set to a nonzero value.
  		 *
  		 * @type {number}
  		 * @default 35
  		 */
  		this.filmGauge = 35;

  		/**
  		 * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.filmOffset = 0;

  		this.updateProjectionMatrix();

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.fov = source.fov;
  		this.zoom = source.zoom;

  		this.near = source.near;
  		this.far = source.far;
  		this.focus = source.focus;

  		this.aspect = source.aspect;
  		this.view = source.view === null ? null : Object.assign( {}, source.view );

  		this.filmGauge = source.filmGauge;
  		this.filmOffset = source.filmOffset;

  		return this;

  	}

  	/**
  	 * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  	 *
  	 * The default film gauge is 35, so that the focal length can be specified for
  	 * a 35mm (full frame) camera.
  	 *
  	 * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  	 */
  	setFocalLength( focalLength ) {

  		/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  		const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

  		this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  		this.updateProjectionMatrix();

  	}

  	/**
  	 * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  	 * {@link PerspectiveCamera#filmGauge}.
  	 *
  	 * @return {number} The computed focal length.
  	 */
  	getFocalLength() {

  		const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );

  		return 0.5 * this.getFilmHeight() / vExtentSlope;

  	}

  	/**
  	 * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  	 *
  	 * @return {number} The effective FOV.
  	 */
  	getEffectiveFOV() {

  		return RAD2DEG * 2 * Math.atan(
  			Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );

  	}

  	/**
  	 * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  	 * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  	 *
  	 * @return {number} The film width.
  	 */
  	getFilmWidth() {

  		// film not completely covered in portrait format (aspect < 1)
  		return this.filmGauge * Math.min( this.aspect, 1 );

  	}

  	/**
  	 * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  	 * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  	 *
  	 * @return {number} The film width.
  	 */
  	getFilmHeight() {

  		// film not completely covered in landscape format (aspect > 1)
  		return this.filmGauge / Math.max( this.aspect, 1 );

  	}

  	/**
  	 * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  	 * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  	 *
  	 * @param {number} distance - The viewing distance.
  	 * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  	 * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  	 */
  	getViewBounds( distance, minTarget, maxTarget ) {

  		_v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );

  		minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );

  		_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );

  		maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );

  	}

  	/**
  	 * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  	 *
  	 * @param {number} distance - The viewing distance.
  	 * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  	 * @returns {Vector2} The view size.
  	 */
  	getViewSize( distance, target ) {

  		this.getViewBounds( distance, _minTarget, _maxTarget );

  		return target.subVectors( _maxTarget, _minTarget );

  	}

  	/**
  	 * Sets an offset in a larger frustum. This is useful for multi-window or
  	 * multi-monitor/multi-machine setups.
  	 *
  	 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  	 * the monitors are in grid like this
  	 *```
  	 *   +---+---+---+
  	 *   | A | B | C |
  	 *   +---+---+---+
  	 *   | D | E | F |
  	 *   +---+---+---+
  	 *```
  	 * then for each monitor you would call it like this:
  	 *```js
  	 * const w = 1920;
  	 * const h = 1080;
  	 * const fullWidth = w * 3;
  	 * const fullHeight = h * 2;
  	 *
  	 * // --A--
  	 * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  	 * // --B--
  	 * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  	 * // --C--
  	 * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  	 * // --D--
  	 * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  	 * // --E--
  	 * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  	 * // --F--
  	 * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  	 * ```
  	 *
  	 * Note there is no reason monitors have to be the same size or in a grid.
  	 *
  	 * @param {number} fullWidth - The full width of multiview setup.
  	 * @param {number} fullHeight - The full height of multiview setup.
  	 * @param {number} x - The horizontal offset of the subcamera.
  	 * @param {number} y - The vertical offset of the subcamera.
  	 * @param {number} width - The width of subcamera.
  	 * @param {number} height - The height of subcamera.
  	 */
  	setViewOffset( fullWidth, fullHeight, x, y, width, height ) {

  		this.aspect = fullWidth / fullHeight;

  		if ( this.view === null ) {

  			this.view = {
  				enabled: true,
  				fullWidth: 1,
  				fullHeight: 1,
  				offsetX: 0,
  				offsetY: 0,
  				width: 1,
  				height: 1
  			};

  		}

  		this.view.enabled = true;
  		this.view.fullWidth = fullWidth;
  		this.view.fullHeight = fullHeight;
  		this.view.offsetX = x;
  		this.view.offsetY = y;
  		this.view.width = width;
  		this.view.height = height;

  		this.updateProjectionMatrix();

  	}

  	/**
  	 * Removes the view offset from the projection matrix.
  	 */
  	clearViewOffset() {

  		if ( this.view !== null ) {

  			this.view.enabled = false;

  		}

  		this.updateProjectionMatrix();

  	}

  	/**
  	 * Updates the camera's projection matrix. Must be called after any change of
  	 * camera properties.
  	 */
  	updateProjectionMatrix() {

  		const near = this.near;
  		let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  		let height = 2 * top;
  		let width = this.aspect * height;
  		let left = -0.5 * width;
  		const view = this.view;

  		if ( this.view !== null && this.view.enabled ) {

  			const fullWidth = view.fullWidth,
  				fullHeight = view.fullHeight;

  			left += view.offsetX * width / fullWidth;
  			top -= view.offsetY * height / fullHeight;
  			width *= view.width / fullWidth;
  			height *= view.height / fullHeight;

  		}

  		const skew = this.filmOffset;
  		if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

  		this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );

  		this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.fov = this.fov;
  		data.object.zoom = this.zoom;

  		data.object.near = this.near;
  		data.object.far = this.far;
  		data.object.focus = this.focus;

  		data.object.aspect = this.aspect;

  		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

  		data.object.filmGauge = this.filmGauge;
  		data.object.filmOffset = this.filmOffset;

  		return data;

  	}

  }

  /**
   * Represents the shadow configuration of directional lights.
   *
   * @augments LightShadow
   */
  class SpotLightShadow extends LightShadow {

  	/**
  	 * Constructs a new spot light shadow.
  	 */
  	constructor() {

  		super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSpotLightShadow = true;

  		/**
  		 * Used to focus the shadow camera. The camera's field of view is set as a
  		 * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.focus = 1;

  		/**
  		 * Texture aspect ratio.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.aspect = 1;

  	}

  	updateMatrices( light ) {

  		const camera = this.camera;

  		const fov = RAD2DEG * 2 * light.angle * this.focus;
  		const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  		const 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();

  		}

  		super.updateMatrices( light );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.focus = source.focus;

  		return this;

  	}

  }

  /**
   * This light gets emitted from a single point in one direction, along a cone
   * that increases in size the further from the light it gets.
   *
   * This light can cast shadows - see the {@link SpotLightShadow} for details.
   *
   * ```js
   * // white spotlight shining from the side, modulated by a texture
   * const spotLight = new THREE.SpotLight( 0xffffff );
   * spotLight.position.set( 100, 1000, 100 );
   * spotLight.map = new THREE.TextureLoader().load( url );
   *
   * spotLight.castShadow = true;
   * spotLight.shadow.mapSize.width = 1024;
   * spotLight.shadow.mapSize.height = 1024;
   * spotLight.shadow.camera.near = 500;
   * spotLight.shadow.camera.far = 4000;
   * spotLight.shadow.camera.fov = 30;s
   * ```
   *
   * @augments Light
   */
  class SpotLight extends Light {

  	/**
  	 * Constructs a new spot light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  	 * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  	 * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  	 * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  	 * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  	 */
  	constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {

  		super( color, intensity );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSpotLight = true;

  		this.type = 'SpotLight';

  		this.position.copy( Object3D.DEFAULT_UP );
  		this.updateMatrix();

  		/**
  		 * The spot light points from its position to the
  		 * target's position.
  		 *
  		 * For the target's position to be changed to anything other
  		 * than the default, it must be added to the scene.
  		 *
  		 * It is also possible to set the target to be another 3D object
  		 * in the scene. The light will now track the target object.
  		 *
  		 * @type {Object3D}
  		 */
  		this.target = new Object3D();

  		/**
  		 * Maximum range of the light. `0` means no limit.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.distance = distance;

  		/**
  		 * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  		 *
  		 * @type {number}
  		 * @default Math.PI/3
  		 */
  		this.angle = angle;

  		/**
  		 * Percent of the spotlight cone that is attenuated due to penumbra.
  		 * Value range is `[0,1]`.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.penumbra = penumbra;

  		/**
  		 * The amount the light dims along the distance of the light. In context of
  		 * physically-correct rendering the default value should not be changed.
  		 *
  		 * @type {number}
  		 * @default 2
  		 */
  		this.decay = decay;

  		/**
  		 * A texture used to modulate the color of the light. The spot light
  		 * color is mixed with the RGB value of this texture, with a ratio
  		 * corresponding to its alpha value. The cookie-like masking effect is
  		 * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  		 *
  		 * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.map = null;

  		/**
  		 * This property holds the light's shadow configuration.
  		 *
  		 * @type {SpotLightShadow}
  		 */
  		this.shadow = new SpotLightShadow();

  	}

  	/**
  	 * The light's power. Power is the luminous power of the light measured in lumens (lm).
  	 *  Changing the power will also change the light's intensity.
  	 *
  	 * @type {number}
  	 */
  	get power() {

  		// compute the light's luminous power (in lumens) from its intensity (in candela)
  		// by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  		return this.intensity * Math.PI;

  	}

  	set power( power ) {

  		// set the light's intensity (in candela) from the desired luminous power (in lumens)
  		this.intensity = power / Math.PI;

  	}

  	dispose() {

  		super.dispose();

  		this.shadow.dispose();

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.distance = source.distance;
  		this.angle = source.angle;
  		this.penumbra = source.penumbra;
  		this.decay = source.decay;

  		this.target = source.target.clone();
  		this.map = source.map;
  		this.shadow = source.shadow.clone();

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.distance = this.distance;
  		data.object.angle = this.angle;
  		data.object.decay = this.decay;
  		data.object.penumbra = this.penumbra;

  		data.object.target = this.target.uuid;

  		if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;

  		data.object.shadow = this.shadow.toJSON();

  		return data;

  	}

  }

  /**
   * Represents the shadow configuration of point lights.
   *
   * @augments LightShadow
   */
  class PointLightShadow extends LightShadow {

  	/**
  	 * Constructs a new point light shadow.
  	 */
  	constructor() {

  		super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPointLightShadow = true;

  	}

  }

  /**
   * A light that gets emitted from a single point in all directions. A common
   * use case for this is to replicate the light emitted from a bare
   * lightbulb.
   *
   * This light can cast shadows - see the {@link PointLightShadow} for details.
   *
   * ```js
   * const light = new THREE.PointLight( 0xff0000, 1, 100 );
   * light.position.set( 50, 50, 50 );
   * scene.add( light );
   * ```
   *
   * @augments Light
   */
  class PointLight extends Light {

  	/**
  	 * Constructs a new point light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  	 * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  	 * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  	 */
  	constructor( color, intensity, distance = 0, decay = 2 ) {

  		super( color, intensity );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPointLight = true;

  		this.type = 'PointLight';

  		/**
  		 * When distance is zero, light will attenuate according to inverse-square
  		 * law to infinite distance. When distance is non-zero, light will attenuate
  		 * according to inverse-square law until near the distance cutoff, where it
  		 * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  		 * physically correct.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.distance = distance;

  		/**
  		 * The amount the light dims along the distance of the light. In context of
  		 * physically-correct rendering the default value should not be changed.
  		 *
  		 * @type {number}
  		 * @default 2
  		 */
  		this.decay = decay;

  		/**
  		 * This property holds the light's shadow configuration.
  		 *
  		 * @type {PointLightShadow}
  		 */
  		this.shadow = new PointLightShadow();

  	}

  	/**
  	 * The light's power. Power is the luminous power of the light measured in lumens (lm).
  	 * Changing the power will also change the light's intensity.
  	 *
  	 * @type {number}
  	 */
  	get power() {

  		// compute the light's luminous power (in lumens) from its intensity (in candela)
  		// for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  		return this.intensity * 4 * Math.PI;

  	}

  	set power( power ) {

  		// set the light's intensity (in candela) from the desired luminous power (in lumens)
  		this.intensity = power / ( 4 * Math.PI );

  	}

  	dispose() {

  		super.dispose();

  		this.shadow.dispose();

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.distance = source.distance;
  		this.decay = source.decay;

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

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.distance = this.distance;
  		data.object.decay = this.decay;

  		data.object.shadow = this.shadow.toJSON();

  		return data;

  	}

  }

  /**
   * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
   *
   * In this projection mode, an object's size in the rendered image stays
   * constant regardless of its distance from the camera. This can be useful
   * for rendering 2D scenes and UI elements, amongst other things.
   *
   * ```js
   * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
   * scene.add( camera );
   * ```
   *
   * @augments Camera
   */
  class OrthographicCamera extends Camera {

  	/**
  	 * Constructs a new orthographic camera.
  	 *
  	 * @param {number} [left=-1] - The left plane of the camera's frustum.
  	 * @param {number} [right=1] - The right plane of the camera's frustum.
  	 * @param {number} [top=1] - The top plane of the camera's frustum.
  	 * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  	 * @param {number} [near=0.1] - The camera's near plane.
  	 * @param {number} [far=2000] - The camera's far plane.
  	 */
  	constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isOrthographicCamera = true;

  		this.type = 'OrthographicCamera';

  		/**
  		 * The zoom factor of the camera.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.zoom = 1;

  		/**
  		 * Represents the frustum window specification. This property should not be edited
  		 * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.view = null;

  		/**
  		 * The left plane of the camera's frustum.
  		 *
  		 * @type {number}
  		 * @default -1
  		 */
  		this.left = left;

  		/**
  		 * The right plane of the camera's frustum.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.right = right;

  		/**
  		 * The top plane of the camera's frustum.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.top = top;

  		/**
  		 * The bottom plane of the camera's frustum.
  		 *
  		 * @type {number}
  		 * @default -1
  		 */
  		this.bottom = bottom;

  		/**
  		 * The camera's near plane. The valid range is greater than `0`
  		 * and less than the current value of {@link OrthographicCamera#far}.
  		 *
  		 * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  		 * valid value for an orthographic camera's near plane.
  		 *
  		 * @type {number}
  		 * @default 0.1
  		 */
  		this.near = near;

  		/**
  		 * The camera's far plane. Must be greater than the
  		 * current value of {@link OrthographicCamera#near}.
  		 *
  		 * @type {number}
  		 * @default 2000
  		 */
  		this.far = far;

  		this.updateProjectionMatrix();

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.left = source.left;
  		this.right = source.right;
  		this.top = source.top;
  		this.bottom = source.bottom;
  		this.near = source.near;
  		this.far = source.far;

  		this.zoom = source.zoom;
  		this.view = source.view === null ? null : Object.assign( {}, source.view );

  		return this;

  	}

  	/**
  	 * Sets an offset in a larger frustum. This is useful for multi-window or
  	 * multi-monitor/multi-machine setups.
  	 *
  	 * @param {number} fullWidth - The full width of multiview setup.
  	 * @param {number} fullHeight - The full height of multiview setup.
  	 * @param {number} x - The horizontal offset of the subcamera.
  	 * @param {number} y - The vertical offset of the subcamera.
  	 * @param {number} width - The width of subcamera.
  	 * @param {number} height - The height of subcamera.
  	 * @see {@link PerspectiveCamera#setViewOffset}
  	 */
  	setViewOffset( fullWidth, fullHeight, x, y, width, height ) {

  		if ( this.view === null ) {

  			this.view = {
  				enabled: true,
  				fullWidth: 1,
  				fullHeight: 1,
  				offsetX: 0,
  				offsetY: 0,
  				width: 1,
  				height: 1
  			};

  		}

  		this.view.enabled = true;
  		this.view.fullWidth = fullWidth;
  		this.view.fullHeight = fullHeight;
  		this.view.offsetX = x;
  		this.view.offsetY = y;
  		this.view.width = width;
  		this.view.height = height;

  		this.updateProjectionMatrix();

  	}

  	/**
  	 * Removes the view offset from the projection matrix.
  	 */
  	clearViewOffset() {

  		if ( this.view !== null ) {

  			this.view.enabled = false;

  		}

  		this.updateProjectionMatrix();

  	}

  	/**
  	 * Updates the camera's projection matrix. Must be called after any change of
  	 * camera properties.
  	 */
  	updateProjectionMatrix() {

  		const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  		const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  		const cx = ( this.right + this.left ) / 2;
  		const cy = ( this.top + this.bottom ) / 2;

  		let left = cx - dx;
  		let right = cx + dx;
  		let top = cy + dy;
  		let bottom = cy - dy;

  		if ( this.view !== null && this.view.enabled ) {

  			const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  			const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;

  			left += scaleW * this.view.offsetX;
  			right = left + scaleW * this.view.width;
  			top -= scaleH * this.view.offsetY;
  			bottom = top - scaleH * this.view.height;

  		}

  		this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );

  		this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.zoom = this.zoom;
  		data.object.left = this.left;
  		data.object.right = this.right;
  		data.object.top = this.top;
  		data.object.bottom = this.bottom;
  		data.object.near = this.near;
  		data.object.far = this.far;

  		if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

  		return data;

  	}

  }

  /**
   * Represents the shadow configuration of directional lights.
   *
   * @augments LightShadow
   */
  class DirectionalLightShadow extends LightShadow {

  	/**
  	 * Constructs a new directional light shadow.
  	 */
  	constructor() {

  		super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isDirectionalLightShadow = true;

  	}

  }

  /**
   * A light that gets emitted in a specific direction. This light will behave
   * as though it is infinitely far away and the rays produced from it are all
   * parallel. The common use case for this is to simulate daylight; the sun is
   * far enough away that its position can be considered to be infinite, and
   * all light rays coming from it are parallel.
   *
   * A common point of confusion for directional lights is that setting the
   * rotation has no effect. This is because three.js's DirectionalLight is the
   * equivalent to what is often called a 'Target Direct Light' in other
   * applications.
   *
   * This means that its direction is calculated as pointing from the light's
   * {@link Object3D#position} to the {@link DirectionalLight#target} position
   * (as opposed to a 'Free Direct Light' that just has a rotation
   * component).
   *
   * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
   *
   * ```js
   * // White directional light at half intensity shining from the top.
   * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
   * scene.add( directionalLight );
   * ```
   *
   * @augments Light
   */
  class DirectionalLight extends Light {

  	/**
  	 * Constructs a new directional light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity.
  	 */
  	constructor( color, intensity ) {

  		super( color, intensity );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isDirectionalLight = true;

  		this.type = 'DirectionalLight';

  		this.position.copy( Object3D.DEFAULT_UP );
  		this.updateMatrix();

  		/**
  		 * The directional light points from its position to the
  		 * target's position.
  		 *
  		 * For the target's position to be changed to anything other
  		 * than the default, it must be added to the scene.
  		 *
  		 * It is also possible to set the target to be another 3D object
  		 * in the scene. The light will now track the target object.
  		 *
  		 * @type {Object3D}
  		 */
  		this.target = new Object3D();

  		/**
  		 * This property holds the light's shadow configuration.
  		 *
  		 * @type {DirectionalLightShadow}
  		 */
  		this.shadow = new DirectionalLightShadow();

  	}

  	dispose() {

  		super.dispose();

  		this.shadow.dispose();

  	}

  	copy( source ) {

  		super.copy( source );

  		this.target = source.target.clone();
  		this.shadow = source.shadow.clone();

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.shadow = this.shadow.toJSON();
  		data.object.target = this.target.uuid;

  		return data;

  	}

  }

  /**
   * This light globally illuminates all objects in the scene equally.
   *
   * It cannot be used to cast shadows as it does not have a direction.
   *
   * ```js
   * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
   * scene.add( light );
   * ```
   *
   * @augments Light
   */
  class AmbientLight extends Light {

  	/**
  	 * Constructs a new ambient light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity.
  	 */
  	constructor( color, intensity ) {

  		super( color, intensity );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isAmbientLight = true;

  		this.type = 'AmbientLight';

  	}

  }

  /**
   * This class emits light uniformly across the face a rectangular plane.
   * This light type can be used to simulate light sources such as bright
   * windows or strip lighting.
   *
   * Important Notes:
   *
   * - There is no shadow support.
   * - Only PBR materials are supported.
   * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
   * into your app and init the uniforms/textures.
   *
   * ```js
   * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
   * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); //  only relevant for WebGPURenderer
   *
   * const intensity = 1; const width = 10; const height = 10;
   * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
   * rectLight.position.set( 5, 5, 0 );
   * rectLight.lookAt( 0, 0, 0 );
   * scene.add( rectLight )
   * ```
   *
   * @augments Light
   */
  class RectAreaLight extends Light {

  	/**
  	 * Constructs a new area light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity.
  	 * @param {number} [width=10] - The width of the light.
  	 * @param {number} [height=10] - The height of the light.
  	 */
  	constructor( color, intensity, width = 10, height = 10 ) {

  		super( color, intensity );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRectAreaLight = true;

  		this.type = 'RectAreaLight';

  		/**
  		 * The width of the light.
  		 *
  		 * @type {number}
  		 * @default 10
  		 */
  		this.width = width;

  		/**
  		 * The height of the light.
  		 *
  		 * @type {number}
  		 * @default 10
  		 */
  		this.height = height;

  	}

  	/**
  	 * The light's power. Power is the luminous power of the light measured in lumens (lm).
  	 * Changing the power will also change the light's intensity.
  	 *
  	 * @type {number}
  	 */
  	get power() {

  		// compute the light's luminous power (in lumens) from its intensity (in nits)
  		return this.intensity * this.width * this.height * Math.PI;

  	}

  	set power( power ) {

  		// set the light's intensity (in nits) from the desired luminous power (in lumens)
  		this.intensity = power / ( this.width * this.height * Math.PI );

  	}

  	copy( source ) {

  		super.copy( source );

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

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.width = this.width;
  		data.object.height = this.height;

  		return data;

  	}

  }

  /**
   * Represents a third-order spherical harmonics (SH). Light probes use this class
   * to encode lighting information.
   *
   * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
   * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
   */
  class SphericalHarmonics3 {

  	/**
  	 * Constructs a new spherical harmonics.
  	 */
  	constructor() {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSphericalHarmonics3 = true;

  		/**
  		 * An array holding the (9) SH coefficients.
  		 *
  		 * @type {Array<Vector3>}
  		 */
  		this.coefficients = [];

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

  			this.coefficients.push( new Vector3() );

  		}

  	}

  	/**
  	 * Sets the given SH coefficients to this instance by copying
  	 * the values.
  	 *
  	 * @param {Array<Vector3>} coefficients - The SH coefficients.
  	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  	 */
  	set( coefficients ) {

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

  			this.coefficients[ i ].copy( coefficients[ i ] );

  		}

  		return this;

  	}

  	/**
  	 * Sets all SH coefficients to `0`.
  	 *
  	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  	 */
  	zero() {

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

  			this.coefficients[ i ].set( 0, 0, 0 );

  		}

  		return this;

  	}

  	/**
  	 * Returns the radiance in the direction of the given normal.
  	 *
  	 * @param {Vector3} normal - The normal vector (assumed to be unit length)
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The radiance.
  	 */
  	getAt( normal, target ) {

  		// normal is assumed to be unit length

  		const x = normal.x, y = normal.y, z = normal.z;

  		const coeff = this.coefficients;

  		// band 0
  		target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );

  		// band 1
  		target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  		target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  		target.addScaledVector( coeff[ 3 ], 0.488603 * x );

  		// band 2
  		target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  		target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  		target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  		target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  		target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );

  		return target;

  	}

  	/**
  	 * Returns the irradiance (radiance convolved with cosine lobe) in the
  	 * direction of the given normal.
  	 *
  	 * @param {Vector3} normal - The normal vector (assumed to be unit length)
  	 * @param {Vector3} target - The target vector that is used to store the method's result.
  	 * @return {Vector3} The irradiance.
  	 */
  	getIrradianceAt( normal, target ) {

  		// normal is assumed to be unit length

  		const x = normal.x, y = normal.y, z = normal.z;

  		const coeff = this.coefficients;

  		// band 0
  		target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095

  		// band 1
  		target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  		target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  		target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );

  		// band 2
  		target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  		target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  		target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  		target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  		target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274

  		return target;

  	}

  	/**
  	 * Adds the given SH to this instance.
  	 *
  	 * @param {SphericalHarmonics3} sh - The SH to add.
  	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  	 */
  	add( sh ) {

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

  			this.coefficients[ i ].add( sh.coefficients[ i ] );

  		}

  		return this;

  	}

  	/**
  	 * A convenience method for performing {@link SphericalHarmonics3#add} and
  	 * {@link SphericalHarmonics3#scale} at once.
  	 *
  	 * @param {SphericalHarmonics3} sh - The SH to add.
  	 * @param {number} s - The scale factor.
  	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  	 */
  	addScaledSH( sh, s ) {

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

  			this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );

  		}

  		return this;

  	}

  	/**
  	 * Scales this SH by the given scale factor.
  	 *
  	 * @param {number} s - The scale factor.
  	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  	 */
  	scale( s ) {

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

  			this.coefficients[ i ].multiplyScalar( s );

  		}

  		return this;

  	}

  	/**
  	 * Linear interpolates between the given SH and this instance by the given
  	 * alpha factor.
  	 *
  	 * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  	 * @param {number} alpha - The alpha factor.
  	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  	 */
  	lerp( sh, alpha ) {

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

  			this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );

  		}

  		return this;

  	}

  	/**
  	 * Returns `true` if this spherical harmonics is equal with the given one.
  	 *
  	 * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  	 * @return {boolean} Whether this spherical harmonics is equal with the given one.
  	 */
  	equals( sh ) {

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

  			if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	/**
  	 * Copies the values of the given spherical harmonics to this instance.
  	 *
  	 * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  	 */
  	copy( sh ) {

  		return this.set( sh.coefficients );

  	}

  	/**
  	 * Returns a new spherical harmonics with copied values from this instance.
  	 *
  	 * @return {SphericalHarmonics3} A clone of this instance.
  	 */
  	clone() {

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

  	}

  	/**
  	 * Sets the SH coefficients of this instance from the given array.
  	 *
  	 * @param {Array<number>} array - An array holding the SH coefficients.
  	 * @param {number} [offset=0] - The array offset where to start copying.
  	 * @return {SphericalHarmonics3} A clone of this instance.
  	 */
  	fromArray( array, offset = 0 ) {

  		const coefficients = this.coefficients;

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

  			coefficients[ i ].fromArray( array, offset + ( i * 3 ) );

  		}

  		return this;

  	}

  	/**
  	 * Returns an array with the SH coefficients, or copies them into the provided
  	 * array. The coefficients are represented as numbers.
  	 *
  	 * @param {Array<number>} [array=[]] - The target array.
  	 * @param {number} [offset=0] - The array offset where to start copying.
  	 * @return {Array<number>} An array with flat SH coefficients.
  	 */
  	toArray( array = [], offset = 0 ) {

  		const coefficients = this.coefficients;

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

  			coefficients[ i ].toArray( array, offset + ( i * 3 ) );

  		}

  		return array;

  	}

  	/**
  	 * Computes the SH basis for the given normal vector.
  	 *
  	 * @param {Vector3} normal - The normal.
  	 * @param {Array<number>} shBasis - The target array holding the SH basis.
  	 */
  	static getBasisAt( normal, shBasis ) {

  		// normal is assumed to be unit length

  		const x = normal.x, y = normal.y, z = normal.z;

  		// band 0
  		shBasis[ 0 ] = 0.282095;

  		// band 1
  		shBasis[ 1 ] = 0.488603 * y;
  		shBasis[ 2 ] = 0.488603 * z;
  		shBasis[ 3 ] = 0.488603 * x;

  		// band 2
  		shBasis[ 4 ] = 1.092548 * x * y;
  		shBasis[ 5 ] = 1.092548 * y * z;
  		shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  		shBasis[ 7 ] = 1.092548 * x * z;
  		shBasis[ 8 ] = 0.546274 * ( x * x - y * y );

  	}

  }

  /**
   * Light probes are an alternative way of adding light to a 3D scene. Unlike
   * classical light sources (e.g. directional, point or spot lights), light
   * probes do not emit light. Instead they store information about light
   * passing through 3D space. During rendering, the light that hits a 3D
   * object is approximated by using the data from the light probe.
   *
   * Light probes are usually created from (radiance) environment maps. The
   * class {@link LightProbeGenerator} can be used to create light probes from
   * cube textures or render targets. However, light estimation data could also
   * be provided in other forms e.g. by WebXR. This enables the rendering of
   * augmented reality content that reacts to real world lighting.
   *
   * The current probe implementation in three.js supports so-called diffuse
   * light probes. This type of light probe is functionally equivalent to an
   * irradiance environment map.
   *
   * @augments Light
   */
  class LightProbe extends Light {

  	/**
  	 * Constructs a new light probe.
  	 *
  	 * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  	 * @param {number} [intensity=1] - The light's strength/intensity.
  	 */
  	constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {

  		super( undefined, intensity );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLightProbe = true;

  		/**
  		 * A light probe uses spherical harmonics to encode lighting information.
  		 *
  		 * @type {SphericalHarmonics3}
  		 */
  		this.sh = sh;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.sh.copy( source.sh );

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.sh = this.sh.toArray();

  		return data;

  	}

  }

  const fov = -90; // negative fov is not an error
  const aspect = 1;

  /**
   * A special type of camera that is positioned in 3D space to render its surroundings into a
   * cube render target. The render target can then be used as an environment map for rendering
   * realtime reflections in your scene.
   *
   * ```js
   * // Create cube render target
   * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
   *
   * // Create cube camera
   * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
   * scene.add( cubeCamera );
   *
   * // Create car
   * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
   * const car = new THREE.Mesh( carGeometry, chromeMaterial );
   * scene.add( car );
   *
   * // Update the render target cube
   * car.visible = false;
   * cubeCamera.position.copy( car.position );
   * cubeCamera.update( renderer, scene );
   *
   * // Render the scene
   * car.visible = true;
   * renderer.render( scene, camera );
   * ```
   *
   * @augments Object3D
   */
  class CubeCamera extends Object3D {

  	/**
  	 * Constructs a new cube camera.
  	 *
  	 * @param {number} near - The camera's near plane.
  	 * @param {number} far - The camera's far plane.
  	 * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  	 */
  	constructor( near, far, renderTarget ) {

  		super();

  		this.type = 'CubeCamera';

  		/**
  		 * A reference to the cube render target.
  		 *
  		 * @type {WebGLCubeRenderTarget}
  		 */
  		this.renderTarget = renderTarget;

  		/**
  		 * The current active coordinate system.
  		 *
  		 * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  		 * @default null
  		 */
  		this.coordinateSystem = null;

  		/**
  		 * The current active mipmap level
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.activeMipmapLevel = 0;

  		const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  		cameraPX.layers = this.layers;
  		this.add( cameraPX );

  		const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  		cameraNX.layers = this.layers;
  		this.add( cameraNX );

  		const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  		cameraPY.layers = this.layers;
  		this.add( cameraPY );

  		const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  		cameraNY.layers = this.layers;
  		this.add( cameraNY );

  		const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  		cameraPZ.layers = this.layers;
  		this.add( cameraPZ );

  		const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  		cameraNZ.layers = this.layers;
  		this.add( cameraNZ );

  	}

  	/**
  	 * Must be called when the coordinate system of the cube camera is changed.
  	 */
  	updateCoordinateSystem() {

  		const coordinateSystem = this.coordinateSystem;

  		const cameras = this.children.concat();

  		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;

  		for ( const camera of cameras ) this.remove( camera );

  		if ( coordinateSystem === WebGLCoordinateSystem ) {

  			cameraPX.up.set( 0, 1, 0 );
  			cameraPX.lookAt( 1, 0, 0 );

  			cameraNX.up.set( 0, 1, 0 );
  			cameraNX.lookAt( -1, 0, 0 );

  			cameraPY.up.set( 0, 0, -1 );
  			cameraPY.lookAt( 0, 1, 0 );

  			cameraNY.up.set( 0, 0, 1 );
  			cameraNY.lookAt( 0, -1, 0 );

  			cameraPZ.up.set( 0, 1, 0 );
  			cameraPZ.lookAt( 0, 0, 1 );

  			cameraNZ.up.set( 0, 1, 0 );
  			cameraNZ.lookAt( 0, 0, -1 );

  		} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

  			cameraPX.up.set( 0, -1, 0 );
  			cameraPX.lookAt( -1, 0, 0 );

  			cameraNX.up.set( 0, -1, 0 );
  			cameraNX.lookAt( 1, 0, 0 );

  			cameraPY.up.set( 0, 0, 1 );
  			cameraPY.lookAt( 0, 1, 0 );

  			cameraNY.up.set( 0, 0, -1 );
  			cameraNY.lookAt( 0, -1, 0 );

  			cameraPZ.up.set( 0, -1, 0 );
  			cameraPZ.lookAt( 0, 0, 1 );

  			cameraNZ.up.set( 0, -1, 0 );
  			cameraNZ.lookAt( 0, 0, -1 );

  		} else {

  			throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );

  		}

  		for ( const camera of cameras ) {

  			this.add( camera );

  			camera.updateMatrixWorld();

  		}

  	}

  	/**
  	 * Calling this method will render the given scene with the given renderer
  	 * into the cube render target of the camera.
  	 *
  	 * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  	 * @param {Scene} scene - The scene to render.
  	 */
  	update( renderer, scene ) {

  		if ( this.parent === null ) this.updateMatrixWorld();

  		const { renderTarget, activeMipmapLevel } = this;

  		if ( this.coordinateSystem !== renderer.coordinateSystem ) {

  			this.coordinateSystem = renderer.coordinateSystem;

  			this.updateCoordinateSystem();

  		}

  		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;

  		const currentRenderTarget = renderer.getRenderTarget();
  		const currentActiveCubeFace = renderer.getActiveCubeFace();
  		const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();

  		const currentXrEnabled = renderer.xr.enabled;

  		renderer.xr.enabled = false;

  		const generateMipmaps = renderTarget.texture.generateMipmaps;

  		renderTarget.texture.generateMipmaps = false;

  		// https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812

  		let reversedDepthBuffer = false;

  		if ( renderer.isWebGLRenderer === true ) {

  			reversedDepthBuffer = renderer.state.buffers.depth.getReversed();

  		} else {

  			reversedDepthBuffer = renderer.reversedDepthBuffer;

  		}

  		renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  		renderer.render( scene, cameraPX );

  		renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  		renderer.render( scene, cameraNX );

  		renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  		renderer.render( scene, cameraPY );

  		renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  		renderer.render( scene, cameraNY );

  		renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  		renderer.render( scene, cameraPZ );

  		// mipmaps are generated during the last call of render()
  		// at this point, all sides of the cube render target are defined

  		renderTarget.texture.generateMipmaps = generateMipmaps;

  		renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  		renderer.render( scene, cameraNZ );

  		renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );

  		renderer.xr.enabled = currentXrEnabled;

  		renderTarget.texture.needsPMREMUpdate = true;

  	}

  }

  /**
   * This type of camera can be used in order to efficiently render a scene with a
   * predefined set of cameras. This is an important performance aspect for
   * rendering VR scenes.
   *
   * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
   * to define for each sub camera the `viewport` property which determines the
   * part of the viewport that is rendered with this camera.
   *
   * @augments PerspectiveCamera
   */
  class ArrayCamera extends PerspectiveCamera {

  	/**
  	 * Constructs a new array camera.
  	 *
  	 * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  	 */
  	constructor( array = [] ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isArrayCamera = true;

  		/**
  		 * Whether this camera is used with multiview rendering or not.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default false
  		 */
  		this.isMultiViewCamera = false;

  		/**
  		 * An array of perspective sub cameras.
  		 *
  		 * @type {Array<PerspectiveCamera>}
  		 */
  		this.cameras = array;

  	}

  }

  /**
   * This class is an alternative to {@link Clock} with a different API design and behavior.
   * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
   *
   * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
   * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
   * - The class can make use of the Page Visibility API to avoid large time delta values when the app
   * is inactive (e.g. tab switched or browser hidden).
   *
   * ```js
   * const timer = new Timer();
   * timer.connect( document ); // use Page Visibility API
   * ```
   */
  let Timer$1 = class Timer {

  	/**
  	 * Constructs a new timer.
  	 */
  	constructor() {

  		this._previousTime = 0;
  		this._currentTime = 0;
  		this._startTime = performance.now();

  		this._delta = 0;
  		this._elapsed = 0;

  		this._timescale = 1;

  		this._document = null;
  		this._pageVisibilityHandler = null;

  	}

  	/**
  	 * Connect the timer to the given document.Calling this method is not mandatory to
  	 * use the timer but enables the usage of the Page Visibility API to avoid large time
  	 * delta values.
  	 *
  	 * @param {Document} document - The document.
  	 */
  	connect( document ) {

  		this._document = document;

  		// use Page Visibility API to avoid large time delta values

  		if ( document.hidden !== undefined ) {

  			this._pageVisibilityHandler = handleVisibilityChange.bind( this );

  			document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );

  		}

  	}

  	/**
  	 * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  	 */
  	disconnect() {

  		if ( this._pageVisibilityHandler !== null ) {

  			this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  			this._pageVisibilityHandler = null;

  		}

  		this._document = null;

  	}

  	/**
  	 * Returns the time delta in seconds.
  	 *
  	 * @return {number} The time delta in second.
  	 */
  	getDelta() {

  		return this._delta / 1000;

  	}

  	/**
  	 * Returns the elapsed time in seconds.
  	 *
  	 * @return {number} The elapsed time in second.
  	 */
  	getElapsed() {

  		return this._elapsed / 1000;

  	}

  	/**
  	 * Returns the timescale.
  	 *
  	 * @return {number} The timescale.
  	 */
  	getTimescale() {

  		return this._timescale;

  	}

  	/**
  	 * Sets the given timescale which scale the time delta computation
  	 * in `update()`.
  	 *
  	 * @param {number} timescale - The timescale to set.
  	 * @return {Timer} A reference to this timer.
  	 */
  	setTimescale( timescale ) {

  		this._timescale = timescale;

  		return this;

  	}

  	/**
  	 * Resets the time computation for the current simulation step.
  	 *
  	 * @return {Timer} A reference to this timer.
  	 */
  	reset() {

  		this._currentTime = performance.now() - this._startTime;

  		return this;

  	}

  	/**
  	 * Can be used to free all internal resources. Usually called when
  	 * the timer instance isn't required anymore.
  	 */
  	dispose() {

  		this.disconnect();

  	}

  	/**
  	 * Updates the internal state of the timer. This method should be called
  	 * once per simulation step and before you perform queries against the timer
  	 * (e.g. via `getDelta()`).
  	 *
  	 * @param {number} timestamp - The current time in milliseconds. Can be obtained
  	 * from the `requestAnimationFrame` callback argument. If not provided, the current
  	 * time will be determined with `performance.now`.
  	 * @return {Timer} A reference to this timer.
  	 */
  	update( timestamp ) {

  		if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {

  			this._delta = 0;

  		} else {

  			this._previousTime = this._currentTime;
  			this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;

  			this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  			this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas

  		}

  		return this;

  	}

  };

  function handleVisibilityChange() {

  	if ( this._document.hidden === false ) this.reset();

  }

  /**
   * An instanced version of an interleaved buffer.
   *
   * @augments InterleavedBuffer
   */
  class InstancedInterleavedBuffer extends InterleavedBuffer {

  	/**
  	 * Constructs a new instanced interleaved buffer.
  	 *
  	 * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  	 * @param {number} stride - The number of typed-array elements per vertex.
  	 * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  	 */
  	constructor( array, stride, meshPerAttribute = 1 ) {

  		super( array, stride );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isInstancedInterleavedBuffer = true;

  		/**
  		 * Defines how often a value of this buffer attribute should be repeated,
  		 * see {@link InstancedBufferAttribute#meshPerAttribute}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.meshPerAttribute = meshPerAttribute;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.meshPerAttribute = source.meshPerAttribute;

  		return this;

  	}

  	clone( data ) {

  		const ib = super.clone( data );

  		ib.meshPerAttribute = this.meshPerAttribute;

  		return ib;

  	}

  	toJSON( data ) {

  		const json = super.toJSON( data );

  		json.isInstancedInterleavedBuffer = true;
  		json.meshPerAttribute = this.meshPerAttribute;

  		return json;

  	}

  }

  const _matrix = /*@__PURE__*/ new Matrix4();

  /**
   * This class is designed to assist with raycasting. Raycasting is used for
   * mouse picking (working out what objects in the 3d space the mouse is over)
   * amongst other things.
   */
  class Raycaster {

  	/**
  	 * Constructs a new raycaster.
  	 *
  	 * @param {Vector3} origin - The origin vector where the ray casts from.
  	 * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  	 * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  	 * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  	 */
  	constructor( origin, direction, near = 0, far = Infinity ) {

  		/**
  		 * The ray used for raycasting.
  		 *
  		 * @type {Ray}
  		 */
  		this.ray = new Ray( origin, direction );

  		/**
  		 * All results returned are further away than near. Near can't be negative.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.near = near;

  		/**
  		 * All results returned are closer than far. Far can't be lower than near.
  		 *
  		 * @type {number}
  		 * @default Infinity
  		 */
  		this.far = far;

  		/**
  		 * The camera to use when raycasting against view-dependent objects such as
  		 * billboarded objects like sprites. This field can be set manually or
  		 * is set when calling `setFromCamera()`.
  		 *
  		 * @type {?Camera}
  		 * @default null
  		 */
  		this.camera = null;

  		/**
  		 * Allows to selectively ignore 3D objects when performing intersection tests.
  		 * The following code example ensures that only 3D objects on layer `1` will be
  		 * honored by raycaster.
  		 * ```js
  		 * raycaster.layers.set( 1 );
  		 * object.layers.enable( 1 );
  		 * ```
  		 *
  		 * @type {Layers}
  		 */
  		this.layers = new Layers();


  		/**
  		 * A parameter object that configures the raycasting. It has the structure:
  		 *
  		 * ```
  		 * {
  		 * 	Mesh: {},
  		 * 	Line: { threshold: 1 },
  		 * 	LOD: {},
  		 * 	Points: { threshold: 1 },
  		 * 	Sprite: {}
  		 * }
  		 * ```
  		 * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  		 *
  		 * @type {Object}
  		 */
  		this.params = {
  			Mesh: {},
  			Line: { threshold: 1 },
  			LOD: {},
  			Points: { threshold: 1 },
  			Sprite: {}
  		};

  	}

  	/**
  	 * Updates the ray with a new origin and direction by copying the values from the arguments.
  	 *
  	 * @param {Vector3} origin - The origin vector where the ray casts from.
  	 * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  	 */
  	set( origin, direction ) {

  		// direction is assumed to be normalized (for accurate distance calculations)

  		this.ray.set( origin, direction );

  	}

  	/**
  	 * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  	 *
  	 * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  	 * X and Y components should be between `-1` and `1`.
  	 * @param {Camera} camera - The camera from which the ray should originate.
  	 */
  	setFromCamera( coords, camera ) {

  		if ( camera.isPerspectiveCamera ) {

  			this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  			this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  			this.camera = camera;

  		} else if ( camera.isOrthographicCamera ) {

  			this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  			this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  			this.camera = camera;

  		} else {

  			error( 'Raycaster: Unsupported camera type: ' + camera.type );

  		}

  	}

  	/**
  	 * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  	 *
  	 * @param {WebXRController} controller - The controller to copy the position and direction from.
  	 * @return {Raycaster} A reference to this raycaster.
  	 */
  	setFromXRController( controller ) {

  		_matrix.identity().extractRotation( controller.matrixWorld );

  		this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  		this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );

  		return this;

  	}

  	/**
  	 * The intersection point of a raycaster intersection test.
  	 * @typedef {Object} Raycaster~Intersection
  	 * @property {number} distance - The distance from the ray's origin to the intersection point.
  	 * @property {number} distanceToRay -  Some 3D objects e.g. {@link Points} provide the distance of the
  	 * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  	 * @property {Vector3} point - The intersection point, in world coordinates.
  	 * @property {Object} face - The face that has been intersected.
  	 * @property {number} faceIndex - The face index.
  	 * @property {Object3D} object - The 3D object that has been intersected.
  	 * @property {Vector2} uv - U,V coordinates at point of intersection.
  	 * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  	 * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  	 * @property {number} instanceId - The index number of the instance where the ray
  	 * intersects the {@link InstancedMesh}.
  	 */

  	/**
  	 * Checks all intersection between the ray and the object with or without the
  	 * descendants. Intersections are returned sorted by distance, closest first.
  	 *
  	 * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  	 * evaluating whether the ray intersects the object or not. This allows meshes to respond
  	 * differently to ray casting than lines or points.
  	 *
  	 * Note that for meshes, faces must be pointed towards the origin of the ray in order
  	 * to be detected; intersections of the ray passing through the back of a face will not
  	 * be detected. To raycast against both faces of an object, you'll want to set  {@link Material#side}
  	 * to `THREE.DoubleSide`.
  	 *
  	 * @param {Object3D} object - The 3D object to check for intersection with the ray.
  	 * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  	 * Otherwise it only checks intersection with the object.
  	 * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  	 * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  	 */
  	intersectObject( object, recursive = true, intersects = [] ) {

  		intersect( object, this, intersects, recursive );

  		intersects.sort( ascSort );

  		return intersects;

  	}

  	/**
  	 * Checks all intersection between the ray and the objects with or without
  	 * the descendants. Intersections are returned sorted by distance, closest first.
  	 *
  	 * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  	 * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  	 * Otherwise it only checks intersection with the object.
  	 * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  	 * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  	 */
  	intersectObjects( objects, recursive = true, intersects = [] ) {

  		for ( let i = 0, l = objects.length; i < l; i ++ ) {

  			intersect( objects[ i ], this, intersects, recursive );

  		}

  		intersects.sort( ascSort );

  		return intersects;

  	}

  }

  function ascSort( a, b ) {

  	return a.distance - b.distance;

  }

  function intersect( object, raycaster, intersects, recursive ) {

  	let propagate = true;

  	if ( object.layers.test( raycaster.layers ) ) {

  		const result = object.raycast( raycaster, intersects );

  		if ( result === false ) propagate = false;

  	}

  	if ( propagate === true && recursive === true ) {

  		const children = object.children;

  		for ( let i = 0, l = children.length; i < l; i ++ ) {

  			intersect( children[ i ], raycaster, intersects, true );

  		}

  	}

  }

  /**
   * This class can be used to represent points in 3D space as
   * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
   */
  class Spherical {

  	/**
  	 * Constructs a new spherical.
  	 *
  	 * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  	 * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  	 * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  	 */
  	constructor( radius = 1, phi = 0, theta = 0 ) {

  		/**
  		 * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.radius = radius;

  		/**
  		 * The polar angle in radians from the y (up) axis.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.phi = phi;

  		/**
  		 * The equator/azimuthal angle in radians around the y (up) axis.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.theta = theta;

  	}

  	/**
  	 * Sets the spherical components by copying the given values.
  	 *
  	 * @param {number} radius - The radius.
  	 * @param {number} phi - The polar angle.
  	 * @param {number} theta - The azimuthal angle.
  	 * @return {Spherical} A reference to this spherical.
  	 */
  	set( radius, phi, theta ) {

  		this.radius = radius;
  		this.phi = phi;
  		this.theta = theta;

  		return this;

  	}

  	/**
  	 * Copies the values of the given spherical to this instance.
  	 *
  	 * @param {Spherical} other - The spherical to copy.
  	 * @return {Spherical} A reference to this spherical.
  	 */
  	copy( other ) {

  		this.radius = other.radius;
  		this.phi = other.phi;
  		this.theta = other.theta;

  		return this;

  	}

  	/**
  	 * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  	 * `0.000001`.
  	 *
  	 * @return {Spherical} A reference to this spherical.
  	 */
  	makeSafe() {

  		const EPS = 0.000001;
  		this.phi = clamp$1( this.phi, EPS, Math.PI - EPS );

  		return this;

  	}

  	/**
  	 * Sets the spherical components from the given vector which is assumed to hold
  	 * Cartesian coordinates.
  	 *
  	 * @param {Vector3} v - The vector to set.
  	 * @return {Spherical} A reference to this spherical.
  	 */
  	setFromVector3( v ) {

  		return this.setFromCartesianCoords( v.x, v.y, v.z );

  	}

  	/**
  	 * Sets the spherical components from the given Cartesian coordinates.
  	 *
  	 * @param {number} x - The x value.
  	 * @param {number} y - The y value.
  	 * @param {number} z - The z value.
  	 * @return {Spherical} A reference to this spherical.
  	 */
  	setFromCartesianCoords( x, y, z ) {

  		this.radius = Math.sqrt( x * x + y * y + z * z );

  		if ( this.radius === 0 ) {

  			this.theta = 0;
  			this.phi = 0;

  		} else {

  			this.theta = Math.atan2( x, z );
  			this.phi = Math.acos( clamp$1( y / this.radius, -1, 1 ) );

  		}

  		return this;

  	}

  	/**
  	 * Returns a new spherical with copied values from this instance.
  	 *
  	 * @return {Spherical} A clone of this instance.
  	 */
  	clone() {

  		return new this.constructor().copy( this );

  	}

  }

  /**
   * Represents a 2x2 matrix.
   *
   * A Note on Row-Major and Column-Major Ordering:
   *
   * The constructor and {@link Matrix2#set} method take arguments in
   * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
   * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
   * This means that calling:
   * ```js
   * const m = new THREE.Matrix2();
   * m.set( 11, 12,
   *        21, 22 );
   * ```
   * will result in the elements array containing:
   * ```js
   * m.elements = [ 11, 21,
   *                12, 22 ];
   * ```
   * and internally all calculations are performed using column-major ordering.
   * However, as the actual ordering makes no difference mathematically and
   * most people are used to thinking about matrices in row-major order, the
   * three.js documentation shows matrices in row-major order. Just bear in
   * mind that if you are reading the source code, you'll have to take the
   * transpose of any matrices outlined here to make sense of the calculations.
   */
  class Matrix2 {

  	/**
  	 * Constructs a new 2x2 matrix. The arguments are supposed to be
  	 * in row-major order. If no arguments are provided, the constructor
  	 * initializes the matrix as an identity matrix.
  	 *
  	 * @param {number} [n11] - 1-1 matrix element.
  	 * @param {number} [n12] - 1-2 matrix element.
  	 * @param {number} [n21] - 2-1 matrix element.
  	 * @param {number} [n22] - 2-2 matrix element.
  	 */
  	constructor( n11, n12, n21, n22 ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		Matrix2.prototype.isMatrix2 = true;

  		/**
  		 * A column-major list of matrix values.
  		 *
  		 * @type {Array<number>}
  		 */
  		this.elements = [
  			1, 0,
  			0, 1,
  		];

  		if ( n11 !== undefined ) {

  			this.set( n11, n12, n21, n22 );

  		}

  	}

  	/**
  	 * Sets this matrix to the 2x2 identity matrix.
  	 *
  	 * @return {Matrix2} A reference to this matrix.
  	 */
  	identity() {

  		this.set(
  			1, 0,
  			0, 1,
  		);

  		return this;

  	}

  	/**
  	 * Sets the elements of the matrix from the given array.
  	 *
  	 * @param {Array<number>} array - The matrix elements in column-major order.
  	 * @param {number} [offset=0] - Index of the first element in the array.
  	 * @return {Matrix2} A reference to this matrix.
  	 */
  	fromArray( array, offset = 0 ) {

  		for ( let i = 0; i < 4; i ++ ) {

  			this.elements[ i ] = array[ i + offset ];

  		}

  		return this;

  	}

  	/**
  	 * Sets the elements of the matrix.The arguments are supposed to be
  	 * in row-major order.
  	 *
  	 * @param {number} n11 - 1-1 matrix element.
  	 * @param {number} n12 - 1-2 matrix element.
  	 * @param {number} n21 - 2-1 matrix element.
  	 * @param {number} n22 - 2-2 matrix element.
  	 * @return {Matrix2} A reference to this matrix.
  	 */
  	set( n11, n12, n21, n22 ) {

  		const te = this.elements;

  		te[ 0 ] = n11; te[ 2 ] = n12;
  		te[ 1 ] = n21; te[ 3 ] = n22;

  		return this;

  	}

  }

  /**
   * Abstract base class for controls.
   *
   * @abstract
   * @augments EventDispatcher
   */
  class Controls extends EventDispatcher {

  	/**
  	 * Constructs a new controls instance.
  	 *
  	 * @param {Object3D} object - The object that is managed by the controls.
  	 * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  	 */
  	constructor( object, domElement = null ) {

  		super();

  		/**
  		 * The object that is managed by the controls.
  		 *
  		 * @type {Object3D}
  		 */
  		this.object = object;

  		/**
  		 * The HTML element used for event listeners.
  		 *
  		 * @type {?HTMLElement}
  		 * @default null
  		 */
  		this.domElement = domElement;

  		/**
  		 * Whether the controls responds to user input or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.enabled = true;

  		/**
  		 * The internal state of the controls.
  		 *
  		 * @type {number}
  		 * @default -1
  		 */
  		this.state = -1;

  		/**
  		 * This object defines the keyboard input of the controls.
  		 *
  		 * @type {Object}
  		 */
  		this.keys = {};

  		/**
  		 * This object defines what type of actions are assigned to the available mouse buttons.
  		 * It depends on the control implementation what kind of mouse buttons and actions are supported.
  		 *
  		 * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  		 */
  		this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };

  		/**
  		 * This object defines what type of actions are assigned to what kind of touch interaction.
  		 * It depends on the control implementation what kind of touch interaction and actions are supported.
  		 *
  		 * @type {{ONE: ?number, TWO: ?number}}
  		 */
  		this.touches = { ONE: null, TWO: null };

  	}

  	/**
  	 * Connects the controls to the DOM. This method has so called "side effects" since
  	 * it adds the module's event listeners to the DOM.
  	 *
  	 * @param {HTMLElement} element - The DOM element to connect to.
  	 */
  	connect( element ) {

  		if ( element === undefined ) {

  			warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  			return;

  		}

  		if ( this.domElement !== null ) this.disconnect();

  		this.domElement = element;

  	}

  	/**
  	 * Disconnects the controls from the DOM.
  	 */
  	disconnect() {}

  	/**
  	 * Call this method if you no longer want use to the controls. It frees all internal
  	 * resources and removes all event listeners.
  	 */
  	dispose() {}

  	/**
  	 * Controls should implement this method if they have to update their internal state
  	 * per simulation step.
  	 *
  	 * @param {number} [delta] - The time delta in seconds.
  	 */
  	update( /* delta */ ) {}

  }

  /**
   * Determines how many bytes must be used to represent the texture.
   *
   * @param {number} width - The width of the texture.
   * @param {number} height - The height of the texture.
   * @param {number} format - The texture's format.
   * @param {number} type - The texture's type.
   * @return {number} The byte length.
   */
  function getByteLength( width, height, format, type ) {

  	const typeByteLength = getTextureTypeByteLength( type );

  	switch ( format ) {

  		// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  		case AlphaFormat:
  			return width * height;
  		case RedFormat:
  			return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  		case RedIntegerFormat:
  			return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  		case RGFormat:
  			return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  		case RGIntegerFormat:
  			return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  		case RGBFormat:
  			return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  		case RGBAFormat:
  			return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  		case RGBAIntegerFormat:
  			return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;

  		// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  		case RGB_S3TC_DXT1_Format:
  		case RGBA_S3TC_DXT1_Format:
  			return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  		case RGBA_S3TC_DXT3_Format:
  		case RGBA_S3TC_DXT5_Format:
  			return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;

  		// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  		case RGB_PVRTC_2BPPV1_Format:
  		case RGBA_PVRTC_2BPPV1_Format:
  			return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  		case RGB_PVRTC_4BPPV1_Format:
  		case RGBA_PVRTC_4BPPV1_Format:
  			return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;

  		// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  		case RGB_ETC1_Format:
  		case RGB_ETC2_Format:
  		case R11_EAC_Format:
  		case SIGNED_R11_EAC_Format:
  			return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  		case RGBA_ETC2_EAC_Format:
  		case RG11_EAC_Format:
  		case SIGNED_RG11_EAC_Format:
  			return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;

  		// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  		case RGBA_ASTC_4x4_Format:
  			return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  		case RGBA_ASTC_5x4_Format:
  			return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  		case RGBA_ASTC_5x5_Format:
  			return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  		case RGBA_ASTC_6x5_Format:
  			return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  		case RGBA_ASTC_6x6_Format:
  			return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  		case RGBA_ASTC_8x5_Format:
  			return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  		case RGBA_ASTC_8x6_Format:
  			return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  		case RGBA_ASTC_8x8_Format:
  			return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  		case RGBA_ASTC_10x5_Format:
  			return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  		case RGBA_ASTC_10x6_Format:
  			return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  		case RGBA_ASTC_10x8_Format:
  			return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  		case RGBA_ASTC_10x10_Format:
  			return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  		case RGBA_ASTC_12x10_Format:
  			return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  		case RGBA_ASTC_12x12_Format:
  			return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;

  		// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  		case RGBA_BPTC_Format:
  		case RGB_BPTC_SIGNED_Format:
  		case RGB_BPTC_UNSIGNED_Format:
  			return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;

  		// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  		case RED_RGTC1_Format:
  		case SIGNED_RED_RGTC1_Format:
  			return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  		case RED_GREEN_RGTC2_Format:
  		case SIGNED_RED_GREEN_RGTC2_Format:
  			return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;

  	}

  	throw new Error(
  		`Unable to determine texture byte length for ${format} format.`,
  	);

  }

  function getTextureTypeByteLength( type ) {

  	switch ( type ) {

  		case UnsignedByteType:
  		case ByteType:
  			return { byteLength: 1, components: 1 };
  		case UnsignedShortType:
  		case ShortType:
  		case HalfFloatType:
  			return { byteLength: 2, components: 1 };
  		case UnsignedShort4444Type:
  		case UnsignedShort5551Type:
  			return { byteLength: 2, components: 4 };
  		case UnsignedIntType:
  		case IntType:
  		case FloatType:
  			return { byteLength: 4, components: 1 };
  		case UnsignedInt5999Type:
  		case UnsignedInt101111Type:
  			return { byteLength: 4, components: 3 };

  	}

  	throw new Error( `Unknown texture type ${type}.` );

  }

  if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

  	__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  		revision: REVISION,
  	} } ) );

  }

  if ( typeof window !== 'undefined' ) {

  	if ( window.__THREE__ ) {

  		warn( 'WARNING: Multiple instances of Three.js being imported.' );

  	} else {

  		window.__THREE__ = REVISION;

  	}

  }

  /**
   * @license
   * Copyright 2010-2026 Three.js Authors
   * SPDX-License-Identifier: MIT
   */

  function WebGLAnimation() {

  	let context = null;
  	let isAnimating = false;
  	let animationLoop = null;
  	let requestId = null;

  	function onAnimationFrame( time, frame ) {

  		animationLoop( time, frame );

  		requestId = context.requestAnimationFrame( onAnimationFrame );

  	}

  	return {

  		start: function () {

  			if ( isAnimating === true ) return;
  			if ( animationLoop === null ) return;

  			requestId = context.requestAnimationFrame( onAnimationFrame );

  			isAnimating = true;

  		},

  		stop: function () {

  			context.cancelAnimationFrame( requestId );

  			isAnimating = false;

  		},

  		setAnimationLoop: function ( callback ) {

  			animationLoop = callback;

  		},

  		setContext: function ( value ) {

  			context = value;

  		}

  	};

  }

  function WebGLAttributes( gl ) {

  	const buffers = new WeakMap();

  	function createBuffer( attribute, bufferType ) {

  		const array = attribute.array;
  		const usage = attribute.usage;
  		const size = array.byteLength;

  		const buffer = gl.createBuffer();

  		gl.bindBuffer( bufferType, buffer );
  		gl.bufferData( bufferType, array, usage );

  		attribute.onUploadCallback();

  		let type;

  		if ( array instanceof Float32Array ) {

  			type = gl.FLOAT;

  		} else if ( typeof Float16Array !== 'undefined' && array instanceof Float16Array ) {

  			type = gl.HALF_FLOAT;

  		} else if ( array instanceof Uint16Array ) {

  			if ( attribute.isFloat16BufferAttribute ) {

  				type = gl.HALF_FLOAT;

  			} else {

  				type = gl.UNSIGNED_SHORT;

  			}

  		} else if ( array instanceof Int16Array ) {

  			type = gl.SHORT;

  		} else if ( array instanceof Uint32Array ) {

  			type = gl.UNSIGNED_INT;

  		} else if ( array instanceof Int32Array ) {

  			type = gl.INT;

  		} else if ( array instanceof Int8Array ) {

  			type = gl.BYTE;

  		} else if ( array instanceof Uint8Array ) {

  			type = gl.UNSIGNED_BYTE;

  		} else if ( array instanceof Uint8ClampedArray ) {

  			type = gl.UNSIGNED_BYTE;

  		} else {

  			throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );

  		}

  		return {
  			buffer: buffer,
  			type: type,
  			bytesPerElement: array.BYTES_PER_ELEMENT,
  			version: attribute.version,
  			size: size
  		};

  	}

  	function updateBuffer( buffer, attribute, bufferType ) {

  		const array = attribute.array;
  		const updateRanges = attribute.updateRanges;

  		gl.bindBuffer( bufferType, buffer );

  		if ( updateRanges.length === 0 ) {

  			// Not using update ranges
  			gl.bufferSubData( bufferType, 0, array );

  		} else {

  			// Before applying update ranges, we merge any adjacent / overlapping
  			// ranges to reduce load on `gl.bufferSubData`. Empirically, this has led
  			// to performance improvements for applications which make heavy use of
  			// update ranges. Likely due to GPU command overhead.
  			//
  			// Note that to reduce garbage collection between frames, we merge the
  			// update ranges in-place. This is safe because this method will clear the
  			// update ranges once updated.

  			updateRanges.sort( ( a, b ) => a.start - b.start );

  			// To merge the update ranges in-place, we work from left to right in the
  			// existing updateRanges array, merging ranges. This may result in a final
  			// array which is smaller than the original. This index tracks the last
  			// index representing a merged range, any data after this index can be
  			// trimmed once the merge algorithm is completed.
  			let mergeIndex = 0;

  			for ( let i = 1; i < updateRanges.length; i ++ ) {

  				const previousRange = updateRanges[ mergeIndex ];
  				const range = updateRanges[ i ];

  				// We add one here to merge adjacent ranges. This is safe because ranges
  				// operate over positive integers.
  				if ( range.start <= previousRange.start + previousRange.count + 1 ) {

  					previousRange.count = Math.max(
  						previousRange.count,
  						range.start + range.count - previousRange.start
  					);

  				} else {

  					++ mergeIndex;
  					updateRanges[ mergeIndex ] = range;

  				}

  			}

  			// Trim the array to only contain the merged ranges.
  			updateRanges.length = mergeIndex + 1;

  			for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {

  				const range = updateRanges[ i ];

  				gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  					array, range.start, range.count );

  			}

  			attribute.clearUpdateRanges();

  		}

  		attribute.onUploadCallback();

  	}

  	//

  	function get( attribute ) {

  		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

  		return buffers.get( attribute );

  	}

  	function remove( attribute ) {

  		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

  		const data = buffers.get( attribute );

  		if ( data ) {

  			gl.deleteBuffer( data.buffer );

  			buffers.delete( attribute );

  		}

  	}

  	function update( attribute, bufferType ) {

  		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

  		if ( attribute.isGLBufferAttribute ) {

  			const cached = buffers.get( attribute );

  			if ( ! cached || cached.version < attribute.version ) {

  				buffers.set( attribute, {
  					buffer: attribute.buffer,
  					type: attribute.type,
  					bytesPerElement: attribute.elementSize,
  					version: attribute.version
  				} );

  			}

  			return;

  		}

  		const data = buffers.get( attribute );

  		if ( data === undefined ) {

  			buffers.set( attribute, createBuffer( attribute, bufferType ) );

  		} else if ( data.version < attribute.version ) {

  			if ( data.size !== attribute.array.byteLength ) {

  				throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );

  			}

  			updateBuffer( data.buffer, attribute, bufferType );

  			data.version = attribute.version;

  		}

  	}

  	return {

  		get: get,
  		remove: remove,
  		update: update

  	};

  }

  var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif";

  var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif";

  var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif";

  var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

  var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif";

  var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";

  var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";

  var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

  var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec4 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 );\n\t}\n#endif";

  var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif";

  var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif";

  var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";

  var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated";

  var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660,  0.0556434,\n\t\t-1.5371385,  1.8760108, -0.2040259,\n\t\t-0.4985314,  0.0415560,  1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif";

  var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";

  var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif";

  var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";

  var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";

  var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";

  var color_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#endif";

  var color_pars_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#endif";

  var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec4 vColor;\n#endif";

  var color_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n\tvColor *= color;\n#elif defined( USE_COLOR )\n\tvColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\n#endif";

  var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated";

  var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";

  var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";

  var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";

  var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif";

  var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";

  var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";

  var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";

  var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( 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 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";

  var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif";

  var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif";

  var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";

  var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";

  var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";

  var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";

  var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";

  var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";

  var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";

  var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}";

  var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

  var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";

  var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";

  var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\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}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";

  var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";

  var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";

  var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon";

  var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

  var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";

  var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";

  var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n    float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n    float x2 = x * x;\n    float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n    return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn v;\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3(             0, 1,             0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";

  var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";

  var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";

  var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";

  var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

  var logdepthbuf_pars_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

  var logdepthbuf_pars_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

  var logdepthbuf_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif";

  var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";

  var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";

  var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";

  var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

  var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";

  var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

  var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] =  texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif";

  var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif";

  var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";

  var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif";

  var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";

  var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";

  var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";

  var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

  var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

  var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";

  var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif";

  var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";

  var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif";

  var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif";

  var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif";

  var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";

  var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\n\t\treturn depth * ( far - near ) - far;\n\t#else\n\t\treturn depth * ( near - far ) - near;\n\t#endif\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\treturn ( near * far ) / ( ( near - far ) * depth - near );\n\t#else\n\t\treturn ( near * far ) / ( ( far - near ) * depth - far );\n\t#endif\n}";

  var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";

  var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";

  var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";

  var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";

  var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";

  var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

  var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif";

  var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";

  var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";

  var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";

  var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

  var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif";

  var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";

  var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";

  var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

  var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

  var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

  var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

  var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";

  var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a *  a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif";

  var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";

  var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";

  var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif";

  var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";

  const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";

  const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$g = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

  const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$f = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

  const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$e = "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";

  const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <logdepthbuf_fragment>\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}";

  const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";

  const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}";

  const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";

  const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

  const vertex$a = "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_lambert_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";

  const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";

  const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}";

  const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";

  const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

  const vertex$2 = "#include <common>\n#include <batching_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

  const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}";

  const ShaderChunk = {
  	alphahash_fragment: alphahash_fragment,
  	alphahash_pars_fragment: alphahash_pars_fragment,
  	alphamap_fragment: alphamap_fragment,
  	alphamap_pars_fragment: alphamap_pars_fragment,
  	alphatest_fragment: alphatest_fragment,
  	alphatest_pars_fragment: alphatest_pars_fragment,
  	aomap_fragment: aomap_fragment,
  	aomap_pars_fragment: aomap_pars_fragment,
  	batching_pars_vertex: batching_pars_vertex,
  	batching_vertex: batching_vertex,
  	begin_vertex: begin_vertex,
  	beginnormal_vertex: beginnormal_vertex,
  	bsdfs: bsdfs,
  	iridescence_fragment: iridescence_fragment,
  	bumpmap_pars_fragment: bumpmap_pars_fragment,
  	clipping_planes_fragment: clipping_planes_fragment,
  	clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  	clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  	clipping_planes_vertex: clipping_planes_vertex,
  	color_fragment: color_fragment,
  	color_pars_fragment: color_pars_fragment,
  	color_pars_vertex: color_pars_vertex,
  	color_vertex: color_vertex,
  	common: common,
  	cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  	defaultnormal_vertex: defaultnormal_vertex,
  	displacementmap_pars_vertex: displacementmap_pars_vertex,
  	displacementmap_vertex: displacementmap_vertex,
  	emissivemap_fragment: emissivemap_fragment,
  	emissivemap_pars_fragment: emissivemap_pars_fragment,
  	colorspace_fragment: colorspace_fragment,
  	colorspace_pars_fragment: colorspace_pars_fragment,
  	envmap_fragment: envmap_fragment,
  	envmap_common_pars_fragment: envmap_common_pars_fragment,
  	envmap_pars_fragment: envmap_pars_fragment,
  	envmap_pars_vertex: envmap_pars_vertex,
  	envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  	envmap_vertex: envmap_vertex,
  	fog_vertex: fog_vertex,
  	fog_pars_vertex: fog_pars_vertex,
  	fog_fragment: fog_fragment,
  	fog_pars_fragment: fog_pars_fragment,
  	gradientmap_pars_fragment: gradientmap_pars_fragment,
  	lightmap_pars_fragment: lightmap_pars_fragment,
  	lights_lambert_fragment: lights_lambert_fragment,
  	lights_lambert_pars_fragment: lights_lambert_pars_fragment,
  	lights_pars_begin: lights_pars_begin,
  	lights_toon_fragment: lights_toon_fragment,
  	lights_toon_pars_fragment: lights_toon_pars_fragment,
  	lights_phong_fragment: lights_phong_fragment,
  	lights_phong_pars_fragment: lights_phong_pars_fragment,
  	lights_physical_fragment: lights_physical_fragment,
  	lights_physical_pars_fragment: lights_physical_pars_fragment,
  	lights_fragment_begin: lights_fragment_begin,
  	lights_fragment_maps: lights_fragment_maps,
  	lights_fragment_end: lights_fragment_end,
  	logdepthbuf_fragment: logdepthbuf_fragment,
  	logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  	logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  	logdepthbuf_vertex: logdepthbuf_vertex,
  	map_fragment: map_fragment,
  	map_pars_fragment: map_pars_fragment,
  	map_particle_fragment: map_particle_fragment,
  	map_particle_pars_fragment: map_particle_pars_fragment,
  	metalnessmap_fragment: metalnessmap_fragment,
  	metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  	morphinstance_vertex: morphinstance_vertex,
  	morphcolor_vertex: morphcolor_vertex,
  	morphnormal_vertex: morphnormal_vertex,
  	morphtarget_pars_vertex: morphtarget_pars_vertex,
  	morphtarget_vertex: morphtarget_vertex,
  	normal_fragment_begin: normal_fragment_begin,
  	normal_fragment_maps: normal_fragment_maps,
  	normal_pars_fragment: normal_pars_fragment,
  	normal_pars_vertex: normal_pars_vertex,
  	normal_vertex: normal_vertex,
  	normalmap_pars_fragment: normalmap_pars_fragment,
  	clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  	clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  	clearcoat_pars_fragment: clearcoat_pars_fragment,
  	iridescence_pars_fragment: iridescence_pars_fragment,
  	opaque_fragment: opaque_fragment,
  	packing: packing,
  	premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  	project_vertex: project_vertex,
  	dithering_fragment: dithering_fragment,
  	dithering_pars_fragment: dithering_pars_fragment,
  	roughnessmap_fragment: roughnessmap_fragment,
  	roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  	shadowmap_pars_fragment: shadowmap_pars_fragment,
  	shadowmap_pars_vertex: shadowmap_pars_vertex,
  	shadowmap_vertex: shadowmap_vertex,
  	shadowmask_pars_fragment: shadowmask_pars_fragment,
  	skinbase_vertex: skinbase_vertex,
  	skinning_pars_vertex: skinning_pars_vertex,
  	skinning_vertex: skinning_vertex,
  	skinnormal_vertex: skinnormal_vertex,
  	specularmap_fragment: specularmap_fragment,
  	specularmap_pars_fragment: specularmap_pars_fragment,
  	tonemapping_fragment: tonemapping_fragment,
  	tonemapping_pars_fragment: tonemapping_pars_fragment,
  	transmission_fragment: transmission_fragment,
  	transmission_pars_fragment: transmission_pars_fragment,
  	uv_pars_fragment: uv_pars_fragment,
  	uv_pars_vertex: uv_pars_vertex,
  	uv_vertex: uv_vertex,
  	worldpos_vertex: worldpos_vertex,

  	background_vert: vertex$h,
  	background_frag: fragment$h,
  	backgroundCube_vert: vertex$g,
  	backgroundCube_frag: fragment$g,
  	cube_vert: vertex$f,
  	cube_frag: fragment$f,
  	depth_vert: vertex$e,
  	depth_frag: fragment$e,
  	distance_vert: vertex$d,
  	distance_frag: fragment$d,
  	equirect_vert: vertex$c,
  	equirect_frag: fragment$c,
  	linedashed_vert: vertex$b,
  	linedashed_frag: fragment$b,
  	meshbasic_vert: vertex$a,
  	meshbasic_frag: fragment$a,
  	meshlambert_vert: vertex$9,
  	meshlambert_frag: fragment$9,
  	meshmatcap_vert: vertex$8,
  	meshmatcap_frag: fragment$8,
  	meshnormal_vert: vertex$7,
  	meshnormal_frag: fragment$7,
  	meshphong_vert: vertex$6,
  	meshphong_frag: fragment$6,
  	meshphysical_vert: vertex$5,
  	meshphysical_frag: fragment$5,
  	meshtoon_vert: vertex$4,
  	meshtoon_frag: fragment$4,
  	points_vert: vertex$3,
  	points_frag: fragment$3,
  	shadow_vert: vertex$2,
  	shadow_frag: fragment$2,
  	sprite_vert: vertex$1,
  	sprite_frag: fragment$1
  };

  // Uniforms library for shared webgl shaders
  const UniformsLib = {

  	common: {

  		diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },
  		opacity: { value: 1.0 },

  		map: { value: null },
  		mapTransform: { value: /*@__PURE__*/ new Matrix3() },

  		alphaMap: { value: null },
  		alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },

  		alphaTest: { value: 0 }

  	},

  	specularmap: {

  		specularMap: { value: null },
  		specularMapTransform: { value: /*@__PURE__*/ new Matrix3() }

  	},

  	envmap: {

  		envMap: { value: null },
  		envMapRotation: { value: /*@__PURE__*/ new Matrix3() },
  		flipEnvMap: { value: -1 },
  		reflectivity: { value: 1.0 }, // basic, lambert, phong
  		ior: { value: 1.5 }, // physical
  		refractionRatio: { value: 0.98 }, // basic, lambert, phong
  		dfgLUT: { value: null } // DFG LUT for physically-based rendering

  	},

  	aomap: {

  		aoMap: { value: null },
  		aoMapIntensity: { value: 1 },
  		aoMapTransform: { value: /*@__PURE__*/ new Matrix3() }

  	},

  	lightmap: {

  		lightMap: { value: null },
  		lightMapIntensity: { value: 1 },
  		lightMapTransform: { value: /*@__PURE__*/ new Matrix3() }

  	},

  	bumpmap: {

  		bumpMap: { value: null },
  		bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		bumpScale: { value: 1 }

  	},

  	normalmap: {

  		normalMap: { value: null },
  		normalMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }

  	},

  	displacementmap: {

  		displacementMap: { value: null },
  		displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		displacementScale: { value: 1 },
  		displacementBias: { value: 0 }

  	},

  	emissivemap: {

  		emissiveMap: { value: null },
  		emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }

  	},

  	metalnessmap: {

  		metalnessMap: { value: null },
  		metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }

  	},

  	roughnessmap: {

  		roughnessMap: { value: null },
  		roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }

  	},

  	gradientmap: {

  		gradientMap: { value: null }

  	},

  	fog: {

  		fogDensity: { value: 0.00025 },
  		fogNear: { value: 1 },
  		fogFar: { value: 2000 },
  		fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }

  	},

  	lights: {

  		ambientLightColor: { value: [] },

  		lightProbe: { value: [] },

  		directionalLights: { value: [], properties: {
  			direction: {},
  			color: {}
  		} },

  		directionalLightShadows: { value: [], properties: {
  			shadowIntensity: 1,
  			shadowBias: {},
  			shadowNormalBias: {},
  			shadowRadius: {},
  			shadowMapSize: {}
  		} },

  		directionalShadowMatrix: { value: [] },

  		spotLights: { value: [], properties: {
  			color: {},
  			position: {},
  			direction: {},
  			distance: {},
  			coneCos: {},
  			penumbraCos: {},
  			decay: {}
  		} },

  		spotLightShadows: { value: [], properties: {
  			shadowIntensity: 1,
  			shadowBias: {},
  			shadowNormalBias: {},
  			shadowRadius: {},
  			shadowMapSize: {}
  		} },

  		spotLightMap: { value: [] },
  		spotLightMatrix: { value: [] },

  		pointLights: { value: [], properties: {
  			color: {},
  			position: {},
  			decay: {},
  			distance: {}
  		} },

  		pointLightShadows: { value: [], properties: {
  			shadowIntensity: 1,
  			shadowBias: {},
  			shadowNormalBias: {},
  			shadowRadius: {},
  			shadowMapSize: {},
  			shadowCameraNear: {},
  			shadowCameraFar: {}
  		} },

  		pointShadowMatrix: { value: [] },

  		hemisphereLights: { value: [], properties: {
  			direction: {},
  			skyColor: {},
  			groundColor: {}
  		} },

  		// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  		rectAreaLights: { value: [], properties: {
  			color: {},
  			position: {},
  			width: {},
  			height: {}
  		} },

  		ltc_1: { value: null },
  		ltc_2: { value: null }

  	},

  	points: {

  		diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },
  		opacity: { value: 1.0 },
  		size: { value: 1.0 },
  		scale: { value: 1.0 },
  		map: { value: null },
  		alphaMap: { value: null },
  		alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		alphaTest: { value: 0 },
  		uvTransform: { value: /*@__PURE__*/ new Matrix3() }

  	},

  	sprite: {

  		diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },
  		opacity: { value: 1.0 },
  		center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },
  		rotation: { value: 0.0 },
  		map: { value: null },
  		mapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		alphaMap: { value: null },
  		alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		alphaTest: { value: 0 }

  	}

  };

  const ShaderLib = {

  	basic: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.specularmap,
  			UniformsLib.envmap,
  			UniformsLib.aomap,
  			UniformsLib.lightmap,
  			UniformsLib.fog
  		] ),

  		vertexShader: ShaderChunk.meshbasic_vert,
  		fragmentShader: ShaderChunk.meshbasic_frag

  	},

  	lambert: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.specularmap,
  			UniformsLib.envmap,
  			UniformsLib.aomap,
  			UniformsLib.lightmap,
  			UniformsLib.emissivemap,
  			UniformsLib.bumpmap,
  			UniformsLib.normalmap,
  			UniformsLib.displacementmap,
  			UniformsLib.fog,
  			UniformsLib.lights,
  			{
  				emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
  				envMapIntensity: { value: 1 }
  			}
  		] ),

  		vertexShader: ShaderChunk.meshlambert_vert,
  		fragmentShader: ShaderChunk.meshlambert_frag

  	},

  	phong: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.specularmap,
  			UniformsLib.envmap,
  			UniformsLib.aomap,
  			UniformsLib.lightmap,
  			UniformsLib.emissivemap,
  			UniformsLib.bumpmap,
  			UniformsLib.normalmap,
  			UniformsLib.displacementmap,
  			UniformsLib.fog,
  			UniformsLib.lights,
  			{
  				emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
  				specular: { value: /*@__PURE__*/ new Color( 0x111111 ) },
  				shininess: { value: 30 },
  				envMapIntensity: { value: 1 }
  			}
  		] ),

  		vertexShader: ShaderChunk.meshphong_vert,
  		fragmentShader: ShaderChunk.meshphong_frag

  	},

  	standard: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.envmap,
  			UniformsLib.aomap,
  			UniformsLib.lightmap,
  			UniformsLib.emissivemap,
  			UniformsLib.bumpmap,
  			UniformsLib.normalmap,
  			UniformsLib.displacementmap,
  			UniformsLib.roughnessmap,
  			UniformsLib.metalnessmap,
  			UniformsLib.fog,
  			UniformsLib.lights,
  			{
  				emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
  				roughness: { value: 1.0 },
  				metalness: { value: 0.0 },
  				envMapIntensity: { value: 1 }
  			}
  		] ),

  		vertexShader: ShaderChunk.meshphysical_vert,
  		fragmentShader: ShaderChunk.meshphysical_frag

  	},

  	toon: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.aomap,
  			UniformsLib.lightmap,
  			UniformsLib.emissivemap,
  			UniformsLib.bumpmap,
  			UniformsLib.normalmap,
  			UniformsLib.displacementmap,
  			UniformsLib.gradientmap,
  			UniformsLib.fog,
  			UniformsLib.lights,
  			{
  				emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
  			}
  		] ),

  		vertexShader: ShaderChunk.meshtoon_vert,
  		fragmentShader: ShaderChunk.meshtoon_frag

  	},

  	matcap: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.bumpmap,
  			UniformsLib.normalmap,
  			UniformsLib.displacementmap,
  			UniformsLib.fog,
  			{
  				matcap: { value: null }
  			}
  		] ),

  		vertexShader: ShaderChunk.meshmatcap_vert,
  		fragmentShader: ShaderChunk.meshmatcap_frag

  	},

  	points: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.points,
  			UniformsLib.fog
  		] ),

  		vertexShader: ShaderChunk.points_vert,
  		fragmentShader: ShaderChunk.points_frag

  	},

  	dashed: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.fog,
  			{
  				scale: { value: 1 },
  				dashSize: { value: 1 },
  				totalSize: { value: 2 }
  			}
  		] ),

  		vertexShader: ShaderChunk.linedashed_vert,
  		fragmentShader: ShaderChunk.linedashed_frag

  	},

  	depth: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.displacementmap
  		] ),

  		vertexShader: ShaderChunk.depth_vert,
  		fragmentShader: ShaderChunk.depth_frag

  	},

  	normal: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.bumpmap,
  			UniformsLib.normalmap,
  			UniformsLib.displacementmap,
  			{
  				opacity: { value: 1.0 }
  			}
  		] ),

  		vertexShader: ShaderChunk.meshnormal_vert,
  		fragmentShader: ShaderChunk.meshnormal_frag

  	},

  	sprite: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.sprite,
  			UniformsLib.fog
  		] ),

  		vertexShader: ShaderChunk.sprite_vert,
  		fragmentShader: ShaderChunk.sprite_frag

  	},

  	background: {

  		uniforms: {
  			uvTransform: { value: /*@__PURE__*/ new Matrix3() },
  			t2D: { value: null },
  			backgroundIntensity: { value: 1 }
  		},

  		vertexShader: ShaderChunk.background_vert,
  		fragmentShader: ShaderChunk.background_frag

  	},

  	backgroundCube: {

  		uniforms: {
  			envMap: { value: null },
  			flipEnvMap: { value: -1 },
  			backgroundBlurriness: { value: 0 },
  			backgroundIntensity: { value: 1 },
  			backgroundRotation: { value: /*@__PURE__*/ new Matrix3() }
  		},

  		vertexShader: ShaderChunk.backgroundCube_vert,
  		fragmentShader: ShaderChunk.backgroundCube_frag

  	},

  	cube: {

  		uniforms: {
  			tCube: { value: null },
  			tFlip: { value: -1 },
  			opacity: { value: 1.0 }
  		},

  		vertexShader: ShaderChunk.cube_vert,
  		fragmentShader: ShaderChunk.cube_frag

  	},

  	equirect: {

  		uniforms: {
  			tEquirect: { value: null },
  		},

  		vertexShader: ShaderChunk.equirect_vert,
  		fragmentShader: ShaderChunk.equirect_frag

  	},

  	distance: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.displacementmap,
  			{
  				referencePosition: { value: /*@__PURE__*/ new Vector3() },
  				nearDistance: { value: 1 },
  				farDistance: { value: 1000 }
  			}
  		] ),

  		vertexShader: ShaderChunk.distance_vert,
  		fragmentShader: ShaderChunk.distance_frag

  	},

  	shadow: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.lights,
  			UniformsLib.fog,
  			{
  				color: { value: /*@__PURE__*/ new Color( 0x00000 ) },
  				opacity: { value: 1.0 }
  			},
  		] ),

  		vertexShader: ShaderChunk.shadow_vert,
  		fragmentShader: ShaderChunk.shadow_frag

  	}

  };

  ShaderLib.physical = {

  	uniforms: /*@__PURE__*/ mergeUniforms( [
  		ShaderLib.standard.uniforms,
  		{
  			clearcoat: { value: 0 },
  			clearcoatMap: { value: null },
  			clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			clearcoatNormalMap: { value: null },
  			clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },
  			clearcoatRoughness: { value: 0 },
  			clearcoatRoughnessMap: { value: null },
  			clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			dispersion: { value: 0 },
  			iridescence: { value: 0 },
  			iridescenceMap: { value: null },
  			iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			iridescenceIOR: { value: 1.3 },
  			iridescenceThicknessMinimum: { value: 100 },
  			iridescenceThicknessMaximum: { value: 400 },
  			iridescenceThicknessMap: { value: null },
  			iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			sheen: { value: 0 },
  			sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
  			sheenColorMap: { value: null },
  			sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			sheenRoughness: { value: 1 },
  			sheenRoughnessMap: { value: null },
  			sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			transmission: { value: 0 },
  			transmissionMap: { value: null },
  			transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },
  			transmissionSamplerMap: { value: null },
  			thickness: { value: 0 },
  			thicknessMap: { value: null },
  			thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			attenuationDistance: { value: 0 },
  			attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
  			specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },
  			specularColorMap: { value: null },
  			specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			specularIntensity: { value: 1 },
  			specularIntensityMap: { value: null },
  			specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  			anisotropyVector: { value: /*@__PURE__*/ new Vector2() },
  			anisotropyMap: { value: null },
  			anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		}
  	] ),

  	vertexShader: ShaderChunk.meshphysical_vert,
  	fragmentShader: ShaderChunk.meshphysical_frag

  };

  const _rgb = { r: 0, b: 0, g: 0 };
  const _e1$1$1 = /*@__PURE__*/ new Euler();
  const _m1$1$1 = /*@__PURE__*/ new Matrix4();

  function WebGLBackground( renderer, environments, state, objects, alpha, premultipliedAlpha ) {

  	const clearColor = new Color( 0x000000 );
  	let clearAlpha = alpha === true ? 0 : 1;

  	let planeMesh;
  	let boxMesh;

  	let currentBackground = null;
  	let currentBackgroundVersion = 0;
  	let currentTonemapping = null;

  	function getBackground( scene ) {

  		let background = scene.isScene === true ? scene.background : null;

  		if ( background && background.isTexture ) {

  			const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background
  			background = environments.get( background, usePMREM );

  		}

  		return background;

  	}

  	function render( scene ) {

  		let forceClear = false;
  		const background = getBackground( scene );

  		if ( background === null ) {

  			setClear( clearColor, clearAlpha );

  		} else if ( background && background.isColor ) {

  			setClear( background, 1 );
  			forceClear = true;

  		}

  		const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();

  		if ( environmentBlendMode === 'additive' ) {

  			state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );

  		} else if ( environmentBlendMode === 'alpha-blend' ) {

  			state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );

  		}

  		if ( renderer.autoClear || forceClear ) {

  			// buffers might not be writable which is required to ensure a correct clear

  			state.buffers.depth.setTest( true );
  			state.buffers.depth.setMask( true );
  			state.buffers.color.setMask( true );

  			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

  		}

  	}

  	function addToRenderList( renderList, scene ) {

  		const background = getBackground( scene );

  		if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {

  			if ( boxMesh === undefined ) {

  				boxMesh = new Mesh(
  					new BoxGeometry( 1, 1, 1 ),
  					new ShaderMaterial( {
  						name: 'BackgroundCubeMaterial',
  						uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),
  						vertexShader: ShaderLib.backgroundCube.vertexShader,
  						fragmentShader: ShaderLib.backgroundCube.fragmentShader,
  						side: BackSide,
  						depthTest: false,
  						depthWrite: false,
  						fog: false,
  						allowOverride: false
  					} )
  				);

  				boxMesh.geometry.deleteAttribute( 'normal' );
  				boxMesh.geometry.deleteAttribute( 'uv' );

  				boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

  					this.matrixWorld.copyPosition( camera.matrixWorld );

  				};

  				// add "envMap" material property so the renderer can evaluate it like for built-in materials
  				Object.defineProperty( boxMesh.material, 'envMap', {

  					get: function () {

  						return this.uniforms.envMap.value;

  					}

  				} );

  				objects.update( boxMesh );

  			}

  			_e1$1$1.copy( scene.backgroundRotation );

  			// accommodate left-handed frame
  			_e1$1$1.x *= -1; _e1$1$1.y *= -1; _e1$1$1.z *= -1;

  			if ( background.isCubeTexture && background.isRenderTargetTexture === false ) {

  				// environment maps which are not cube render targets or PMREMs follow a different convention
  				_e1$1$1.y *= -1;
  				_e1$1$1.z *= -1;

  			}

  			boxMesh.material.uniforms.envMap.value = background;
  			boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? -1 : 1;
  			boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
  			boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
  			boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1$1.makeRotationFromEuler( _e1$1$1 ) );
  			boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;

  			if ( currentBackground !== background ||
  				currentBackgroundVersion !== background.version ||
  				currentTonemapping !== renderer.toneMapping ) {

  				boxMesh.material.needsUpdate = true;

  				currentBackground = background;
  				currentBackgroundVersion = background.version;
  				currentTonemapping = renderer.toneMapping;

  			}

  			boxMesh.layers.enableAll();

  			// push to the pre-sorted opaque render list
  			renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );

  		} else if ( background && background.isTexture ) {

  			if ( planeMesh === undefined ) {

  				planeMesh = new Mesh(
  					new PlaneGeometry( 2, 2 ),
  					new ShaderMaterial( {
  						name: 'BackgroundMaterial',
  						uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  						vertexShader: ShaderLib.background.vertexShader,
  						fragmentShader: ShaderLib.background.fragmentShader,
  						side: FrontSide,
  						depthTest: false,
  						depthWrite: false,
  						fog: false,
  						allowOverride: false
  					} )
  				);

  				planeMesh.geometry.deleteAttribute( 'normal' );

  				// add "map" material property so the renderer can evaluate it like for built-in materials
  				Object.defineProperty( planeMesh.material, 'map', {

  					get: function () {

  						return this.uniforms.t2D.value;

  					}

  				} );

  				objects.update( planeMesh );

  			}

  			planeMesh.material.uniforms.t2D.value = background;
  			planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
  			planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;

  			if ( background.matrixAutoUpdate === true ) {

  				background.updateMatrix();

  			}

  			planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );

  			if ( currentBackground !== background ||
  				currentBackgroundVersion !== background.version ||
  				currentTonemapping !== renderer.toneMapping ) {

  				planeMesh.material.needsUpdate = true;

  				currentBackground = background;
  				currentBackgroundVersion = background.version;
  				currentTonemapping = renderer.toneMapping;

  			}

  			planeMesh.layers.enableAll();

  			// push to the pre-sorted opaque render list
  			renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );

  		}

  	}

  	function setClear( color, alpha ) {

  		color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );

  		state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );

  	}

  	function dispose() {

  		if ( boxMesh !== undefined ) {

  			boxMesh.geometry.dispose();
  			boxMesh.material.dispose();

  			boxMesh = undefined;

  		}

  		if ( planeMesh !== undefined ) {

  			planeMesh.geometry.dispose();
  			planeMesh.material.dispose();

  			planeMesh = undefined;

  		}

  	}

  	return {

  		getClearColor: function () {

  			return clearColor;

  		},
  		setClearColor: function ( color, alpha = 1 ) {

  			clearColor.set( color );
  			clearAlpha = alpha;
  			setClear( clearColor, clearAlpha );

  		},
  		getClearAlpha: function () {

  			return clearAlpha;

  		},
  		setClearAlpha: function ( alpha ) {

  			clearAlpha = alpha;
  			setClear( clearColor, clearAlpha );

  		},
  		render: render,
  		addToRenderList: addToRenderList,
  		dispose: dispose

  	};

  }

  function WebGLBindingStates( gl, attributes ) {

  	const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );

  	const bindingStates = {};

  	const defaultState = createBindingState( null );
  	let currentState = defaultState;
  	let forceUpdate = false;

  	function setup( object, material, program, geometry, index ) {

  		let updateBuffers = false;

  		const state = getBindingState( object, geometry, program, material );

  		if ( currentState !== state ) {

  			currentState = state;
  			bindVertexArrayObject( currentState.object );

  		}

  		updateBuffers = needsUpdate( object, geometry, program, index );

  		if ( updateBuffers ) saveCache( object, geometry, program, index );

  		if ( index !== null ) {

  			attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );

  		}

  		if ( updateBuffers || forceUpdate ) {

  			forceUpdate = false;

  			setupVertexAttributes( object, material, program, geometry );

  			if ( index !== null ) {

  				gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );

  			}

  		}

  	}

  	function createVertexArrayObject() {

  		return gl.createVertexArray();

  	}

  	function bindVertexArrayObject( vao ) {

  		return gl.bindVertexArray( vao );

  	}

  	function deleteVertexArrayObject( vao ) {

  		return gl.deleteVertexArray( vao );

  	}

  	function getBindingState( object, geometry, program, material ) {

  		const wireframe = ( material.wireframe === true );

  		let objectMap = bindingStates[ geometry.id ];

  		if ( objectMap === undefined ) {

  			objectMap = {};
  			bindingStates[ geometry.id ] = objectMap;

  		}

  		// Each InstancedMesh requires unique binding states because it contains instanced attributes.
  		const objectId = ( object.isInstancedMesh === true ) ? object.id : 0;

  		let programMap = objectMap[ objectId ];

  		if ( programMap === undefined ) {

  			programMap = {};
  			objectMap[ objectId ] = programMap;

  		}

  		let stateMap = programMap[ program.id ];

  		if ( stateMap === undefined ) {

  			stateMap = {};
  			programMap[ program.id ] = stateMap;

  		}

  		let state = stateMap[ wireframe ];

  		if ( state === undefined ) {

  			state = createBindingState( createVertexArrayObject() );
  			stateMap[ wireframe ] = state;

  		}

  		return state;

  	}

  	function createBindingState( vao ) {

  		const newAttributes = [];
  		const enabledAttributes = [];
  		const attributeDivisors = [];

  		for ( let i = 0; i < maxVertexAttributes; i ++ ) {

  			newAttributes[ i ] = 0;
  			enabledAttributes[ i ] = 0;
  			attributeDivisors[ i ] = 0;

  		}

  		return {

  			// for backward compatibility on non-VAO support browser
  			geometry: null,
  			program: null,
  			wireframe: false,

  			newAttributes: newAttributes,
  			enabledAttributes: enabledAttributes,
  			attributeDivisors: attributeDivisors,
  			object: vao,
  			attributes: {},
  			index: null

  		};

  	}

  	function needsUpdate( object, geometry, program, index ) {

  		const cachedAttributes = currentState.attributes;
  		const geometryAttributes = geometry.attributes;

  		let attributesNum = 0;

  		const programAttributes = program.getAttributes();

  		for ( const name in programAttributes ) {

  			const programAttribute = programAttributes[ name ];

  			if ( programAttribute.location >= 0 ) {

  				const cachedAttribute = cachedAttributes[ name ];
  				let geometryAttribute = geometryAttributes[ name ];

  				if ( geometryAttribute === undefined ) {

  					if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;
  					if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;

  				}

  				if ( cachedAttribute === undefined ) return true;

  				if ( cachedAttribute.attribute !== geometryAttribute ) return true;

  				if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;

  				attributesNum ++;

  			}

  		}

  		if ( currentState.attributesNum !== attributesNum ) return true;

  		if ( currentState.index !== index ) return true;

  		return false;

  	}

  	function saveCache( object, geometry, program, index ) {

  		const cache = {};
  		const attributes = geometry.attributes;
  		let attributesNum = 0;

  		const programAttributes = program.getAttributes();

  		for ( const name in programAttributes ) {

  			const programAttribute = programAttributes[ name ];

  			if ( programAttribute.location >= 0 ) {

  				let attribute = attributes[ name ];

  				if ( attribute === undefined ) {

  					if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;
  					if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;

  				}

  				const data = {};
  				data.attribute = attribute;

  				if ( attribute && attribute.data ) {

  					data.data = attribute.data;

  				}

  				cache[ name ] = data;

  				attributesNum ++;

  			}

  		}

  		currentState.attributes = cache;
  		currentState.attributesNum = attributesNum;

  		currentState.index = index;

  	}

  	function initAttributes() {

  		const newAttributes = currentState.newAttributes;

  		for ( let i = 0, il = newAttributes.length; i < il; i ++ ) {

  			newAttributes[ i ] = 0;

  		}

  	}

  	function enableAttribute( attribute ) {

  		enableAttributeAndDivisor( attribute, 0 );

  	}

  	function enableAttributeAndDivisor( attribute, meshPerAttribute ) {

  		const newAttributes = currentState.newAttributes;
  		const enabledAttributes = currentState.enabledAttributes;
  		const attributeDivisors = currentState.attributeDivisors;

  		newAttributes[ attribute ] = 1;

  		if ( enabledAttributes[ attribute ] === 0 ) {

  			gl.enableVertexAttribArray( attribute );
  			enabledAttributes[ attribute ] = 1;

  		}

  		if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

  			gl.vertexAttribDivisor( attribute, meshPerAttribute );
  			attributeDivisors[ attribute ] = meshPerAttribute;

  		}

  	}

  	function disableUnusedAttributes() {

  		const newAttributes = currentState.newAttributes;
  		const enabledAttributes = currentState.enabledAttributes;

  		for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {

  			if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

  				gl.disableVertexAttribArray( i );
  				enabledAttributes[ i ] = 0;

  			}

  		}

  	}

  	function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {

  		if ( integer === true ) {

  			gl.vertexAttribIPointer( index, size, type, stride, offset );

  		} else {

  			gl.vertexAttribPointer( index, size, type, normalized, stride, offset );

  		}

  	}

  	function setupVertexAttributes( object, material, program, geometry ) {

  		initAttributes();

  		const geometryAttributes = geometry.attributes;

  		const programAttributes = program.getAttributes();

  		const materialDefaultAttributeValues = material.defaultAttributeValues;

  		for ( const name in programAttributes ) {

  			const programAttribute = programAttributes[ name ];

  			if ( programAttribute.location >= 0 ) {

  				let geometryAttribute = geometryAttributes[ name ];

  				if ( geometryAttribute === undefined ) {

  					if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;
  					if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;

  				}

  				if ( geometryAttribute !== undefined ) {

  					const normalized = geometryAttribute.normalized;
  					const size = geometryAttribute.itemSize;

  					const attribute = attributes.get( geometryAttribute );

  					// TODO Attribute may not be available on context restore

  					if ( attribute === undefined ) continue;

  					const buffer = attribute.buffer;
  					const type = attribute.type;
  					const bytesPerElement = attribute.bytesPerElement;

  					// check for integer attributes

  					const integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType );

  					if ( geometryAttribute.isInterleavedBufferAttribute ) {

  						const data = geometryAttribute.data;
  						const stride = data.stride;
  						const offset = geometryAttribute.offset;

  						if ( data.isInstancedInterleavedBuffer ) {

  							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

  								enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );

  							}

  							if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {

  								geometry._maxInstanceCount = data.meshPerAttribute * data.count;

  							}

  						} else {

  							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

  								enableAttribute( programAttribute.location + i );

  							}

  						}

  						gl.bindBuffer( gl.ARRAY_BUFFER, buffer );

  						for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

  							vertexAttribPointer(
  								programAttribute.location + i,
  								size / programAttribute.locationSize,
  								type,
  								normalized,
  								stride * bytesPerElement,
  								( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,
  								integer
  							);

  						}

  					} else {

  						if ( geometryAttribute.isInstancedBufferAttribute ) {

  							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

  								enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );

  							}

  							if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {

  								geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

  							}

  						} else {

  							for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

  								enableAttribute( programAttribute.location + i );

  							}

  						}

  						gl.bindBuffer( gl.ARRAY_BUFFER, buffer );

  						for ( let i = 0; i < programAttribute.locationSize; i ++ ) {

  							vertexAttribPointer(
  								programAttribute.location + i,
  								size / programAttribute.locationSize,
  								type,
  								normalized,
  								size * bytesPerElement,
  								( size / programAttribute.locationSize ) * i * bytesPerElement,
  								integer
  							);

  						}

  					}

  				} else if ( materialDefaultAttributeValues !== undefined ) {

  					const value = materialDefaultAttributeValues[ name ];

  					if ( value !== undefined ) {

  						switch ( value.length ) {

  							case 2:
  								gl.vertexAttrib2fv( programAttribute.location, value );
  								break;

  							case 3:
  								gl.vertexAttrib3fv( programAttribute.location, value );
  								break;

  							case 4:
  								gl.vertexAttrib4fv( programAttribute.location, value );
  								break;

  							default:
  								gl.vertexAttrib1fv( programAttribute.location, value );

  						}

  					}

  				}

  			}

  		}

  		disableUnusedAttributes();

  	}

  	function dispose() {

  		reset();

  		for ( const geometryId in bindingStates ) {

  			const objectMap = bindingStates[ geometryId ];

  			for ( const objectId in objectMap ) {

  				const programMap = objectMap[ objectId ];

  				for ( const programId in programMap ) {

  					const stateMap = programMap[ programId ];

  					for ( const wireframe in stateMap ) {

  						deleteVertexArrayObject( stateMap[ wireframe ].object );

  						delete stateMap[ wireframe ];

  					}

  					delete programMap[ programId ];

  				}

  			}

  			delete bindingStates[ geometryId ];

  		}

  	}

  	function releaseStatesOfGeometry( geometry ) {

  		if ( bindingStates[ geometry.id ] === undefined ) return;

  		const objectMap = bindingStates[ geometry.id ];

  		for ( const objectId in objectMap ) {

  			const programMap = objectMap[ objectId ];

  			for ( const programId in programMap ) {

  				const stateMap = programMap[ programId ];

  				for ( const wireframe in stateMap ) {

  					deleteVertexArrayObject( stateMap[ wireframe ].object );

  					delete stateMap[ wireframe ];

  				}

  				delete programMap[ programId ];

  			}

  		}

  		delete bindingStates[ geometry.id ];

  	}

  	function releaseStatesOfProgram( program ) {

  		for ( const geometryId in bindingStates ) {

  			const objectMap = bindingStates[ geometryId ];

  			for ( const objectId in objectMap ) {

  				const programMap = objectMap[ objectId ];

  				if ( programMap[ program.id ] === undefined ) continue;

  				const stateMap = programMap[ program.id ];

  				for ( const wireframe in stateMap ) {

  					deleteVertexArrayObject( stateMap[ wireframe ].object );

  					delete stateMap[ wireframe ];

  				}

  				delete programMap[ program.id ];

  			}

  		}

  	}

  	function releaseStatesOfObject( object ) {

  		for ( const geometryId in bindingStates ) {

  			const objectMap = bindingStates[ geometryId ];

  			const objectId = ( object.isInstancedMesh === true ) ? object.id : 0;

  			const programMap = objectMap[ objectId ];

  			if ( programMap === undefined ) continue;

  			for ( const programId in programMap ) {

  				const stateMap = programMap[ programId ];

  				for ( const wireframe in stateMap ) {

  					deleteVertexArrayObject( stateMap[ wireframe ].object );

  					delete stateMap[ wireframe ];

  				}

  				delete programMap[ programId ];

  			}

  			delete objectMap[ objectId ];

  			if ( Object.keys( objectMap ).length === 0 ) {

  				delete bindingStates[ geometryId ];

  			}

  		}

  	}


  	function reset() {

  		resetDefaultState();
  		forceUpdate = true;

  		if ( currentState === defaultState ) return;

  		currentState = defaultState;
  		bindVertexArrayObject( currentState.object );

  	}

  	// for backward-compatibility

  	function resetDefaultState() {

  		defaultState.geometry = null;
  		defaultState.program = null;
  		defaultState.wireframe = false;

  	}

  	return {

  		setup: setup,
  		reset: reset,
  		resetDefaultState: resetDefaultState,
  		dispose: dispose,
  		releaseStatesOfGeometry: releaseStatesOfGeometry,
  		releaseStatesOfObject: releaseStatesOfObject,
  		releaseStatesOfProgram: releaseStatesOfProgram,

  		initAttributes: initAttributes,
  		enableAttribute: enableAttribute,
  		disableUnusedAttributes: disableUnusedAttributes

  	};

  }

  function WebGLBufferRenderer$1( gl, extensions, info ) {

  	let mode;

  	function setMode( value ) {

  		mode = value;

  	}

  	function render( start, count ) {

  		gl.drawArrays( mode, start, count );

  		info.update( count, mode, 1 );

  	}

  	function renderInstances( start, count, primcount ) {

  		if ( primcount === 0 ) return;

  		gl.drawArraysInstanced( mode, start, count, primcount );

  		info.update( count, mode, primcount );

  	}

  	function renderMultiDraw( starts, counts, drawCount ) {

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );
  		extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );

  		let elementCount = 0;
  		for ( let i = 0; i < drawCount; i ++ ) {

  			elementCount += counts[ i ];

  		}

  		info.update( elementCount, mode, 1 );

  	}

  	function renderMultiDrawInstances( starts, counts, drawCount, primcount ) {

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );

  		if ( extension === null ) {

  			for ( let i = 0; i < starts.length; i ++ ) {

  				renderInstances( starts[ i ], counts[ i ], primcount[ i ] );

  			}

  		} else {

  			extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );

  			let elementCount = 0;
  			for ( let i = 0; i < drawCount; i ++ ) {

  				elementCount += counts[ i ] * primcount[ i ];

  			}

  			info.update( elementCount, mode, 1 );

  		}

  	}

  	//

  	this.setMode = setMode;
  	this.render = render;
  	this.renderInstances = renderInstances;
  	this.renderMultiDraw = renderMultiDraw;
  	this.renderMultiDrawInstances = renderMultiDrawInstances;

  }

  function WebGLCapabilities$1( gl, extensions, parameters, utils ) {

  	let maxAnisotropy;

  	function getMaxAnisotropy() {

  		if ( maxAnisotropy !== undefined ) return maxAnisotropy;

  		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

  			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );

  			maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

  		} else {

  			maxAnisotropy = 0;

  		}

  		return maxAnisotropy;

  	}

  	function textureFormatReadable( textureFormat ) {

  		if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {

  			return false;

  		}

  		return true;

  	}

  	function textureTypeReadable( textureType ) {

  		const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) );

  		if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  			textureType !== FloatType && ! halfFloatSupportedByExt ) {

  			return false;

  		}

  		return true;

  	}

  	function getMaxPrecision( precision ) {

  		if ( precision === 'highp' ) {

  			if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
  				gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {

  				return 'highp';

  			}

  			precision = 'mediump';

  		}

  		if ( precision === 'mediump' ) {

  			if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
  				gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {

  				return 'mediump';

  			}

  		}

  		return 'lowp';

  	}

  	let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  	const maxPrecision = getMaxPrecision( precision );

  	if ( maxPrecision !== precision ) {

  		warn( 'WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  		precision = maxPrecision;

  	}

  	const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  	const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' );

  	const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
  	const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  	const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
  	const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );

  	const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
  	const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
  	const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
  	const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );

  	const maxSamples = gl.getParameter( gl.MAX_SAMPLES );
  	const samples = gl.getParameter( gl.SAMPLES );

  	return {

  		isWebGL2: true, // keeping this for backwards compatibility

  		getMaxAnisotropy: getMaxAnisotropy,
  		getMaxPrecision: getMaxPrecision,

  		textureFormatReadable: textureFormatReadable,
  		textureTypeReadable: textureTypeReadable,

  		precision: precision,
  		logarithmicDepthBuffer: logarithmicDepthBuffer,
  		reversedDepthBuffer: reversedDepthBuffer,

  		maxTextures: maxTextures,
  		maxVertexTextures: maxVertexTextures,
  		maxTextureSize: maxTextureSize,
  		maxCubemapSize: maxCubemapSize,

  		maxAttributes: maxAttributes,
  		maxVertexUniforms: maxVertexUniforms,
  		maxVaryings: maxVaryings,
  		maxFragmentUniforms: maxFragmentUniforms,

  		maxSamples: maxSamples,

  		samples: samples

  	};

  }

  function WebGLClipping( properties ) {

  	const scope = this;

  	let globalState = null,
  		numGlobalPlanes = 0,
  		localClippingEnabled = false,
  		renderingShadows = false;

  	const plane = new Plane(),
  		viewNormalMatrix = new Matrix3(),

  		uniform = { value: null, needsUpdate: false };

  	this.uniform = uniform;
  	this.numPlanes = 0;
  	this.numIntersection = 0;

  	this.init = function ( planes, enableLocalClipping ) {

  		const enabled =
  			planes.length !== 0 ||
  			enableLocalClipping ||
  			// enable state of previous frame - the clipping code has to
  			// run another frame in order to reset the state:
  			numGlobalPlanes !== 0 ||
  			localClippingEnabled;

  		localClippingEnabled = enableLocalClipping;

  		numGlobalPlanes = planes.length;

  		return enabled;

  	};

  	this.beginShadows = function () {

  		renderingShadows = true;
  		projectPlanes( null );

  	};

  	this.endShadows = function () {

  		renderingShadows = false;

  	};

  	this.setGlobalState = function ( planes, camera ) {

  		globalState = projectPlanes( planes, camera, 0 );

  	};

  	this.setState = function ( material, camera, useCache ) {

  		const planes = material.clippingPlanes,
  			clipIntersection = material.clipIntersection,
  			clipShadows = material.clipShadows;

  		const materialProperties = properties.get( material );

  		if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {

  			// there's no local clipping

  			if ( renderingShadows ) {

  				// there's no global clipping

  				projectPlanes( null );

  			} else {

  				resetGlobalState();

  			}

  		} else {

  			const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  				lGlobal = nGlobal * 4;

  			let dstArray = materialProperties.clippingState || null;

  			uniform.value = dstArray; // ensure unique state

  			dstArray = projectPlanes( planes, camera, lGlobal, useCache );

  			for ( let i = 0; i !== lGlobal; ++ i ) {

  				dstArray[ i ] = globalState[ i ];

  			}

  			materialProperties.clippingState = dstArray;
  			this.numIntersection = clipIntersection ? this.numPlanes : 0;
  			this.numPlanes += nGlobal;

  		}


  	};

  	function resetGlobalState() {

  		if ( uniform.value !== globalState ) {

  			uniform.value = globalState;
  			uniform.needsUpdate = numGlobalPlanes > 0;

  		}

  		scope.numPlanes = numGlobalPlanes;
  		scope.numIntersection = 0;

  	}

  	function projectPlanes( planes, camera, dstOffset, skipTransform ) {

  		const nPlanes = planes !== null ? planes.length : 0;
  		let dstArray = null;

  		if ( nPlanes !== 0 ) {

  			dstArray = uniform.value;

  			if ( skipTransform !== true || dstArray === null ) {

  				const flatSize = dstOffset + nPlanes * 4,
  					viewMatrix = camera.matrixWorldInverse;

  				viewNormalMatrix.getNormalMatrix( viewMatrix );

  				if ( dstArray === null || dstArray.length < flatSize ) {

  					dstArray = new Float32Array( flatSize );

  				}

  				for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {

  					plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );

  					plane.normal.toArray( dstArray, i4 );
  					dstArray[ i4 + 3 ] = plane.constant;

  				}

  			}

  			uniform.value = dstArray;
  			uniform.needsUpdate = true;

  		}

  		scope.numPlanes = nPlanes;
  		scope.numIntersection = 0;

  		return dstArray;

  	}

  }

  const LOD_MIN$1 = 4;

  // The standard deviations (radians) associated with the extra mips.
  // Used for scene blur in fromScene() method.
  const EXTRA_LOD_SIGMA$1 = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];

  // The maximum length of the blur for loop. Smaller sigmas will use fewer
  // samples and exit early, but not recompile the shader.
  // Used for scene blur in fromScene() method.
  const MAX_SAMPLES$1 = 20;

  // GGX VNDF importance sampling configuration
  const GGX_SAMPLES$1 = 256;

  const _flatCamera$1 = /*@__PURE__*/ new OrthographicCamera();
  const _clearColor$3 = /*@__PURE__*/ new Color();
  let _oldTarget$1 = null;
  let _oldActiveCubeFace$1 = 0;
  let _oldActiveMipmapLevel$1 = 0;
  let _oldXrEnabled = false;

  const _origin$1 = /*@__PURE__*/ new Vector3();

  /**
   * This class generates a Prefiltered, Mipmapped Radiance Environment Map
   * (PMREM) from a cubeMap environment texture. This allows different levels of
   * blur to be quickly accessed based on material roughness. It is packed into a
   * special CubeUV format that allows us to perform custom interpolation so that
   * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
   * chain, it only goes down to the LOD_MIN level (above), and then creates extra
   * even more filtered 'mips' at the same LOD_MIN resolution, associated with
   * higher roughness levels. In this way we maintain resolution to smoothly
   * interpolate diffuse lighting while limiting sampling computation.
   *
   * The prefiltering uses GGX VNDF (Visible Normal Distribution Function)
   * importance sampling based on "Sampling the GGX Distribution of Visible Normals"
   * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF
   * used in material rendering for physically-based image-based lighting.
   */
  let PMREMGenerator$1 = class PMREMGenerator {

  	/**
  	 * Constructs a new PMREM generator.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 */
  	constructor( renderer ) {

  		this._renderer = renderer;
  		this._pingPongRenderTarget = null;

  		this._lodMax = 0;
  		this._cubeSize = 0;
  		this._sizeLods = [];
  		this._sigmas = [];
  		this._lodMeshes = [];

  		this._backgroundBox = null;

  		this._cubemapMaterial = null;
  		this._equirectMaterial = null;

  		this._blurMaterial = null;
  		this._ggxMaterial = null;

  	}

  	/**
  	 * Generates a PMREM from a supplied Scene, which can be faster than using an
  	 * image if networking bandwidth is low. Optional sigma specifies a blur radius
  	 * in radians to be applied to the scene before PMREM generation. Optional near
  	 * and far planes ensure the scene is rendered in its entirety.
  	 *
  	 * @param {Scene} scene - The scene to be captured.
  	 * @param {number} [sigma=0] - The blur radius in radians.
  	 * @param {number} [near=0.1] - The near plane distance.
  	 * @param {number} [far=100] - The far plane distance.
  	 * @param {Object} [options={}] - The configuration options.
  	 * @param {number} [options.size=256] - The texture size of the PMREM.
  	 * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene.
  	 * @return {WebGLRenderTarget} The resulting PMREM.
  	 */
  	fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {

  		const {
  			size = 256,
  			position = _origin$1,
  		} = options;

  		_oldTarget$1 = this._renderer.getRenderTarget();
  		_oldActiveCubeFace$1 = this._renderer.getActiveCubeFace();
  		_oldActiveMipmapLevel$1 = this._renderer.getActiveMipmapLevel();
  		_oldXrEnabled = this._renderer.xr.enabled;

  		this._renderer.xr.enabled = false;

  		this._setSize( size );

  		const cubeUVRenderTarget = this._allocateTargets();
  		cubeUVRenderTarget.depthBuffer = true;

  		this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position );

  		if ( sigma > 0 ) {

  			this._blur( cubeUVRenderTarget, 0, 0, sigma );

  		}

  		this._applyPMREM( cubeUVRenderTarget );
  		this._cleanup( cubeUVRenderTarget );

  		return cubeUVRenderTarget;

  	}

  	/**
  	 * Generates a PMREM from an equirectangular texture, which can be either LDR
  	 * or HDR. The ideal input image size is 1k (1024 x 512),
  	 * as this matches best with the 256 x 256 cubemap output.
  	 *
  	 * @param {Texture} equirectangular - The equirectangular texture to be converted.
  	 * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
  	 * @return {WebGLRenderTarget} The resulting PMREM.
  	 */
  	fromEquirectangular( equirectangular, renderTarget = null ) {

  		return this._fromTexture( equirectangular, renderTarget );

  	}

  	/**
  	 * Generates a PMREM from an cubemap texture, which can be either LDR
  	 * or HDR. The ideal input cube size is 256 x 256,
  	 * as this matches best with the 256 x 256 cubemap output.
  	 *
  	 * @param {Texture} cubemap - The cubemap texture to be converted.
  	 * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
  	 * @return {WebGLRenderTarget} The resulting PMREM.
  	 */
  	fromCubemap( cubemap, renderTarget = null ) {

  		return this._fromTexture( cubemap, renderTarget );

  	}

  	/**
  	 * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  	 * your texture's network fetch for increased concurrency.
  	 */
  	compileCubemapShader() {

  		if ( this._cubemapMaterial === null ) {

  			this._cubemapMaterial = _getCubemapMaterial$1();
  			this._compileMaterial( this._cubemapMaterial );

  		}

  	}

  	/**
  	 * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  	 * your texture's network fetch for increased concurrency.
  	 */
  	compileEquirectangularShader() {

  		if ( this._equirectMaterial === null ) {

  			this._equirectMaterial = _getEquirectMaterial$1();
  			this._compileMaterial( this._equirectMaterial );

  		}

  	}

  	/**
  	 * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  	 * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  	 * one of them will cause any others to also become unusable.
  	 */
  	dispose() {

  		this._dispose();

  		if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
  		if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();

  		if ( this._backgroundBox !== null ) {

  			this._backgroundBox.geometry.dispose();
  			this._backgroundBox.material.dispose();

  		}

  	}

  	// private interface

  	_setSize( cubeSize ) {

  		this._lodMax = Math.floor( Math.log2( cubeSize ) );
  		this._cubeSize = Math.pow( 2, this._lodMax );

  	}

  	_dispose() {

  		if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
  		if ( this._ggxMaterial !== null ) this._ggxMaterial.dispose();

  		if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();

  		for ( let i = 0; i < this._lodMeshes.length; i ++ ) {

  			this._lodMeshes[ i ].geometry.dispose();

  		}

  	}

  	_cleanup( outputTarget ) {

  		this._renderer.setRenderTarget( _oldTarget$1, _oldActiveCubeFace$1, _oldActiveMipmapLevel$1 );
  		this._renderer.xr.enabled = _oldXrEnabled;

  		outputTarget.scissorTest = false;
  		_setViewport$1( outputTarget, 0, 0, outputTarget.width, outputTarget.height );

  	}

  	_fromTexture( texture, renderTarget ) {

  		if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {

  			this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );

  		} else { // Equirectangular

  			this._setSize( texture.image.width / 4 );

  		}

  		_oldTarget$1 = this._renderer.getRenderTarget();
  		_oldActiveCubeFace$1 = this._renderer.getActiveCubeFace();
  		_oldActiveMipmapLevel$1 = this._renderer.getActiveMipmapLevel();
  		_oldXrEnabled = this._renderer.xr.enabled;

  		this._renderer.xr.enabled = false;

  		const cubeUVRenderTarget = renderTarget || this._allocateTargets();
  		this._textureToCubeUV( texture, cubeUVRenderTarget );
  		this._applyPMREM( cubeUVRenderTarget );
  		this._cleanup( cubeUVRenderTarget );

  		return cubeUVRenderTarget;

  	}

  	_allocateTargets() {

  		const width = 3 * Math.max( this._cubeSize, 16 * 7 );
  		const height = 4 * this._cubeSize;

  		const params = {
  			magFilter: LinearFilter,
  			minFilter: LinearFilter,
  			generateMipmaps: false,
  			type: HalfFloatType,
  			format: RGBAFormat,
  			colorSpace: LinearSRGBColorSpace,
  			depthBuffer: false
  		};

  		const cubeUVRenderTarget = _createRenderTarget$1( width, height, params );

  		if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {

  			if ( this._pingPongRenderTarget !== null ) {

  				this._dispose();

  			}

  			this._pingPongRenderTarget = _createRenderTarget$1( width, height, params );

  			const { _lodMax } = this;
  			( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes$1( _lodMax ) );

  			this._blurMaterial = _getBlurShader$1( _lodMax, width, height );
  			this._ggxMaterial = _getGGXShader$1( _lodMax, width, height );

  		}

  		return cubeUVRenderTarget;

  	}

  	_compileMaterial( material ) {

  		const mesh = new Mesh( new BufferGeometry(), material );
  		this._renderer.compile( mesh, _flatCamera$1 );

  	}

  	_sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) {

  		const fov = 90;
  		const aspect = 1;
  		const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  		const upSign = [ 1, -1, 1, 1, 1, 1 ];
  		const forwardSign = [ 1, 1, 1, -1, -1, -1 ];
  		const renderer = this._renderer;

  		const originalAutoClear = renderer.autoClear;
  		const toneMapping = renderer.toneMapping;
  		renderer.getClearColor( _clearColor$3 );

  		renderer.toneMapping = NoToneMapping;
  		renderer.autoClear = false;

  		// https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
  		const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();

  		if ( reversedDepthBuffer ) {

  			renderer.setRenderTarget( cubeUVRenderTarget );
  			renderer.clearDepth();
  			renderer.setRenderTarget( null );

  		}

  		if ( this._backgroundBox === null ) {

  			this._backgroundBox = new Mesh(
  				new BoxGeometry(),
  				new MeshBasicMaterial( {
  					name: 'PMREM.Background',
  					side: BackSide,
  					depthWrite: false,
  					depthTest: false,
  				} )
  			);

  		}

  		const backgroundBox = this._backgroundBox;
  		const backgroundMaterial = backgroundBox.material;

  		let useSolidColor = false;

  		const background = scene.background;

  		if ( background ) {

  			if ( background.isColor ) {

  				backgroundMaterial.color.copy( background );
  				scene.background = null;
  				useSolidColor = true;

  			}

  		} else {

  			backgroundMaterial.color.copy( _clearColor$3 );
  			useSolidColor = true;

  		}

  		for ( let i = 0; i < 6; i ++ ) {

  			const col = i % 3;

  			if ( col === 0 ) {

  				cubeCamera.up.set( 0, upSign[ i ], 0 );
  				cubeCamera.position.set( position.x, position.y, position.z );
  				cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z );

  			} else if ( col === 1 ) {

  				cubeCamera.up.set( 0, 0, upSign[ i ] );
  				cubeCamera.position.set( position.x, position.y, position.z );
  				cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z );


  			} else {

  				cubeCamera.up.set( 0, upSign[ i ], 0 );
  				cubeCamera.position.set( position.x, position.y, position.z );
  				cubeCamera.lookAt( position.x, position.y, position.z + forwardSign[ i ] );

  			}

  			const size = this._cubeSize;

  			_setViewport$1( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );

  			renderer.setRenderTarget( cubeUVRenderTarget );

  			if ( useSolidColor ) {

  				renderer.render( backgroundBox, cubeCamera );

  			}

  			renderer.render( scene, cubeCamera );

  		}

  		renderer.toneMapping = toneMapping;
  		renderer.autoClear = originalAutoClear;
  		scene.background = background;

  	}

  	_textureToCubeUV( texture, cubeUVRenderTarget ) {

  		const renderer = this._renderer;

  		const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );

  		if ( isCubeTexture ) {

  			if ( this._cubemapMaterial === null ) {

  				this._cubemapMaterial = _getCubemapMaterial$1();

  			}

  			this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? -1 : 1;

  		} else {

  			if ( this._equirectMaterial === null ) {

  				this._equirectMaterial = _getEquirectMaterial$1();

  			}

  		}

  		const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;

  		const mesh = this._lodMeshes[ 0 ];
  		mesh.material = material;

  		const uniforms = material.uniforms;

  		uniforms[ 'envMap' ].value = texture;

  		const size = this._cubeSize;

  		_setViewport$1( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );

  		renderer.setRenderTarget( cubeUVRenderTarget );
  		renderer.render( mesh, _flatCamera$1 );

  	}

  	_applyPMREM( cubeUVRenderTarget ) {

  		const renderer = this._renderer;
  		const autoClear = renderer.autoClear;
  		renderer.autoClear = false;

  		const n = this._lodMeshes.length;

  		// Use GGX VNDF importance sampling
  		for ( let i = 1; i < n; i ++ ) {

  			this._applyGGXFilter( cubeUVRenderTarget, i - 1, i );

  		}

  		renderer.autoClear = autoClear;

  	}

  	/**
  	 * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.
  	 * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the
  	 * GGX BRDF for physically-based rendering. Reads from the previous LOD level and
  	 * applies incremental roughness filtering to avoid over-blurring.
  	 *
  	 * @private
  	 * @param {WebGLRenderTarget} cubeUVRenderTarget
  	 * @param {number} lodIn - Source LOD level to read from
  	 * @param {number} lodOut - Target LOD level to write to
  	 */
  	_applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) {

  		const renderer = this._renderer;
  		const pingPongRenderTarget = this._pingPongRenderTarget;

  		const ggxMaterial = this._ggxMaterial;
  		const ggxMesh = this._lodMeshes[ lodOut ];
  		ggxMesh.material = ggxMaterial;

  		const ggxUniforms = ggxMaterial.uniforms;

  		// Calculate incremental roughness between LOD levels
  		const targetRoughness = lodOut / ( this._lodMeshes.length - 1 );
  		const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 );
  		const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness );

  		// Apply blur strength mapping for better quality across the roughness range
  		const blurStrength = 0.0 + targetRoughness * 1.25;
  		const adjustedRoughness = incrementalRoughness * blurStrength;

  		// Calculate viewport position based on output LOD level
  		const { _lodMax } = this;
  		const outputSize = this._sizeLods[ lodOut ];
  		const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN$1 ? lodOut - _lodMax + LOD_MIN$1 : 0 );
  		const y = 4 * ( this._cubeSize - outputSize );

  		// Read from previous LOD with incremental roughness
  		ggxUniforms[ 'envMap' ].value = cubeUVRenderTarget.texture;
  		ggxUniforms[ 'roughness' ].value = adjustedRoughness;
  		ggxUniforms[ 'mipInt' ].value = _lodMax - lodIn; // Sample from input LOD

  		_setViewport$1( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
  		renderer.setRenderTarget( pingPongRenderTarget );
  		renderer.render( ggxMesh, _flatCamera$1 );

  		// Copy from pingPong back to cubeUV (simple direct copy)
  		ggxUniforms[ 'envMap' ].value = pingPongRenderTarget.texture;
  		ggxUniforms[ 'roughness' ].value = 0.0; // Direct copy
  		ggxUniforms[ 'mipInt' ].value = _lodMax - lodOut; // Read from the level we just wrote

  		_setViewport$1( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
  		renderer.setRenderTarget( cubeUVRenderTarget );
  		renderer.render( ggxMesh, _flatCamera$1 );

  	}

  	/**
  	 * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  	 * vertically and horizontally, but this breaks down on a cube. Here we apply
  	 * the blur latitudinally (around the poles), and then longitudinally (towards
  	 * the poles) to approximate the orthogonally-separable blur. It is least
  	 * accurate at the poles, but still does a decent job.
  	 *
  	 * Used for initial scene blur in fromScene() method when sigma > 0.
  	 *
  	 * @private
  	 * @param {WebGLRenderTarget} cubeUVRenderTarget
  	 * @param {number} lodIn
  	 * @param {number} lodOut
  	 * @param {number} sigma
  	 * @param {Vector3} [poleAxis]
  	 */
  	_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {

  		const pingPongRenderTarget = this._pingPongRenderTarget;

  		this._halfBlur(
  			cubeUVRenderTarget,
  			pingPongRenderTarget,
  			lodIn,
  			lodOut,
  			sigma,
  			'latitudinal',
  			poleAxis );

  		this._halfBlur(
  			pingPongRenderTarget,
  			cubeUVRenderTarget,
  			lodOut,
  			lodOut,
  			sigma,
  			'longitudinal',
  			poleAxis );

  	}

  	_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {

  		const renderer = this._renderer;
  		const blurMaterial = this._blurMaterial;

  		if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {

  			error(
  				'blur direction must be either latitudinal or longitudinal!' );

  		}

  		// Number of standard deviations at which to cut off the discrete approximation.
  		const STANDARD_DEVIATIONS = 3;

  		const blurMesh = this._lodMeshes[ lodOut ];
  		blurMesh.material = blurMaterial;

  		const blurUniforms = blurMaterial.uniforms;

  		const pixels = this._sizeLods[ lodIn ] - 1;
  		const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES$1 - 1 );
  		const sigmaPixels = sigmaRadians / radiansPerPixel;
  		const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES$1;

  		if ( samples > MAX_SAMPLES$1 ) {

  			warn( `sigmaRadians, ${
				sigmaRadians}, is too large and will clip, as it requested ${
				samples} samples when the maximum is set to ${MAX_SAMPLES$1}` );

  		}

  		const weights = [];
  		let sum = 0;

  		for ( let i = 0; i < MAX_SAMPLES$1; ++ i ) {

  			const x = i / sigmaPixels;
  			const weight = Math.exp( - x * x / 2 );
  			weights.push( weight );

  			if ( i === 0 ) {

  				sum += weight;

  			} else if ( i < samples ) {

  				sum += 2 * weight;

  			}

  		}

  		for ( let i = 0; i < weights.length; i ++ ) {

  			weights[ i ] = weights[ i ] / sum;

  		}

  		blurUniforms[ 'envMap' ].value = targetIn.texture;
  		blurUniforms[ 'samples' ].value = samples;
  		blurUniforms[ 'weights' ].value = weights;
  		blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';

  		if ( poleAxis ) {

  			blurUniforms[ 'poleAxis' ].value = poleAxis;

  		}

  		const { _lodMax } = this;
  		blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  		blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;

  		const outputSize = this._sizeLods[ lodOut ];
  		const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN$1 ? lodOut - _lodMax + LOD_MIN$1 : 0 );
  		const y = 4 * ( this._cubeSize - outputSize );

  		_setViewport$1( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  		renderer.setRenderTarget( targetOut );
  		renderer.render( blurMesh, _flatCamera$1 );

  	}

  };



  function _createPlanes$1( lodMax ) {

  	const sizeLods = [];
  	const sigmas = [];
  	const lodMeshes = [];

  	let lod = lodMax;

  	const totalLods = lodMax - LOD_MIN$1 + 1 + EXTRA_LOD_SIGMA$1.length;

  	for ( let i = 0; i < totalLods; i ++ ) {

  		const sizeLod = Math.pow( 2, lod );
  		sizeLods.push( sizeLod );
  		let sigma = 1.0 / sizeLod;

  		if ( i > lodMax - LOD_MIN$1 ) {

  			sigma = EXTRA_LOD_SIGMA$1[ i - lodMax + LOD_MIN$1 - 1 ];

  		} else if ( i === 0 ) {

  			sigma = 0;

  		}

  		sigmas.push( sigma );

  		const texelSize = 1.0 / ( sizeLod - 2 );
  		const min = - texelSize;
  		const max = 1 + texelSize;
  		const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];

  		const cubeFaces = 6;
  		const vertices = 6;
  		const positionSize = 3;
  		const uvSize = 2;
  		const faceIndexSize = 1;

  		const position = new Float32Array( positionSize * vertices * cubeFaces );
  		const uv = new Float32Array( uvSize * vertices * cubeFaces );
  		const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );

  		for ( let face = 0; face < cubeFaces; face ++ ) {

  			const x = ( face % 3 ) * 2 / 3 - 1;
  			const y = face > 2 ? 0 : -1;
  			const coordinates = [
  				x, y, 0,
  				x + 2 / 3, y, 0,
  				x + 2 / 3, y + 1, 0,
  				x, y, 0,
  				x + 2 / 3, y + 1, 0,
  				x, y + 1, 0
  			];
  			position.set( coordinates, positionSize * vertices * face );
  			uv.set( uv1, uvSize * vertices * face );
  			const fill = [ face, face, face, face, face, face ];
  			faceIndex.set( fill, faceIndexSize * vertices * face );

  		}

  		const planes = new BufferGeometry();
  		planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  		planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  		planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  		lodMeshes.push( new Mesh( planes, null ) );

  		if ( lod > LOD_MIN$1 ) {

  			lod --;

  		}

  	}

  	return { lodMeshes, sizeLods, sigmas };

  }

  function _createRenderTarget$1( width, height, params ) {

  	const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
  	cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  	cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  	cubeUVRenderTarget.scissorTest = true;
  	return cubeUVRenderTarget;

  }

  function _setViewport$1( target, x, y, width, height ) {

  	target.viewport.set( x, y, width, height );
  	target.scissor.set( x, y, width, height );

  }

  function _getGGXShader$1( lodMax, width, height ) {

  	const shaderMaterial = new ShaderMaterial( {

  		name: 'PMREMGGXConvolution',

  		defines: {
  			'GGX_SAMPLES': GGX_SAMPLES$1,
  			'CUBEUV_TEXEL_WIDTH': 1.0 / width,
  			'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
  			'CUBEUV_MAX_MIP': `${lodMax}.0`,
  		},

  		uniforms: {
  			'envMap': { value: null },
  			'roughness': { value: 0.0 },
  			'mipInt': { value: 0 }
  		},

  		vertexShader: _getCommonVertexShader(),

  		fragmentShader: /* glsl */`

			precision highp float;
			precision highp int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform float roughness;
			uniform float mipInt;

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			#define PI 3.14159265359

			// Van der Corput radical inverse
			float radicalInverse_VdC(uint bits) {
				bits = (bits << 16u) | (bits >> 16u);
				bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
				bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
				bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
				bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
				return float(bits) * 2.3283064365386963e-10; // / 0x100000000
			}

			// Hammersley sequence
			vec2 hammersley(uint i, uint N) {
				return vec2(float(i) / float(N), radicalInverse_VdC(i));
			}

			// GGX VNDF importance sampling (Eric Heitz 2018)
			// "Sampling the GGX Distribution of Visible Normals"
			// https://jcgt.org/published/0007/04/01/
			vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {
				float alpha = roughness * roughness;

				// Section 4.1: Orthonormal basis
				vec3 T1 = vec3(1.0, 0.0, 0.0);
				vec3 T2 = cross(V, T1);

				// Section 4.2: Parameterization of projected area
				float r = sqrt(Xi.x);
				float phi = 2.0 * PI * Xi.y;
				float t1 = r * cos(phi);
				float t2 = r * sin(phi);
				float s = 0.5 * (1.0 + V.z);
				t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;

				// Section 4.3: Reprojection onto hemisphere
				vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V;

				// Section 3.4: Transform back to ellipsoid configuration
				return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
			}

			void main() {
				vec3 N = normalize(vOutputDirection);
				vec3 V = N; // Assume view direction equals normal for pre-filtering

				vec3 prefilteredColor = vec3(0.0);
				float totalWeight = 0.0;

				// For very low roughness, just sample the environment directly
				if (roughness < 0.001) {
					gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);
					return;
				}

				// Tangent space basis for VNDF sampling
				vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
				vec3 tangent = normalize(cross(up, N));
				vec3 bitangent = cross(N, tangent);

				for(uint i = 0u; i < uint(GGX_SAMPLES); i++) {
					vec2 Xi = hammersley(i, uint(GGX_SAMPLES));

					// For PMREM, V = N, so in tangent space V is always (0, 0, 1)
					vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);

					// Transform H back to world space
					vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
					vec3 L = normalize(2.0 * dot(V, H) * H - V);

					float NdotL = max(dot(N, L), 0.0);

					if(NdotL > 0.0) {
						// Sample environment at fixed mip level
						// VNDF importance sampling handles the distribution filtering
						vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);

						// Weight by NdotL for the split-sum approximation
						// VNDF PDF naturally accounts for the visible microfacet distribution
						prefilteredColor += sampleColor * NdotL;
						totalWeight += NdotL;
					}
				}

				if (totalWeight > 0.0) {
					prefilteredColor = prefilteredColor / totalWeight;
				}

				gl_FragColor = vec4(prefilteredColor, 1.0);
			}
		`,

  		blending: NoBlending,
  		depthTest: false,
  		depthWrite: false

  	} );

  	return shaderMaterial;

  }

  function _getBlurShader$1( lodMax, width, height ) {

  	const weights = new Float32Array( MAX_SAMPLES$1 );
  	const poleAxis = new Vector3( 0, 1, 0 );
  	const shaderMaterial = new ShaderMaterial( {

  		name: 'SphericalGaussianBlur',

  		defines: {
  			'n': MAX_SAMPLES$1,
  			'CUBEUV_TEXEL_WIDTH': 1.0 / width,
  			'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
  			'CUBEUV_MAX_MIP': `${lodMax}.0`,
  		},

  		uniforms: {
  			'envMap': { value: null },
  			'samples': { value: 1 },
  			'weights': { value: weights },
  			'latitudinal': { value: false },
  			'dTheta': { value: 0 },
  			'mipInt': { value: 0 },
  			'poleAxis': { value: poleAxis }
  		},

  		vertexShader: _getCommonVertexShader(),

  		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform int samples;
			uniform float weights[ n ];
			uniform bool latitudinal;
			uniform float dTheta;
			uniform float mipInt;
			uniform vec3 poleAxis;

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			vec3 getSample( float theta, vec3 axis ) {

				float cosTheta = cos( theta );
				// Rodrigues' axis-angle rotation
				vec3 sampleDirection = vOutputDirection * cosTheta
					+ cross( axis, vOutputDirection ) * sin( theta )
					+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );

				return bilinearCubeUV( envMap, sampleDirection, mipInt );

			}

			void main() {

				vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );

				if ( all( equal( axis, vec3( 0.0 ) ) ) ) {

					axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );

				}

				axis = normalize( axis );

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
				gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );

				for ( int i = 1; i < n; i++ ) {

					if ( i >= samples ) {

						break;

					}

					float theta = dTheta * float( i );
					gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
					gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );

				}

			}
		`,

  		blending: NoBlending,
  		depthTest: false,
  		depthWrite: false

  	} );

  	return shaderMaterial;

  }

  function _getEquirectMaterial$1() {

  	return new ShaderMaterial( {

  		name: 'EquirectangularToCubeUV',

  		uniforms: {
  			'envMap': { value: null }
  		},

  		vertexShader: _getCommonVertexShader(),

  		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;

			#include <common>

			void main() {

				vec3 outputDirection = normalize( vOutputDirection );
				vec2 uv = equirectUv( outputDirection );

				gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );

			}
		`,

  		blending: NoBlending,
  		depthTest: false,
  		depthWrite: false

  	} );

  }

  function _getCubemapMaterial$1() {

  	return new ShaderMaterial( {

  		name: 'CubemapToCubeUV',

  		uniforms: {
  			'envMap': { value: null },
  			'flipEnvMap': { value: -1 }
  		},

  		vertexShader: _getCommonVertexShader(),

  		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			uniform float flipEnvMap;

			varying vec3 vOutputDirection;

			uniform samplerCube envMap;

			void main() {

				gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );

			}
		`,

  		blending: NoBlending,
  		depthTest: false,
  		depthWrite: false

  	} );

  }

  function _getCommonVertexShader() {

  	return /* glsl */`

		precision mediump float;
		precision mediump int;

		attribute float faceIndex;

		varying vec3 vOutputDirection;

		// RH coordinate system; PMREM face-indexing convention
		vec3 getDirection( vec2 uv, float face ) {

			uv = 2.0 * uv - 1.0;

			vec3 direction = vec3( uv, 1.0 );

			if ( face == 0.0 ) {

				direction = direction.zyx; // ( 1, v, u ) pos x

			} else if ( face == 1.0 ) {

				direction = direction.xzy;
				direction.xz *= -1.0; // ( -u, 1, -v ) pos y

			} else if ( face == 2.0 ) {

				direction.x *= -1.0; // ( -u, v, 1 ) pos z

			} else if ( face == 3.0 ) {

				direction = direction.zyx;
				direction.xz *= -1.0; // ( -1, v, -u ) neg x

			} else if ( face == 4.0 ) {

				direction = direction.xzy;
				direction.xy *= -1.0; // ( -u, -1, v ) neg y

			} else if ( face == 5.0 ) {

				direction.z *= -1.0; // ( u, v, -1 ) neg z

			}

			return direction;

		}

		void main() {

			vOutputDirection = getDirection( uv, faceIndex );
			gl_Position = vec4( position, 1.0 );

		}
	`;

  }

  /**
   * A cube render target used in context of {@link WebGLRenderer}.
   *
   * @augments WebGLRenderTarget
   */
  class WebGLCubeRenderTarget extends WebGLRenderTarget {

  	/**
  	 * Constructs a new cube render target.
  	 *
  	 * @param {number} [size=1] - The size of the render target.
  	 * @param {RenderTarget~Options} [options] - The configuration object.
  	 */
  	constructor( size = 1, options = {} ) {

  		super( size, size, options );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isWebGLCubeRenderTarget = true;

  		const image = { width: size, height: size, depth: 1 };
  		const images = [ image, image, image, image, image, image ];

  		/**
  		 * Overwritten with a different texture type.
  		 *
  		 * @type {DataArrayTexture}
  		 */
  		this.texture = new CubeTexture( images );
  		this._setTextureOptions( options );

  		// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  		// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  		// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.

  		// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  		// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  		// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).

  		this.texture.isRenderTargetTexture = true;

  	}

  	/**
  	 * Converts the given equirectangular texture to a cube map.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {Texture} texture - The equirectangular texture.
  	 * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  	 */
  	fromEquirectangularTexture( renderer, texture ) {

  		this.texture.type = texture.type;
  		this.texture.colorSpace = texture.colorSpace;

  		this.texture.generateMipmaps = texture.generateMipmaps;
  		this.texture.minFilter = texture.minFilter;
  		this.texture.magFilter = texture.magFilter;

  		const shader = {

  			uniforms: {
  				tEquirect: { value: null },
  			},

  			vertexShader: /* glsl */`

				varying vec3 vWorldDirection;

				vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

					return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

				}

				void main() {

					vWorldDirection = transformDirection( position, modelMatrix );

					#include <begin_vertex>
					#include <project_vertex>

				}
			`,

  			fragmentShader: /* glsl */`

				uniform sampler2D tEquirect;

				varying vec3 vWorldDirection;

				#include <common>

				void main() {

					vec3 direction = normalize( vWorldDirection );

					vec2 sampleUV = equirectUv( direction );

					gl_FragColor = texture2D( tEquirect, sampleUV );

				}
			`
  		};

  		const geometry = new BoxGeometry( 5, 5, 5 );

  		const material = new ShaderMaterial( {

  			name: 'CubemapFromEquirect',

  			uniforms: cloneUniforms( shader.uniforms ),
  			vertexShader: shader.vertexShader,
  			fragmentShader: shader.fragmentShader,
  			side: BackSide,
  			blending: NoBlending

  		} );

  		material.uniforms.tEquirect.value = texture;

  		const mesh = new Mesh( geometry, material );

  		const currentMinFilter = texture.minFilter;

  		// Avoid blurred poles
  		if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;

  		const camera = new CubeCamera( 1, 10, this );
  		camera.update( renderer, mesh );

  		texture.minFilter = currentMinFilter;

  		mesh.geometry.dispose();
  		mesh.material.dispose();

  		return this;

  	}

  	/**
  	 * Clears this cube render target.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  	 * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  	 * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  	 */
  	clear( renderer, color = true, depth = true, stencil = true ) {

  		const currentRenderTarget = renderer.getRenderTarget();

  		for ( let i = 0; i < 6; i ++ ) {

  			renderer.setRenderTarget( this, i );

  			renderer.clear( color, depth, stencil );

  		}

  		renderer.setRenderTarget( currentRenderTarget );

  	}

  }

  function WebGLEnvironments( renderer ) {

  	let cubeMaps = new WeakMap();
  	let pmremMaps = new WeakMap();

  	let pmremGenerator = null;

  	function get( texture, usePMREM = false ) {

  		if ( texture === null || texture === undefined ) return null;

  		if ( usePMREM ) {

  			return getPMREM( texture );

  		}

  		return getCube( texture );

  	}

  	function getCube( texture ) {

  		if ( texture && texture.isTexture ) {

  			const mapping = texture.mapping;

  			if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {

  				if ( cubeMaps.has( texture ) ) {

  					const cubemap = cubeMaps.get( texture ).texture;
  					return mapTextureMapping( cubemap, texture.mapping );

  				} else {

  					const image = texture.image;

  					if ( image && image.height > 0 ) {

  						const renderTarget = new WebGLCubeRenderTarget( image.height );
  						renderTarget.fromEquirectangularTexture( renderer, texture );
  						cubeMaps.set( texture, renderTarget );

  						texture.addEventListener( 'dispose', onCubemapDispose );

  						return mapTextureMapping( renderTarget.texture, texture.mapping );

  					} else {

  						// image not yet ready. try the conversion next frame

  						return null;

  					}

  				}

  			}

  		}

  		return texture;

  	}

  	function getPMREM( texture ) {

  		if ( texture && texture.isTexture ) {

  			const mapping = texture.mapping;

  			const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );
  			const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );

  			// equirect/cube map to cubeUV conversion

  			if ( isEquirectMap || isCubeMap ) {

  				let renderTarget = pmremMaps.get( texture );

  				const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0;

  				if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) {

  					if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator$1( renderer );

  					renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );
  					renderTarget.texture.pmremVersion = texture.pmremVersion;

  					pmremMaps.set( texture, renderTarget );

  					return renderTarget.texture;

  				} else {

  					if ( renderTarget !== undefined ) {

  						return renderTarget.texture;

  					} else {

  						const image = texture.image;

  						if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {

  							if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator$1( renderer );

  							renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );
  							renderTarget.texture.pmremVersion = texture.pmremVersion;

  							pmremMaps.set( texture, renderTarget );

  							texture.addEventListener( 'dispose', onPMREMDispose );

  							return renderTarget.texture;

  						} else {

  							// image not yet ready. try the conversion next frame

  							return null;

  						}

  					}

  				}

  			}

  		}

  		return texture;

  	}

  	function mapTextureMapping( texture, mapping ) {

  		if ( mapping === EquirectangularReflectionMapping ) {

  			texture.mapping = CubeReflectionMapping;

  		} else if ( mapping === EquirectangularRefractionMapping ) {

  			texture.mapping = CubeRefractionMapping;

  		}

  		return texture;

  	}

  	function isCubeTextureComplete( image ) {

  		let count = 0;
  		const length = 6;

  		for ( let i = 0; i < length; i ++ ) {

  			if ( image[ i ] !== undefined ) count ++;

  		}

  		return count === length;

  	}

  	function onCubemapDispose( event ) {

  		const texture = event.target;

  		texture.removeEventListener( 'dispose', onCubemapDispose );

  		const cubemap = cubeMaps.get( texture );

  		if ( cubemap !== undefined ) {

  			cubeMaps.delete( texture );
  			cubemap.dispose();

  		}

  	}

  	function onPMREMDispose( event ) {

  		const texture = event.target;

  		texture.removeEventListener( 'dispose', onPMREMDispose );

  		const pmrem = pmremMaps.get( texture );

  		if ( pmrem !== undefined ) {

  			pmremMaps.delete( texture );
  			pmrem.dispose();

  		}

  	}

  	function dispose() {

  		cubeMaps = new WeakMap();
  		pmremMaps = new WeakMap();

  		if ( pmremGenerator !== null ) {

  			pmremGenerator.dispose();
  			pmremGenerator = null;

  		}

  	}

  	return {
  		get: get,
  		dispose: dispose
  	};

  }

  function WebGLExtensions$1( gl ) {

  	const extensions = {};

  	function getExtension( name ) {

  		if ( extensions[ name ] !== undefined ) {

  			return extensions[ name ];

  		}

  		const extension = gl.getExtension( name );

  		extensions[ name ] = extension;

  		return extension;

  	}

  	return {

  		has: function ( name ) {

  			return getExtension( name ) !== null;

  		},

  		init: function () {

  			getExtension( 'EXT_color_buffer_float' );
  			getExtension( 'WEBGL_clip_cull_distance' );
  			getExtension( 'OES_texture_float_linear' );
  			getExtension( 'EXT_color_buffer_half_float' );
  			getExtension( 'WEBGL_multisampled_render_to_texture' );
  			getExtension( 'WEBGL_render_shared_exponent' );

  		},

  		get: function ( name ) {

  			const extension = getExtension( name );

  			if ( extension === null ) {

  				warnOnce( 'WebGLRenderer: ' + name + ' extension not supported.' );

  			}

  			return extension;

  		}

  	};

  }

  function WebGLGeometries( gl, attributes, info, bindingStates ) {

  	const geometries = {};
  	const wireframeAttributes = new WeakMap();

  	function onGeometryDispose( event ) {

  		const geometry = event.target;

  		if ( geometry.index !== null ) {

  			attributes.remove( geometry.index );

  		}

  		for ( const name in geometry.attributes ) {

  			attributes.remove( geometry.attributes[ name ] );

  		}

  		geometry.removeEventListener( 'dispose', onGeometryDispose );

  		delete geometries[ geometry.id ];

  		const attribute = wireframeAttributes.get( geometry );

  		if ( attribute ) {

  			attributes.remove( attribute );
  			wireframeAttributes.delete( geometry );

  		}

  		bindingStates.releaseStatesOfGeometry( geometry );

  		if ( geometry.isInstancedBufferGeometry === true ) {

  			delete geometry._maxInstanceCount;

  		}

  		//

  		info.memory.geometries --;

  	}

  	function get( object, geometry ) {

  		if ( geometries[ geometry.id ] === true ) return geometry;

  		geometry.addEventListener( 'dispose', onGeometryDispose );

  		geometries[ geometry.id ] = true;

  		info.memory.geometries ++;

  		return geometry;

  	}

  	function update( geometry ) {

  		const geometryAttributes = geometry.attributes;

  		// Updating index buffer in VAO now. See WebGLBindingStates.

  		for ( const name in geometryAttributes ) {

  			attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );

  		}

  	}

  	function updateWireframeAttribute( geometry ) {

  		const indices = [];

  		const geometryIndex = geometry.index;
  		const geometryPosition = geometry.attributes.position;
  		let version = 0;

  		if ( geometryPosition === undefined ) {

  			return;

  		}

  		if ( geometryIndex !== null ) {

  			const array = geometryIndex.array;
  			version = geometryIndex.version;

  			for ( let i = 0, l = array.length; i < l; i += 3 ) {

  				const a = array[ i + 0 ];
  				const b = array[ i + 1 ];
  				const c = array[ i + 2 ];

  				indices.push( a, b, b, c, c, a );

  			}

  		} else {

  			const array = geometryPosition.array;
  			version = geometryPosition.version;

  			for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

  				const a = i + 0;
  				const b = i + 1;
  				const c = i + 2;

  				indices.push( a, b, b, c, c, a );

  			}

  		}

  		// check whether a 32 bit or 16 bit buffer is required to store the indices
  		// account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  		const attribute = new ( geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  		attribute.version = version;

  		// Updating index buffer in VAO now. See WebGLBindingStates

  		//

  		const previousAttribute = wireframeAttributes.get( geometry );

  		if ( previousAttribute ) attributes.remove( previousAttribute );

  		//

  		wireframeAttributes.set( geometry, attribute );

  	}

  	function getWireframeAttribute( geometry ) {

  		const currentAttribute = wireframeAttributes.get( geometry );

  		if ( currentAttribute ) {

  			const geometryIndex = geometry.index;

  			if ( geometryIndex !== null ) {

  				// if the attribute is obsolete, create a new one

  				if ( currentAttribute.version < geometryIndex.version ) {

  					updateWireframeAttribute( geometry );

  				}

  			}

  		} else {

  			updateWireframeAttribute( geometry );

  		}

  		return wireframeAttributes.get( geometry );

  	}

  	return {

  		get: get,
  		update: update,

  		getWireframeAttribute: getWireframeAttribute

  	};

  }

  function WebGLIndexedBufferRenderer( gl, extensions, info ) {

  	let mode;

  	function setMode( value ) {

  		mode = value;

  	}

  	let type, bytesPerElement;

  	function setIndex( value ) {

  		type = value.type;
  		bytesPerElement = value.bytesPerElement;

  	}

  	function render( start, count ) {

  		gl.drawElements( mode, count, type, start * bytesPerElement );

  		info.update( count, mode, 1 );

  	}

  	function renderInstances( start, count, primcount ) {

  		if ( primcount === 0 ) return;

  		gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount );

  		info.update( count, mode, primcount );

  	}

  	function renderMultiDraw( starts, counts, drawCount ) {

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );
  		extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );

  		let elementCount = 0;
  		for ( let i = 0; i < drawCount; i ++ ) {

  			elementCount += counts[ i ];

  		}

  		info.update( elementCount, mode, 1 );


  	}

  	function renderMultiDrawInstances( starts, counts, drawCount, primcount ) {

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );

  		if ( extension === null ) {

  			for ( let i = 0; i < starts.length; i ++ ) {

  				renderInstances( starts[ i ] / bytesPerElement, counts[ i ], primcount[ i ] );

  			}

  		} else {

  			extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, type, starts, 0, primcount, 0, drawCount );

  			let elementCount = 0;
  			for ( let i = 0; i < drawCount; i ++ ) {

  				elementCount += counts[ i ] * primcount[ i ];

  			}

  			info.update( elementCount, mode, 1 );

  		}

  	}

  	//

  	this.setMode = setMode;
  	this.setIndex = setIndex;
  	this.render = render;
  	this.renderInstances = renderInstances;
  	this.renderMultiDraw = renderMultiDraw;
  	this.renderMultiDrawInstances = renderMultiDrawInstances;

  }

  function WebGLInfo( gl ) {

  	const memory = {
  		geometries: 0,
  		textures: 0
  	};

  	const render = {
  		frame: 0,
  		calls: 0,
  		triangles: 0,
  		points: 0,
  		lines: 0
  	};

  	function update( count, mode, instanceCount ) {

  		render.calls ++;

  		switch ( mode ) {

  			case gl.TRIANGLES:
  				render.triangles += instanceCount * ( count / 3 );
  				break;

  			case gl.LINES:
  				render.lines += instanceCount * ( count / 2 );
  				break;

  			case gl.LINE_STRIP:
  				render.lines += instanceCount * ( count - 1 );
  				break;

  			case gl.LINE_LOOP:
  				render.lines += instanceCount * count;
  				break;

  			case gl.POINTS:
  				render.points += instanceCount * count;
  				break;

  			default:
  				error( 'WebGLInfo: Unknown draw mode:', mode );
  				break;

  		}

  	}

  	function reset() {

  		render.calls = 0;
  		render.triangles = 0;
  		render.points = 0;
  		render.lines = 0;

  	}

  	return {
  		memory: memory,
  		render: render,
  		programs: null,
  		autoReset: true,
  		reset: reset,
  		update: update
  	};

  }

  function WebGLMorphtargets( gl, capabilities, textures ) {

  	const morphTextures = new WeakMap();
  	const morph = new Vector4();

  	function update( object, geometry, program ) {

  		const objectInfluences = object.morphTargetInfluences;

  		// the following encodes morph targets into an array of data textures. Each layer represents a single morph target.

  		const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  		const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

  		let entry = morphTextures.get( geometry );

  		if ( entry === undefined || entry.count !== morphTargetsCount ) {

  			if ( entry !== undefined ) entry.texture.dispose();

  			const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  			const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  			const hasMorphColors = geometry.morphAttributes.color !== undefined;

  			const morphTargets = geometry.morphAttributes.position || [];
  			const morphNormals = geometry.morphAttributes.normal || [];
  			const morphColors = geometry.morphAttributes.color || [];

  			let vertexDataCount = 0;

  			if ( hasMorphPosition === true ) vertexDataCount = 1;
  			if ( hasMorphNormals === true ) vertexDataCount = 2;
  			if ( hasMorphColors === true ) vertexDataCount = 3;

  			let width = geometry.attributes.position.count * vertexDataCount;
  			let height = 1;

  			if ( width > capabilities.maxTextureSize ) {

  				height = Math.ceil( width / capabilities.maxTextureSize );
  				width = capabilities.maxTextureSize;

  			}

  			const buffer = new Float32Array( width * height * 4 * morphTargetsCount );

  			const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
  			texture.type = FloatType;
  			texture.needsUpdate = true;

  			// fill buffer

  			const vertexDataStride = vertexDataCount * 4;

  			for ( let i = 0; i < morphTargetsCount; i ++ ) {

  				const morphTarget = morphTargets[ i ];
  				const morphNormal = morphNormals[ i ];
  				const morphColor = morphColors[ i ];

  				const offset = width * height * 4 * i;

  				for ( let j = 0; j < morphTarget.count; j ++ ) {

  					const stride = j * vertexDataStride;

  					if ( hasMorphPosition === true ) {

  						morph.fromBufferAttribute( morphTarget, j );

  						buffer[ offset + stride + 0 ] = morph.x;
  						buffer[ offset + stride + 1 ] = morph.y;
  						buffer[ offset + stride + 2 ] = morph.z;
  						buffer[ offset + stride + 3 ] = 0;

  					}

  					if ( hasMorphNormals === true ) {

  						morph.fromBufferAttribute( morphNormal, j );

  						buffer[ offset + stride + 4 ] = morph.x;
  						buffer[ offset + stride + 5 ] = morph.y;
  						buffer[ offset + stride + 6 ] = morph.z;
  						buffer[ offset + stride + 7 ] = 0;

  					}

  					if ( hasMorphColors === true ) {

  						morph.fromBufferAttribute( morphColor, j );

  						buffer[ offset + stride + 8 ] = morph.x;
  						buffer[ offset + stride + 9 ] = morph.y;
  						buffer[ offset + stride + 10 ] = morph.z;
  						buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;

  					}

  				}

  			}

  			entry = {
  				count: morphTargetsCount,
  				texture: texture,
  				size: new Vector2( width, height )
  			};

  			morphTextures.set( geometry, entry );

  			function disposeTexture() {

  				texture.dispose();

  				morphTextures.delete( geometry );

  				geometry.removeEventListener( 'dispose', disposeTexture );

  			}

  			geometry.addEventListener( 'dispose', disposeTexture );

  		}

  		//
  		if ( object.isInstancedMesh === true && object.morphTexture !== null ) {

  			program.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures );

  		} else {

  			let morphInfluencesSum = 0;

  			for ( let i = 0; i < objectInfluences.length; i ++ ) {

  				morphInfluencesSum += objectInfluences[ i ];

  			}

  			const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;


  			program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  			program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );

  		}

  		program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );
  		program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );

  	}

  	return {

  		update: update

  	};

  }

  function WebGLObjects( gl, geometries, attributes, bindingStates, info ) {

  	let updateMap = new WeakMap();

  	function update( object ) {

  		const frame = info.render.frame;

  		const geometry = object.geometry;
  		const buffergeometry = geometries.get( object, geometry );

  		// Update once per frame

  		if ( updateMap.get( buffergeometry ) !== frame ) {

  			geometries.update( buffergeometry );

  			updateMap.set( buffergeometry, frame );

  		}

  		if ( object.isInstancedMesh ) {

  			if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {

  				object.addEventListener( 'dispose', onInstancedMeshDispose );

  			}

  			if ( updateMap.get( object ) !== frame ) {

  				attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );

  				if ( object.instanceColor !== null ) {

  					attributes.update( object.instanceColor, gl.ARRAY_BUFFER );

  				}

  				updateMap.set( object, frame );

  			}

  		}

  		if ( object.isSkinnedMesh ) {

  			const skeleton = object.skeleton;

  			if ( updateMap.get( skeleton ) !== frame ) {

  				skeleton.update();

  				updateMap.set( skeleton, frame );

  			}

  		}

  		return buffergeometry;

  	}

  	function dispose() {

  		updateMap = new WeakMap();

  	}

  	function onInstancedMeshDispose( event ) {

  		const instancedMesh = event.target;

  		instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );

  		bindingStates.releaseStatesOfObject( instancedMesh );

  		attributes.remove( instancedMesh.instanceMatrix );

  		if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );

  	}

  	return {

  		update: update,
  		dispose: dispose

  	};

  }

  const toneMappingMap = {
  	[ LinearToneMapping ]: 'LINEAR_TONE_MAPPING',
  	[ ReinhardToneMapping ]: 'REINHARD_TONE_MAPPING',
  	[ CineonToneMapping ]: 'CINEON_TONE_MAPPING',
  	[ ACESFilmicToneMapping ]: 'ACES_FILMIC_TONE_MAPPING',
  	[ AgXToneMapping ]: 'AGX_TONE_MAPPING',
  	[ NeutralToneMapping ]: 'NEUTRAL_TONE_MAPPING',
  	[ CustomToneMapping ]: 'CUSTOM_TONE_MAPPING'
  };

  function WebGLOutput( type, width, height, depth, stencil ) {

  	// render targets for scene and post-processing
  	const targetA = new WebGLRenderTarget( width, height, {
  		type: type,
  		depthBuffer: depth,
  		stencilBuffer: stencil
  	} );

  	const targetB = new WebGLRenderTarget( width, height, {
  		type: HalfFloatType,
  		depthBuffer: false,
  		stencilBuffer: false
  	} );

  	// create fullscreen triangle geometry
  	const geometry = new BufferGeometry();
  	geometry.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) );
  	geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );

  	// create output material with tone mapping support
  	const material = new RawShaderMaterial( {
  		uniforms: {
  			tDiffuse: { value: null }
  		},
  		vertexShader: /* glsl */`
			precision highp float;

			uniform mat4 modelViewMatrix;
			uniform mat4 projectionMatrix;

			attribute vec3 position;
			attribute vec2 uv;

			varying vec2 vUv;

			void main() {
				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
			}`,
  		fragmentShader: /* glsl */`
			precision highp float;

			uniform sampler2D tDiffuse;

			varying vec2 vUv;

			#include <tonemapping_pars_fragment>
			#include <colorspace_pars_fragment>

			void main() {
				gl_FragColor = texture2D( tDiffuse, vUv );

				#ifdef LINEAR_TONE_MAPPING
					gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
				#elif defined( REINHARD_TONE_MAPPING )
					gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
				#elif defined( CINEON_TONE_MAPPING )
					gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
				#elif defined( ACES_FILMIC_TONE_MAPPING )
					gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
				#elif defined( AGX_TONE_MAPPING )
					gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
				#elif defined( NEUTRAL_TONE_MAPPING )
					gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
				#elif defined( CUSTOM_TONE_MAPPING )
					gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );
				#endif

				#ifdef SRGB_TRANSFER
					gl_FragColor = sRGBTransferOETF( gl_FragColor );
				#endif
			}`,
  		depthTest: false,
  		depthWrite: false
  	} );

  	const mesh = new Mesh( geometry, material );
  	const camera = new OrthographicCamera( -1, 1, 1, -1, 0, 1 );

  	let _outputColorSpace = null;
  	let _outputToneMapping = null;
  	let _isCompositing = false;
  	let _savedToneMapping;
  	let _savedRenderTarget = null;
  	let _effects = [];
  	let _hasRenderPass = false;

  	this.setSize = function ( width, height ) {

  		targetA.setSize( width, height );
  		targetB.setSize( width, height );

  		for ( let i = 0; i < _effects.length; i ++ ) {

  			const effect = _effects[ i ];
  			if ( effect.setSize ) effect.setSize( width, height );

  		}

  	};

  	this.setEffects = function ( effects ) {

  		_effects = effects;
  		_hasRenderPass = _effects.length > 0 && _effects[ 0 ].isRenderPass === true;

  		const width = targetA.width;
  		const height = targetA.height;

  		for ( let i = 0; i < _effects.length; i ++ ) {

  			const effect = _effects[ i ];
  			if ( effect.setSize ) effect.setSize( width, height );

  		}

  	};

  	this.begin = function ( renderer, renderTarget ) {

  		// Don't begin during compositing phase (post-processing effects call render())
  		if ( _isCompositing ) return false;

  		if ( renderer.toneMapping === NoToneMapping && _effects.length === 0 ) return false;

  		_savedRenderTarget = renderTarget;

  		// resize internal buffers to match render target (e.g. XR resolution)
  		if ( renderTarget !== null ) {

  			const width = renderTarget.width;
  			const height = renderTarget.height;

  			if ( targetA.width !== width || targetA.height !== height ) {

  				this.setSize( width, height );

  			}

  		}

  		// if first effect is a RenderPass, it will set its own render target
  		if ( _hasRenderPass === false ) {

  			renderer.setRenderTarget( targetA );

  		}

  		// disable tone mapping during render - it will be applied in end()
  		_savedToneMapping = renderer.toneMapping;
  		renderer.toneMapping = NoToneMapping;

  		return true;

  	};

  	this.hasRenderPass = function () {

  		return _hasRenderPass;

  	};

  	this.end = function ( renderer, deltaTime ) {

  		// restore tone mapping
  		renderer.toneMapping = _savedToneMapping;

  		_isCompositing = true;

  		// run post-processing effects
  		let readBuffer = targetA;
  		let writeBuffer = targetB;

  		for ( let i = 0; i < _effects.length; i ++ ) {

  			const effect = _effects[ i ];

  			if ( effect.enabled === false ) continue;

  			effect.render( renderer, writeBuffer, readBuffer, deltaTime );

  			if ( effect.needsSwap !== false ) {

  				const temp = readBuffer;
  				readBuffer = writeBuffer;
  				writeBuffer = temp;

  			}

  		}

  		// update output material defines if settings changed
  		if ( _outputColorSpace !== renderer.outputColorSpace || _outputToneMapping !== renderer.toneMapping ) {

  			_outputColorSpace = renderer.outputColorSpace;
  			_outputToneMapping = renderer.toneMapping;

  			material.defines = {};

  			if ( ColorManagement.getTransfer( _outputColorSpace ) === SRGBTransfer ) material.defines.SRGB_TRANSFER = '';

  			const toneMapping = toneMappingMap[ _outputToneMapping ];
  			if ( toneMapping ) material.defines[ toneMapping ] = '';

  			material.needsUpdate = true;

  		}

  		// final output to canvas (or XR render target)
  		material.uniforms.tDiffuse.value = readBuffer.texture;
  		renderer.setRenderTarget( _savedRenderTarget );
  		renderer.render( mesh, camera );

  		_savedRenderTarget = null;
  		_isCompositing = false;

  	};

  	this.isCompositing = function () {

  		return _isCompositing;

  	};

  	this.dispose = function () {

  		targetA.dispose();
  		targetB.dispose();
  		geometry.dispose();
  		material.dispose();

  	};

  }

  /**
   * Uniforms of a program.
   * Those form a tree structure with a special top-level container for the root,
   * which you get by calling 'new WebGLUniforms( gl, program )'.
   *
   *
   * Properties of inner nodes including the top-level container:
   *
   * .seq - array of nested uniforms
   * .map - nested uniforms by name
   *
   *
   * Methods of all nodes except the top-level container:
   *
   * .setValue( gl, value, [textures] )
   *
   * 		uploads a uniform value(s)
   *  	the 'textures' parameter is needed for sampler uniforms
   *
   *
   * Static methods of the top-level container (textures factorizations):
   *
   * .upload( gl, seq, values, textures )
   *
   * 		sets uniforms in 'seq' to 'values[id].value'
   *
   * .seqWithValue( seq, values ) : filteredSeq
   *
   * 		filters 'seq' entries with corresponding entry in values
   *
   *
   * Methods of the top-level container (textures factorizations):
   *
   * .setValue( gl, name, value, textures )
   *
   * 		sets uniform with  name 'name' to 'value'
   *
   * .setOptional( gl, obj, prop )
   *
   * 		like .set for an optional property of the object
   *
   */


  const emptyTexture = /*@__PURE__*/ new Texture();

  const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );

  const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();
  const empty3dTexture = /*@__PURE__*/ new Data3DTexture();
  const emptyCubeTexture = /*@__PURE__*/ new CubeTexture();

  // --- Utilities ---

  // Array Caches (provide typed arrays for temporary by size)

  const arrayCacheF32 = [];
  const arrayCacheI32 = [];

  // Float32Array caches used for uploading Matrix uniforms

  const mat4array = new Float32Array( 16 );
  const mat3array = new Float32Array( 9 );
  const mat2array = new Float32Array( 4 );

  // Flattening for arrays of vectors and matrices

  function flatten( array, nBlocks, blockSize ) {

  	const firstElem = array[ 0 ];

  	if ( firstElem <= 0 || firstElem > 0 ) return array;
  	// unoptimized: ! isNaN( firstElem )
  	// see http://jacksondunstan.com/articles/983

  	const n = nBlocks * blockSize;
  	let r = arrayCacheF32[ n ];

  	if ( r === undefined ) {

  		r = new Float32Array( n );
  		arrayCacheF32[ n ] = r;

  	}

  	if ( nBlocks !== 0 ) {

  		firstElem.toArray( r, 0 );

  		for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {

  			offset += blockSize;
  			array[ i ].toArray( r, offset );

  		}

  	}

  	return r;

  }

  function arraysEqual$1( a, b ) {

  	if ( a.length !== b.length ) return false;

  	for ( let i = 0, l = a.length; i < l; i ++ ) {

  		if ( a[ i ] !== b[ i ] ) return false;

  	}

  	return true;

  }

  function copyArray( a, b ) {

  	for ( let i = 0, l = b.length; i < l; i ++ ) {

  		a[ i ] = b[ i ];

  	}

  }

  // Texture unit allocation

  function allocTexUnits( textures, n ) {

  	let r = arrayCacheI32[ n ];

  	if ( r === undefined ) {

  		r = new Int32Array( n );
  		arrayCacheI32[ n ] = r;

  	}

  	for ( let i = 0; i !== n; ++ i ) {

  		r[ i ] = textures.allocateTextureUnit();

  	}

  	return r;

  }

  // --- Setters ---

  // Note: Defining these methods externally, because they come in a bunch
  // and this way their names minify.

  // Single scalar

  function setValueV1f( gl, v ) {

  	const cache = this.cache;

  	if ( cache[ 0 ] === v ) return;

  	gl.uniform1f( this.addr, v );

  	cache[ 0 ] = v;

  }

  // Single float vector (from flat array or THREE.VectorN)

  function setValueV2f( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

  			gl.uniform2f( this.addr, v.x, v.y );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform2fv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV3f( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

  			gl.uniform3f( this.addr, v.x, v.y, v.z );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;

  		}

  	} else if ( v.r !== undefined ) {

  		if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

  			gl.uniform3f( this.addr, v.r, v.g, v.b );

  			cache[ 0 ] = v.r;
  			cache[ 1 ] = v.g;
  			cache[ 2 ] = v.b;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform3fv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV4f( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

  			gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;
  			cache[ 3 ] = v.w;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform4fv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  // Single matrix (from flat array or THREE.MatrixN)

  function setValueM2( gl, v ) {

  	const cache = this.cache;
  	const elements = v.elements;

  	if ( elements === undefined ) {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniformMatrix2fv( this.addr, false, v );

  		copyArray( cache, v );

  	} else {

  		if ( arraysEqual$1( cache, elements ) ) return;

  		mat2array.set( elements );

  		gl.uniformMatrix2fv( this.addr, false, mat2array );

  		copyArray( cache, elements );

  	}

  }

  function setValueM3( gl, v ) {

  	const cache = this.cache;
  	const elements = v.elements;

  	if ( elements === undefined ) {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniformMatrix3fv( this.addr, false, v );

  		copyArray( cache, v );

  	} else {

  		if ( arraysEqual$1( cache, elements ) ) return;

  		mat3array.set( elements );

  		gl.uniformMatrix3fv( this.addr, false, mat3array );

  		copyArray( cache, elements );

  	}

  }

  function setValueM4( gl, v ) {

  	const cache = this.cache;
  	const elements = v.elements;

  	if ( elements === undefined ) {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniformMatrix4fv( this.addr, false, v );

  		copyArray( cache, v );

  	} else {

  		if ( arraysEqual$1( cache, elements ) ) return;

  		mat4array.set( elements );

  		gl.uniformMatrix4fv( this.addr, false, mat4array );

  		copyArray( cache, elements );

  	}

  }

  // Single integer / boolean

  function setValueV1i( gl, v ) {

  	const cache = this.cache;

  	if ( cache[ 0 ] === v ) return;

  	gl.uniform1i( this.addr, v );

  	cache[ 0 ] = v;

  }

  // Single integer / boolean vector (from flat array or THREE.VectorN)

  function setValueV2i( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

  			gl.uniform2i( this.addr, v.x, v.y );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform2iv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV3i( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

  			gl.uniform3i( this.addr, v.x, v.y, v.z );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform3iv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV4i( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

  			gl.uniform4i( this.addr, v.x, v.y, v.z, v.w );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;
  			cache[ 3 ] = v.w;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform4iv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  // Single unsigned integer

  function setValueV1ui( gl, v ) {

  	const cache = this.cache;

  	if ( cache[ 0 ] === v ) return;

  	gl.uniform1ui( this.addr, v );

  	cache[ 0 ] = v;

  }

  // Single unsigned integer vector (from flat array or THREE.VectorN)

  function setValueV2ui( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

  			gl.uniform2ui( this.addr, v.x, v.y );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform2uiv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV3ui( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

  			gl.uniform3ui( this.addr, v.x, v.y, v.z );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform3uiv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV4ui( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

  			gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;
  			cache[ 3 ] = v.w;

  		}

  	} else {

  		if ( arraysEqual$1( cache, v ) ) return;

  		gl.uniform4uiv( this.addr, v );

  		copyArray( cache, v );

  	}

  }


  // Single texture (2D / Cube)

  function setValueT1( gl, v, textures ) {

  	const cache = this.cache;
  	const unit = textures.allocateTextureUnit();

  	if ( cache[ 0 ] !== unit ) {

  		gl.uniform1i( this.addr, unit );
  		cache[ 0 ] = unit;

  	}

  	let emptyTexture2D;

  	if ( this.type === gl.SAMPLER_2D_SHADOW ) {

  		emptyShadowTexture.compareFunction = textures.isReversedDepthBuffer() ? GreaterEqualCompare : LessEqualCompare;
  		emptyTexture2D = emptyShadowTexture;

  	} else {

  		emptyTexture2D = emptyTexture;

  	}

  	textures.setTexture2D( v || emptyTexture2D, unit );

  }

  function setValueT3D1( gl, v, textures ) {

  	const cache = this.cache;
  	const unit = textures.allocateTextureUnit();

  	if ( cache[ 0 ] !== unit ) {

  		gl.uniform1i( this.addr, unit );
  		cache[ 0 ] = unit;

  	}

  	textures.setTexture3D( v || empty3dTexture, unit );

  }

  function setValueT6( gl, v, textures ) {

  	const cache = this.cache;
  	const unit = textures.allocateTextureUnit();

  	if ( cache[ 0 ] !== unit ) {

  		gl.uniform1i( this.addr, unit );
  		cache[ 0 ] = unit;

  	}

  	textures.setTextureCube( v || emptyCubeTexture, unit );

  }

  function setValueT2DArray1( gl, v, textures ) {

  	const cache = this.cache;
  	const unit = textures.allocateTextureUnit();

  	if ( cache[ 0 ] !== unit ) {

  		gl.uniform1i( this.addr, unit );
  		cache[ 0 ] = unit;

  	}

  	textures.setTexture2DArray( v || emptyArrayTexture, unit );

  }

  // Helper to pick the right setter for the singular case

  function getSingularSetter( type ) {

  	switch ( type ) {

  		case 0x1406: return setValueV1f; // FLOAT
  		case 0x8b50: return setValueV2f; // _VEC2
  		case 0x8b51: return setValueV3f; // _VEC3
  		case 0x8b52: return setValueV4f; // _VEC4

  		case 0x8b5a: return setValueM2; // _MAT2
  		case 0x8b5b: return setValueM3; // _MAT3
  		case 0x8b5c: return setValueM4; // _MAT4

  		case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  		case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  		case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  		case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4

  		case 0x1405: return setValueV1ui; // UINT
  		case 0x8dc6: return setValueV2ui; // _VEC2
  		case 0x8dc7: return setValueV3ui; // _VEC3
  		case 0x8dc8: return setValueV4ui; // _VEC4

  		case 0x8b5e: // SAMPLER_2D
  		case 0x8d66: // SAMPLER_EXTERNAL_OES
  		case 0x8dca: // INT_SAMPLER_2D
  		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  		case 0x8b62: // SAMPLER_2D_SHADOW
  			return setValueT1;

  		case 0x8b5f: // SAMPLER_3D
  		case 0x8dcb: // INT_SAMPLER_3D
  		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  			return setValueT3D1;

  		case 0x8b60: // SAMPLER_CUBE
  		case 0x8dcc: // INT_SAMPLER_CUBE
  		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  		case 0x8dc5: // SAMPLER_CUBE_SHADOW
  			return setValueT6;

  		case 0x8dc1: // SAMPLER_2D_ARRAY
  		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  			return setValueT2DArray1;

  	}

  }


  // Array of scalars

  function setValueV1fArray( gl, v ) {

  	gl.uniform1fv( this.addr, v );

  }

  // Array of vectors (from flat array or array of THREE.VectorN)

  function setValueV2fArray( gl, v ) {

  	const data = flatten( v, this.size, 2 );

  	gl.uniform2fv( this.addr, data );

  }

  function setValueV3fArray( gl, v ) {

  	const data = flatten( v, this.size, 3 );

  	gl.uniform3fv( this.addr, data );

  }

  function setValueV4fArray( gl, v ) {

  	const data = flatten( v, this.size, 4 );

  	gl.uniform4fv( this.addr, data );

  }

  // Array of matrices (from flat array or array of THREE.MatrixN)

  function setValueM2Array( gl, v ) {

  	const data = flatten( v, this.size, 4 );

  	gl.uniformMatrix2fv( this.addr, false, data );

  }

  function setValueM3Array( gl, v ) {

  	const data = flatten( v, this.size, 9 );

  	gl.uniformMatrix3fv( this.addr, false, data );

  }

  function setValueM4Array( gl, v ) {

  	const data = flatten( v, this.size, 16 );

  	gl.uniformMatrix4fv( this.addr, false, data );

  }

  // Array of integer / boolean

  function setValueV1iArray( gl, v ) {

  	gl.uniform1iv( this.addr, v );

  }

  // Array of integer / boolean vectors (from flat array)

  function setValueV2iArray( gl, v ) {

  	gl.uniform2iv( this.addr, v );

  }

  function setValueV3iArray( gl, v ) {

  	gl.uniform3iv( this.addr, v );

  }

  function setValueV4iArray( gl, v ) {

  	gl.uniform4iv( this.addr, v );

  }

  // Array of unsigned integer

  function setValueV1uiArray( gl, v ) {

  	gl.uniform1uiv( this.addr, v );

  }

  // Array of unsigned integer vectors (from flat array)

  function setValueV2uiArray( gl, v ) {

  	gl.uniform2uiv( this.addr, v );

  }

  function setValueV3uiArray( gl, v ) {

  	gl.uniform3uiv( this.addr, v );

  }

  function setValueV4uiArray( gl, v ) {

  	gl.uniform4uiv( this.addr, v );

  }


  // Array of textures (2D / 3D / Cube / 2DArray)

  function setValueT1Array( gl, v, textures ) {

  	const cache = this.cache;

  	const n = v.length;

  	const units = allocTexUnits( textures, n );

  	if ( ! arraysEqual$1( cache, units ) ) {

  		gl.uniform1iv( this.addr, units );

  		copyArray( cache, units );

  	}

  	let emptyTexture2D;

  	if ( this.type === gl.SAMPLER_2D_SHADOW ) {

  		emptyTexture2D = emptyShadowTexture;

  	} else {

  		emptyTexture2D = emptyTexture;

  	}

  	for ( let i = 0; i !== n; ++ i ) {

  		textures.setTexture2D( v[ i ] || emptyTexture2D, units[ i ] );

  	}

  }

  function setValueT3DArray( gl, v, textures ) {

  	const cache = this.cache;

  	const n = v.length;

  	const units = allocTexUnits( textures, n );

  	if ( ! arraysEqual$1( cache, units ) ) {

  		gl.uniform1iv( this.addr, units );

  		copyArray( cache, units );

  	}

  	for ( let i = 0; i !== n; ++ i ) {

  		textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );

  	}

  }

  function setValueT6Array( gl, v, textures ) {

  	const cache = this.cache;

  	const n = v.length;

  	const units = allocTexUnits( textures, n );

  	if ( ! arraysEqual$1( cache, units ) ) {

  		gl.uniform1iv( this.addr, units );

  		copyArray( cache, units );

  	}

  	for ( let i = 0; i !== n; ++ i ) {

  		textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

  	}

  }

  function setValueT2DArrayArray( gl, v, textures ) {

  	const cache = this.cache;

  	const n = v.length;

  	const units = allocTexUnits( textures, n );

  	if ( ! arraysEqual$1( cache, units ) ) {

  		gl.uniform1iv( this.addr, units );

  		copyArray( cache, units );

  	}

  	for ( let i = 0; i !== n; ++ i ) {

  		textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );

  	}

  }


  // Helper to pick the right setter for a pure (bottom-level) array

  function getPureArraySetter( type ) {

  	switch ( type ) {

  		case 0x1406: return setValueV1fArray; // FLOAT
  		case 0x8b50: return setValueV2fArray; // _VEC2
  		case 0x8b51: return setValueV3fArray; // _VEC3
  		case 0x8b52: return setValueV4fArray; // _VEC4

  		case 0x8b5a: return setValueM2Array; // _MAT2
  		case 0x8b5b: return setValueM3Array; // _MAT3
  		case 0x8b5c: return setValueM4Array; // _MAT4

  		case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  		case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  		case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  		case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4

  		case 0x1405: return setValueV1uiArray; // UINT
  		case 0x8dc6: return setValueV2uiArray; // _VEC2
  		case 0x8dc7: return setValueV3uiArray; // _VEC3
  		case 0x8dc8: return setValueV4uiArray; // _VEC4

  		case 0x8b5e: // SAMPLER_2D
  		case 0x8d66: // SAMPLER_EXTERNAL_OES
  		case 0x8dca: // INT_SAMPLER_2D
  		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  		case 0x8b62: // SAMPLER_2D_SHADOW
  			return setValueT1Array;

  		case 0x8b5f: // SAMPLER_3D
  		case 0x8dcb: // INT_SAMPLER_3D
  		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  			return setValueT3DArray;

  		case 0x8b60: // SAMPLER_CUBE
  		case 0x8dcc: // INT_SAMPLER_CUBE
  		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  		case 0x8dc5: // SAMPLER_CUBE_SHADOW
  			return setValueT6Array;

  		case 0x8dc1: // SAMPLER_2D_ARRAY
  		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  			return setValueT2DArrayArray;

  	}

  }

  // --- Uniform Classes ---

  class SingleUniform {

  	constructor( id, activeInfo, addr ) {

  		this.id = id;
  		this.addr = addr;
  		this.cache = [];
  		this.type = activeInfo.type;
  		this.setValue = getSingularSetter( activeInfo.type );

  		// this.path = activeInfo.name; // DEBUG

  	}

  }

  class PureArrayUniform {

  	constructor( id, activeInfo, addr ) {

  		this.id = id;
  		this.addr = addr;
  		this.cache = [];
  		this.type = activeInfo.type;
  		this.size = activeInfo.size;
  		this.setValue = getPureArraySetter( activeInfo.type );

  		// this.path = activeInfo.name; // DEBUG

  	}

  }

  class StructuredUniform {

  	constructor( id ) {

  		this.id = id;

  		this.seq = [];
  		this.map = {};

  	}

  	setValue( gl, value, textures ) {

  		const seq = this.seq;

  		for ( let i = 0, n = seq.length; i !== n; ++ i ) {

  			const u = seq[ i ];
  			u.setValue( gl, value[ u.id ], textures );

  		}

  	}

  }

  // --- Top-level ---

  // Parser - builds up the property tree from the path strings

  const RePathPart = /(\w+)(\])?(\[|\.)?/g;

  // extracts
  // 	- the identifier (member name or array index)
  //  - followed by an optional right bracket (found when array index)
  //  - followed by an optional left bracket or dot (type of subscript)
  //
  // Note: These portions can be read in a non-overlapping fashion and
  // allow straightforward parsing of the hierarchy that WebGL encodes
  // in the uniform names.

  function addUniform( container, uniformObject ) {

  	container.seq.push( uniformObject );
  	container.map[ uniformObject.id ] = uniformObject;

  }

  function parseUniform( activeInfo, addr, container ) {

  	const path = activeInfo.name,
  		pathLength = path.length;

  	// reset RegExp object, because of the early exit of a previous run
  	RePathPart.lastIndex = 0;

  	while ( true ) {

  		const match = RePathPart.exec( path ),
  			matchEnd = RePathPart.lastIndex;

  		let id = match[ 1 ];
  		const idIsIndex = match[ 2 ] === ']',
  			subscript = match[ 3 ];

  		if ( idIsIndex ) id = id | 0; // convert to integer

  		if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

  			// bare name or "pure" bottom-level array "[0]" suffix

  			addUniform( container, subscript === undefined ?
  				new SingleUniform( id, activeInfo, addr ) :
  				new PureArrayUniform( id, activeInfo, addr ) );

  			break;

  		} else {

  			// step into inner node / create it in case it doesn't exist

  			const map = container.map;
  			let next = map[ id ];

  			if ( next === undefined ) {

  				next = new StructuredUniform( id );
  				addUniform( container, next );

  			}

  			container = next;

  		}

  	}

  }

  // Root Container

  class WebGLUniforms {

  	constructor( gl, program ) {

  		this.seq = [];
  		this.map = {};

  		const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );

  		for ( let i = 0; i < n; ++ i ) {

  			const info = gl.getActiveUniform( program, i ),
  				addr = gl.getUniformLocation( program, info.name );

  			parseUniform( info, addr, this );

  		}

  		// Sort uniforms to prioritize shadow samplers first (for optimal texture unit allocation)

  		const shadowSamplers = [];
  		const otherUniforms = [];

  		for ( const u of this.seq ) {

  			if ( u.type === gl.SAMPLER_2D_SHADOW || u.type === gl.SAMPLER_CUBE_SHADOW || u.type === gl.SAMPLER_2D_ARRAY_SHADOW ) {

  				shadowSamplers.push( u );

  			} else {

  				otherUniforms.push( u );

  			}

  		}

  		if ( shadowSamplers.length > 0 ) {

  			this.seq = shadowSamplers.concat( otherUniforms );

  		}

  	}

  	setValue( gl, name, value, textures ) {

  		const u = this.map[ name ];

  		if ( u !== undefined ) u.setValue( gl, value, textures );

  	}

  	setOptional( gl, object, name ) {

  		const v = object[ name ];

  		if ( v !== undefined ) this.setValue( gl, name, v );

  	}

  	static upload( gl, seq, values, textures ) {

  		for ( let i = 0, n = seq.length; i !== n; ++ i ) {

  			const u = seq[ i ],
  				v = values[ u.id ];

  			if ( v.needsUpdate !== false ) {

  				// note: always updating when .needsUpdate is undefined
  				u.setValue( gl, v.value, textures );

  			}

  		}

  	}

  	static seqWithValue( seq, values ) {

  		const r = [];

  		for ( let i = 0, n = seq.length; i !== n; ++ i ) {

  			const u = seq[ i ];
  			if ( u.id in values ) r.push( u );

  		}

  		return r;

  	}

  }

  function WebGLShader( gl, type, string ) {

  	const shader = gl.createShader( type );

  	gl.shaderSource( shader, string );
  	gl.compileShader( shader );

  	return shader;

  }

  // From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/
  const COMPLETION_STATUS_KHR = 0x91B1;

  let programIdCount = 0;

  function handleSource( string, errorLine ) {

  	const lines = string.split( '\n' );
  	const lines2 = [];

  	const from = Math.max( errorLine - 6, 0 );
  	const to = Math.min( errorLine + 6, lines.length );

  	for ( let i = from; i < to; i ++ ) {

  		const line = i + 1;
  		lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );

  	}

  	return lines2.join( '\n' );

  }

  const _m0 = /*@__PURE__*/ new Matrix3();

  function getEncodingComponents( colorSpace ) {

  	ColorManagement._getMatrix( _m0, ColorManagement.workingColorSpace, colorSpace );

  	const encodingMatrix = `mat3( ${ _m0.elements.map( ( v ) => v.toFixed( 4 ) ) } )`;

  	switch ( ColorManagement.getTransfer( colorSpace ) ) {

  		case LinearTransfer:
  			return [ encodingMatrix, 'LinearTransferOETF' ];

  		case SRGBTransfer:
  			return [ encodingMatrix, 'sRGBTransferOETF' ];

  		default:
  			warn( 'WebGLProgram: Unsupported color space: ', colorSpace );
  			return [ encodingMatrix, 'LinearTransferOETF' ];

  	}

  }

  function getShaderErrors( gl, shader, type ) {

  	const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );

  	const shaderInfoLog = gl.getShaderInfoLog( shader ) || '';
  	const errors = shaderInfoLog.trim();

  	if ( status && errors === '' ) return '';

  	const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  	if ( errorMatches ) {

  		// --enable-privileged-webgl-extension
  		// log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

  		const errorLine = parseInt( errorMatches[ 1 ] );
  		return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine );

  	} else {

  		return errors;

  	}

  }

  function getTexelEncodingFunction( functionName, colorSpace ) {

  	const components = getEncodingComponents( colorSpace );

  	return [

  		`vec4 ${functionName}( vec4 value ) {`,

  		`	return ${components[ 1 ]}( vec4( value.rgb * ${components[ 0 ]}, value.a ) );`,

  		'}',

  	].join( '\n' );

  }

  const toneMappingFunctions = {
  	[ LinearToneMapping ]: 'Linear',
  	[ ReinhardToneMapping ]: 'Reinhard',
  	[ CineonToneMapping ]: 'Cineon',
  	[ ACESFilmicToneMapping ]: 'ACESFilmic',
  	[ AgXToneMapping ]: 'AgX',
  	[ NeutralToneMapping ]: 'Neutral',
  	[ CustomToneMapping ]: 'Custom'
  };

  function getToneMappingFunction( functionName, toneMapping ) {

  	const toneMappingName = toneMappingFunctions[ toneMapping ];

  	if ( toneMappingName === undefined ) {

  		warn( 'WebGLProgram: Unsupported toneMapping:', toneMapping );
  		return 'vec3 ' + functionName + '( vec3 color ) { return LinearToneMapping( color ); }';

  	}

  	return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

  }

  const _v0 = /*@__PURE__*/ new Vector3();

  function getLuminanceFunction() {

  	ColorManagement.getLuminanceCoefficients( _v0 );

  	const r = _v0.x.toFixed( 4 );
  	const g = _v0.y.toFixed( 4 );
  	const b = _v0.z.toFixed( 4 );

  	return [

  		'float luminance( const in vec3 rgb ) {',

  		`	const vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`,

  		'	return dot( weights, rgb );',

  		'}'

  	].join( '\n' );

  }

  function generateVertexExtensions( parameters ) {

  	const chunks = [
  		parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',
  		parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',
  	];

  	return chunks.filter( filterEmptyLine ).join( '\n' );

  }

  function generateDefines( defines ) {

  	const chunks = [];

  	for ( const name in defines ) {

  		const value = defines[ name ];

  		if ( value === false ) continue;

  		chunks.push( '#define ' + name + ' ' + value );

  	}

  	return chunks.join( '\n' );

  }

  function fetchAttributeLocations( gl, program ) {

  	const attributes = {};

  	const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );

  	for ( let i = 0; i < n; i ++ ) {

  		const info = gl.getActiveAttrib( program, i );
  		const name = info.name;

  		let locationSize = 1;
  		if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;
  		if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;
  		if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;

  		// log( 'WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

  		attributes[ name ] = {
  			type: info.type,
  			location: gl.getAttribLocation( program, name ),
  			locationSize: locationSize
  		};

  	}

  	return attributes;

  }

  function filterEmptyLine( string ) {

  	return string !== '';

  }

  function replaceLightNums( string, parameters ) {

  	const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;

  	return string
  		.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  		.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  		.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )
  		.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )
  		.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  		.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  		.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  		.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  		.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )
  		.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  		.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );

  }

  function replaceClippingPlaneNums( string, parameters ) {

  	return string
  		.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  		.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );

  }

  // Resolve Includes

  const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;

  function resolveIncludes( string ) {

  	return string.replace( includePattern, includeReplacer );

  }

  const shaderChunkMap = new Map();

  function includeReplacer( match, include ) {

  	let string = ShaderChunk[ include ];

  	if ( string === undefined ) {

  		const newInclude = shaderChunkMap.get( include );

  		if ( newInclude !== undefined ) {

  			string = ShaderChunk[ newInclude ];
  			warn( 'WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude );

  		} else {

  			throw new Error( 'Can not resolve #include <' + include + '>' );

  		}

  	}

  	return resolveIncludes( string );

  }

  // Unroll Loops

  const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;

  function unrollLoops( string ) {

  	return string.replace( unrollLoopPattern, loopReplacer );

  }

  function loopReplacer( match, start, end, snippet ) {

  	let string = '';

  	for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {

  		string += snippet
  			.replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
  			.replace( /UNROLLED_LOOP_INDEX/g, i );

  	}

  	return string;

  }

  //

  function generatePrecision( parameters ) {

  	let precisionstring = `precision ${parameters.precision} float;
	precision ${parameters.precision} int;
	precision ${parameters.precision} sampler2D;
	precision ${parameters.precision} samplerCube;
	precision ${parameters.precision} sampler3D;
	precision ${parameters.precision} sampler2DArray;
	precision ${parameters.precision} sampler2DShadow;
	precision ${parameters.precision} samplerCubeShadow;
	precision ${parameters.precision} sampler2DArrayShadow;
	precision ${parameters.precision} isampler2D;
	precision ${parameters.precision} isampler3D;
	precision ${parameters.precision} isamplerCube;
	precision ${parameters.precision} isampler2DArray;
	precision ${parameters.precision} usampler2D;
	precision ${parameters.precision} usampler3D;
	precision ${parameters.precision} usamplerCube;
	precision ${parameters.precision} usampler2DArray;
	`;

  	if ( parameters.precision === 'highp' ) {

  		precisionstring += '\n#define HIGH_PRECISION';

  	} else if ( parameters.precision === 'mediump' ) {

  		precisionstring += '\n#define MEDIUM_PRECISION';

  	} else if ( parameters.precision === 'lowp' ) {

  		precisionstring += '\n#define LOW_PRECISION';

  	}

  	return precisionstring;

  }

  const shadowMapTypeDefines = {
  	[ PCFShadowMap ]: 'SHADOWMAP_TYPE_PCF',
  	[ VSMShadowMap ]: 'SHADOWMAP_TYPE_VSM'
  };

  function generateShadowMapTypeDefine( parameters ) {

  	return shadowMapTypeDefines[ parameters.shadowMapType ] || 'SHADOWMAP_TYPE_BASIC';

  }

  const envMapTypeDefines = {
  	[ CubeReflectionMapping ]: 'ENVMAP_TYPE_CUBE',
  	[ CubeRefractionMapping ]: 'ENVMAP_TYPE_CUBE',
  	[ CubeUVReflectionMapping ]: 'ENVMAP_TYPE_CUBE_UV'
  };

  function generateEnvMapTypeDefine( parameters ) {

  	if ( parameters.envMap === false ) return 'ENVMAP_TYPE_CUBE';

  	return envMapTypeDefines[ parameters.envMapMode ] || 'ENVMAP_TYPE_CUBE';

  }

  const envMapModeDefines = {
  	[ CubeRefractionMapping ]: 'ENVMAP_MODE_REFRACTION'
  };

  function generateEnvMapModeDefine( parameters ) {

  	if ( parameters.envMap === false ) return 'ENVMAP_MODE_REFLECTION';

  	return envMapModeDefines[ parameters.envMapMode ] || 'ENVMAP_MODE_REFLECTION';

  }

  const envMapBlendingDefines = {
  	[ MultiplyOperation ]: 'ENVMAP_BLENDING_MULTIPLY',
  	[ MixOperation ]: 'ENVMAP_BLENDING_MIX',
  	[ AddOperation ]: 'ENVMAP_BLENDING_ADD'
  };

  function generateEnvMapBlendingDefine( parameters ) {

  	if ( parameters.envMap === false ) return 'ENVMAP_BLENDING_NONE';

  	return envMapBlendingDefines[ parameters.combine ] || 'ENVMAP_BLENDING_NONE';

  }

  function generateCubeUVSize( parameters ) {

  	const imageHeight = parameters.envMapCubeUVHeight;

  	if ( imageHeight === null ) return null;

  	const maxMip = Math.log2( imageHeight ) - 2;

  	const texelHeight = 1.0 / imageHeight;

  	const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );

  	return { texelWidth, texelHeight, maxMip };

  }

  function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

  	// TODO Send this event to Three.js DevTools
  	// log( 'WebGLProgram', cacheKey );

  	const gl = renderer.getContext();

  	const defines = parameters.defines;

  	let vertexShader = parameters.vertexShader;
  	let fragmentShader = parameters.fragmentShader;

  	const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  	const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  	const envMapModeDefine = generateEnvMapModeDefine( parameters );
  	const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  	const envMapCubeUVSize = generateCubeUVSize( parameters );

  	const customVertexExtensions = generateVertexExtensions( parameters );

  	const customDefines = generateDefines( defines );

  	const program = gl.createProgram();

  	let prefixVertex, prefixFragment;
  	let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';

  	if ( parameters.isRawShaderMaterial ) {

  		prefixVertex = [

  			'#define SHADER_TYPE ' + parameters.shaderType,
  			'#define SHADER_NAME ' + parameters.shaderName,

  			customDefines

  		].filter( filterEmptyLine ).join( '\n' );

  		if ( prefixVertex.length > 0 ) {

  			prefixVertex += '\n';

  		}

  		prefixFragment = [

  			'#define SHADER_TYPE ' + parameters.shaderType,
  			'#define SHADER_NAME ' + parameters.shaderName,

  			customDefines

  		].filter( filterEmptyLine ).join( '\n' );

  		if ( prefixFragment.length > 0 ) {

  			prefixFragment += '\n';

  		}

  	} else {

  		prefixVertex = [

  			generatePrecision( parameters ),

  			'#define SHADER_TYPE ' + parameters.shaderType,
  			'#define SHADER_NAME ' + parameters.shaderName,

  			customDefines,

  			parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',
  			parameters.batching ? '#define USE_BATCHING' : '',
  			parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '',
  			parameters.instancing ? '#define USE_INSTANCING' : '',
  			parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
  			parameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '',

  			parameters.useFog && parameters.fog ? '#define USE_FOG' : '',
  			parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',

  			parameters.map ? '#define USE_MAP' : '',
  			parameters.envMap ? '#define USE_ENVMAP' : '',
  			parameters.envMap ? '#define ' + envMapModeDefine : '',
  			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  			parameters.aoMap ? '#define USE_AOMAP' : '',
  			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  			parameters.normalMap ? '#define USE_NORMALMAP' : '',
  			parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',
  			parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',
  			parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',
  			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',

  			parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
  			parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',

  			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',

  			parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',
  			parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',

  			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  			parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',
  			parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',

  			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  			parameters.alphaHash ? '#define USE_ALPHAHASH' : '',

  			parameters.transmission ? '#define USE_TRANSMISSION' : '',
  			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  			parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',

  			parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',
  			parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',

  			//

  			parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',
  			parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',
  			parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',
  			parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',
  			parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',
  			parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',
  			parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',
  			parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',

  			parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',
  			parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',

  			parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',

  			parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',
  			parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',
  			parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',

  			parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',
  			parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',

  			parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',
  			parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',

  			parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',
  			parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',
  			parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',

  			parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',
  			parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',

  			//

  			parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',
  			parameters.vertexColors ? '#define USE_COLOR' : '',
  			parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
  			parameters.vertexUv1s ? '#define USE_UV1' : '',
  			parameters.vertexUv2s ? '#define USE_UV2' : '',
  			parameters.vertexUv3s ? '#define USE_UV3' : '',

  			parameters.pointsUvs ? '#define USE_POINTS_UV' : '',

  			parameters.flatShading ? '#define FLAT_SHADED' : '',

  			parameters.skinning ? '#define USE_SKINNING' : '',

  			parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  			parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  			( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '',
  			( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',
  			( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',
  			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  			parameters.flipSided ? '#define FLIP_SIDED' : '',

  			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

  			parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

  			parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',

  			parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
  			parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',

  			'uniform mat4 modelMatrix;',
  			'uniform mat4 modelViewMatrix;',
  			'uniform mat4 projectionMatrix;',
  			'uniform mat4 viewMatrix;',
  			'uniform mat3 normalMatrix;',
  			'uniform vec3 cameraPosition;',
  			'uniform bool isOrthographic;',

  			'#ifdef USE_INSTANCING',

  			'	attribute mat4 instanceMatrix;',

  			'#endif',

  			'#ifdef USE_INSTANCING_COLOR',

  			'	attribute vec3 instanceColor;',

  			'#endif',

  			'#ifdef USE_INSTANCING_MORPH',

  			'	uniform sampler2D morphTexture;',

  			'#endif',

  			'attribute vec3 position;',
  			'attribute vec3 normal;',
  			'attribute vec2 uv;',

  			'#ifdef USE_UV1',

  			'	attribute vec2 uv1;',

  			'#endif',

  			'#ifdef USE_UV2',

  			'	attribute vec2 uv2;',

  			'#endif',

  			'#ifdef USE_UV3',

  			'	attribute vec2 uv3;',

  			'#endif',

  			'#ifdef USE_TANGENT',

  			'	attribute vec4 tangent;',

  			'#endif',

  			'#if defined( USE_COLOR_ALPHA )',

  			'	attribute vec4 color;',

  			'#elif defined( USE_COLOR )',

  			'	attribute vec3 color;',

  			'#endif',

  			'#ifdef USE_SKINNING',

  			'	attribute vec4 skinIndex;',
  			'	attribute vec4 skinWeight;',

  			'#endif',

  			'\n'

  		].filter( filterEmptyLine ).join( '\n' );

  		prefixFragment = [

  			generatePrecision( parameters ),

  			'#define SHADER_TYPE ' + parameters.shaderType,
  			'#define SHADER_NAME ' + parameters.shaderName,

  			customDefines,

  			parameters.useFog && parameters.fog ? '#define USE_FOG' : '',
  			parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',

  			parameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',
  			parameters.map ? '#define USE_MAP' : '',
  			parameters.matcap ? '#define USE_MATCAP' : '',
  			parameters.envMap ? '#define USE_ENVMAP' : '',
  			parameters.envMap ? '#define ' + envMapTypeDefine : '',
  			parameters.envMap ? '#define ' + envMapModeDefine : '',
  			parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  			envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',
  			envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',
  			envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',
  			parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  			parameters.aoMap ? '#define USE_AOMAP' : '',
  			parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  			parameters.normalMap ? '#define USE_NORMALMAP' : '',
  			parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',
  			parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',
  			parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',

  			parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
  			parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',

  			parameters.clearcoat ? '#define USE_CLEARCOAT' : '',
  			parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  			parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  			parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',

  			parameters.dispersion ? '#define USE_DISPERSION' : '',

  			parameters.iridescence ? '#define USE_IRIDESCENCE' : '',
  			parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',
  			parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',

  			parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  			parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',
  			parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',

  			parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  			parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',

  			parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  			parameters.alphaTest ? '#define USE_ALPHATEST' : '',
  			parameters.alphaHash ? '#define USE_ALPHAHASH' : '',

  			parameters.sheen ? '#define USE_SHEEN' : '',
  			parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',
  			parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',

  			parameters.transmission ? '#define USE_TRANSMISSION' : '',
  			parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  			parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',

  			parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',
  			parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
  			parameters.vertexAlphas || parameters.batchingColor ? '#define USE_COLOR_ALPHA' : '',
  			parameters.vertexUv1s ? '#define USE_UV1' : '',
  			parameters.vertexUv2s ? '#define USE_UV2' : '',
  			parameters.vertexUv3s ? '#define USE_UV3' : '',

  			parameters.pointsUvs ? '#define USE_POINTS_UV' : '',

  			parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

  			parameters.flatShading ? '#define FLAT_SHADED' : '',

  			parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  			parameters.flipSided ? '#define FLIP_SIDED' : '',

  			parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  			parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

  			parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',

  			parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',

  			parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
  			parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',

  			parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '',
  			parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '',

  			'uniform mat4 viewMatrix;',
  			'uniform vec3 cameraPosition;',
  			'uniform bool isOrthographic;',

  			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

  			parameters.dithering ? '#define DITHERING' : '',
  			parameters.opaque ? '#define OPAQUE' : '',

  			ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  			getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),
  			getLuminanceFunction(),

  			parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',

  			'\n'

  		].filter( filterEmptyLine ).join( '\n' );

  	}

  	vertexShader = resolveIncludes( vertexShader );
  	vertexShader = replaceLightNums( vertexShader, parameters );
  	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

  	fragmentShader = resolveIncludes( fragmentShader );
  	fragmentShader = replaceLightNums( fragmentShader, parameters );
  	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

  	vertexShader = unrollLoops( vertexShader );
  	fragmentShader = unrollLoops( fragmentShader );

  	if ( parameters.isRawShaderMaterial !== true ) {

  		// GLSL 3.0 conversion for built-in materials and ShaderMaterial

  		versionString = '#version 300 es\n';

  		prefixVertex = [
  			customVertexExtensions,
  			'#define attribute in',
  			'#define varying out',
  			'#define texture2D texture'
  		].join( '\n' ) + '\n' + prefixVertex;

  		prefixFragment = [
  			'#define varying in',
  			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
  			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
  			'#define gl_FragDepthEXT gl_FragDepth',
  			'#define texture2D texture',
  			'#define textureCube texture',
  			'#define texture2DProj textureProj',
  			'#define texture2DLodEXT textureLod',
  			'#define texture2DProjLodEXT textureProjLod',
  			'#define textureCubeLodEXT textureLod',
  			'#define texture2DGradEXT textureGrad',
  			'#define texture2DProjGradEXT textureProjGrad',
  			'#define textureCubeGradEXT textureGrad'
  		].join( '\n' ) + '\n' + prefixFragment;

  	}

  	const vertexGlsl = versionString + prefixVertex + vertexShader;
  	const fragmentGlsl = versionString + prefixFragment + fragmentShader;

  	// log( '*VERTEX*', vertexGlsl );
  	// log( '*FRAGMENT*', fragmentGlsl );

  	const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  	const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );

  	gl.attachShader( program, glVertexShader );
  	gl.attachShader( program, glFragmentShader );

  	// Force a particular attribute to index 0.

  	if ( parameters.index0AttributeName !== undefined ) {

  		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );

  	} else if ( parameters.morphTargets === true ) {

  		// programs with morphTargets displace position out of attribute 0
  		gl.bindAttribLocation( program, 0, 'position' );

  	}

  	gl.linkProgram( program );

  	function onFirstUse( self ) {

  		// check for link errors
  		if ( renderer.debug.checkShaderErrors ) {

  			const programInfoLog = gl.getProgramInfoLog( program ) || '';
  			const vertexShaderInfoLog = gl.getShaderInfoLog( glVertexShader ) || '';
  			const fragmentShaderInfoLog = gl.getShaderInfoLog( glFragmentShader ) || '';

  			const programLog = programInfoLog.trim();
  			const vertexLog = vertexShaderInfoLog.trim();
  			const fragmentLog = fragmentShaderInfoLog.trim();

  			let runnable = true;
  			let haveDiagnostics = true;

  			if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {

  				runnable = false;

  				if ( typeof renderer.debug.onShaderError === 'function' ) {

  					renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );

  				} else {

  					// default error reporting

  					const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  					const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );

  					error(
  						'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  						'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
  						'Material Name: ' + self.name + '\n' +
  						'Material Type: ' + self.type + '\n\n' +
  						'Program Info Log: ' + programLog + '\n' +
  						vertexErrors + '\n' +
  						fragmentErrors
  					);

  				}

  			} else if ( programLog !== '' ) {

  				warn( 'WebGLProgram: Program Info Log:', programLog );

  			} else if ( vertexLog === '' || fragmentLog === '' ) {

  				haveDiagnostics = false;

  			}

  			if ( haveDiagnostics ) {

  				self.diagnostics = {

  					runnable: runnable,

  					programLog: programLog,

  					vertexShader: {

  						log: vertexLog,
  						prefix: prefixVertex

  					},

  					fragmentShader: {

  						log: fragmentLog,
  						prefix: prefixFragment

  					}

  				};

  			}

  		}

  		// Clean up

  		// Crashes in iOS9 and iOS10. #18402
  		// gl.detachShader( program, glVertexShader );
  		// gl.detachShader( program, glFragmentShader );

  		gl.deleteShader( glVertexShader );
  		gl.deleteShader( glFragmentShader );

  		cachedUniforms = new WebGLUniforms( gl, program );
  		cachedAttributes = fetchAttributeLocations( gl, program );

  	}

  	// set up caching for uniform locations

  	let cachedUniforms;

  	this.getUniforms = function () {

  		if ( cachedUniforms === undefined ) {

  			// Populates cachedUniforms and cachedAttributes
  			onFirstUse( this );

  		}

  		return cachedUniforms;

  	};

  	// set up caching for attribute locations

  	let cachedAttributes;

  	this.getAttributes = function () {

  		if ( cachedAttributes === undefined ) {

  			// Populates cachedAttributes and cachedUniforms
  			onFirstUse( this );

  		}

  		return cachedAttributes;

  	};

  	// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,
  	// flag the program as ready immediately. It may cause a stall when it's first used.

  	let programReady = ( parameters.rendererExtensionParallelShaderCompile === false );

  	this.isReady = function () {

  		if ( programReady === false ) {

  			programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );

  		}

  		return programReady;

  	};

  	// free resource

  	this.destroy = function () {

  		bindingStates.releaseStatesOfProgram( this );

  		gl.deleteProgram( program );
  		this.program = undefined;

  	};

  	//

  	this.type = parameters.shaderType;
  	this.name = parameters.shaderName;
  	this.id = programIdCount ++;
  	this.cacheKey = cacheKey;
  	this.usedTimes = 1;
  	this.program = program;
  	this.vertexShader = glVertexShader;
  	this.fragmentShader = glFragmentShader;

  	return this;

  }

  let _id$c = 0;

  class WebGLShaderCache {

  	constructor() {

  		this.shaderCache = new Map();
  		this.materialCache = new Map();

  	}

  	update( material ) {

  		const vertexShader = material.vertexShader;
  		const fragmentShader = material.fragmentShader;

  		const vertexShaderStage = this._getShaderStage( vertexShader );
  		const fragmentShaderStage = this._getShaderStage( fragmentShader );

  		const materialShaders = this._getShaderCacheForMaterial( material );

  		if ( materialShaders.has( vertexShaderStage ) === false ) {

  			materialShaders.add( vertexShaderStage );
  			vertexShaderStage.usedTimes ++;

  		}

  		if ( materialShaders.has( fragmentShaderStage ) === false ) {

  			materialShaders.add( fragmentShaderStage );
  			fragmentShaderStage.usedTimes ++;

  		}

  		return this;

  	}

  	remove( material ) {

  		const materialShaders = this.materialCache.get( material );

  		for ( const shaderStage of materialShaders ) {

  			shaderStage.usedTimes --;

  			if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );

  		}

  		this.materialCache.delete( material );

  		return this;

  	}

  	getVertexShaderID( material ) {

  		return this._getShaderStage( material.vertexShader ).id;

  	}

  	getFragmentShaderID( material ) {

  		return this._getShaderStage( material.fragmentShader ).id;

  	}

  	dispose() {

  		this.shaderCache.clear();
  		this.materialCache.clear();

  	}

  	_getShaderCacheForMaterial( material ) {

  		const cache = this.materialCache;
  		let set = cache.get( material );

  		if ( set === undefined ) {

  			set = new Set();
  			cache.set( material, set );

  		}

  		return set;

  	}

  	_getShaderStage( code ) {

  		const cache = this.shaderCache;
  		let stage = cache.get( code );

  		if ( stage === undefined ) {

  			stage = new WebGLShaderStage( code );
  			cache.set( code, stage );

  		}

  		return stage;

  	}

  }

  class WebGLShaderStage {

  	constructor( code ) {

  		this.id = _id$c ++;

  		this.code = code;
  		this.usedTimes = 0;

  	}

  }

  function WebGLPrograms( renderer, environments, extensions, capabilities, bindingStates, clipping ) {

  	const _programLayers = new Layers();
  	const _customShaders = new WebGLShaderCache();
  	const _activeChannels = new Set();
  	const programs = [];
  	const programsMap = new Map();

  	const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;

  	let precision = capabilities.precision;

  	const shaderIDs = {
  		MeshDepthMaterial: 'depth',
  		MeshDistanceMaterial: 'distance',
  		MeshNormalMaterial: 'normal',
  		MeshBasicMaterial: 'basic',
  		MeshLambertMaterial: 'lambert',
  		MeshPhongMaterial: 'phong',
  		MeshToonMaterial: 'toon',
  		MeshStandardMaterial: 'physical',
  		MeshPhysicalMaterial: 'physical',
  		MeshMatcapMaterial: 'matcap',
  		LineBasicMaterial: 'basic',
  		LineDashedMaterial: 'dashed',
  		PointsMaterial: 'points',
  		ShadowMaterial: 'shadow',
  		SpriteMaterial: 'sprite'
  	};

  	function getChannel( value ) {

  		_activeChannels.add( value );

  		if ( value === 0 ) return 'uv';

  		return `uv${ value }`;

  	}

  	function getParameters( material, lights, shadows, scene, object ) {

  		const fog = scene.fog;
  		const geometry = object.geometry;
  		const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;

  		const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
  		const envMap = environments.get( material.envMap || environment, usePMREM );
  		const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;

  		const shaderID = shaderIDs[ material.type ];

  		// heuristics to create shader parameters according to lights in the scene
  		// (not to blow over maxLights budget)

  		if ( material.precision !== null ) {

  			precision = capabilities.getMaxPrecision( material.precision );

  			if ( precision !== material.precision ) {

  				warn( 'WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

  			}

  		}

  		//

  		const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  		const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

  		let morphTextureStride = 0;

  		if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
  		if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
  		if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;

  		//

  		let vertexShader, fragmentShader;
  		let customVertexShaderID, customFragmentShaderID;

  		if ( shaderID ) {

  			const shader = ShaderLib[ shaderID ];

  			vertexShader = shader.vertexShader;
  			fragmentShader = shader.fragmentShader;

  		} else {

  			vertexShader = material.vertexShader;
  			fragmentShader = material.fragmentShader;

  			_customShaders.update( material );

  			customVertexShaderID = _customShaders.getVertexShaderID( material );
  			customFragmentShaderID = _customShaders.getFragmentShaderID( material );

  		}

  		const currentRenderTarget = renderer.getRenderTarget();
  		const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();

  		const IS_INSTANCEDMESH = object.isInstancedMesh === true;
  		const IS_BATCHEDMESH = object.isBatchedMesh === true;

  		const HAS_MAP = !! material.map;
  		const HAS_MATCAP = !! material.matcap;
  		const HAS_ENVMAP = !! envMap;
  		const HAS_AOMAP = !! material.aoMap;
  		const HAS_LIGHTMAP = !! material.lightMap;
  		const HAS_BUMPMAP = !! material.bumpMap;
  		const HAS_NORMALMAP = !! material.normalMap;
  		const HAS_DISPLACEMENTMAP = !! material.displacementMap;
  		const HAS_EMISSIVEMAP = !! material.emissiveMap;

  		const HAS_METALNESSMAP = !! material.metalnessMap;
  		const HAS_ROUGHNESSMAP = !! material.roughnessMap;

  		const HAS_ANISOTROPY = material.anisotropy > 0;
  		const HAS_CLEARCOAT = material.clearcoat > 0;
  		const HAS_DISPERSION = material.dispersion > 0;
  		const HAS_IRIDESCENCE = material.iridescence > 0;
  		const HAS_SHEEN = material.sheen > 0;
  		const HAS_TRANSMISSION = material.transmission > 0;

  		const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;

  		const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;
  		const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;
  		const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;

  		const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;
  		const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;

  		const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;
  		const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;

  		const HAS_SPECULARMAP = !! material.specularMap;
  		const HAS_SPECULAR_COLORMAP = !! material.specularColorMap;
  		const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;

  		const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;
  		const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;

  		const HAS_GRADIENTMAP = !! material.gradientMap;

  		const HAS_ALPHAMAP = !! material.alphaMap;

  		const HAS_ALPHATEST = material.alphaTest > 0;

  		const HAS_ALPHAHASH = !! material.alphaHash;

  		const HAS_EXTENSIONS = !! material.extensions;

  		let toneMapping = NoToneMapping;

  		if ( material.toneMapped ) {

  			if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {

  				toneMapping = renderer.toneMapping;

  			}

  		}

  		const parameters = {

  			shaderID: shaderID,
  			shaderType: material.type,
  			shaderName: material.name,

  			vertexShader: vertexShader,
  			fragmentShader: fragmentShader,
  			defines: material.defines,

  			customVertexShaderID: customVertexShaderID,
  			customFragmentShaderID: customFragmentShaderID,

  			isRawShaderMaterial: material.isRawShaderMaterial === true,
  			glslVersion: material.glslVersion,

  			precision: precision,

  			batching: IS_BATCHEDMESH,
  			batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,
  			instancing: IS_INSTANCEDMESH,
  			instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
  			instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,

  			outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),
  			alphaToCoverage: !! material.alphaToCoverage,

  			map: HAS_MAP,
  			matcap: HAS_MATCAP,
  			envMap: HAS_ENVMAP,
  			envMapMode: HAS_ENVMAP && envMap.mapping,
  			envMapCubeUVHeight: envMapCubeUVHeight,
  			aoMap: HAS_AOMAP,
  			lightMap: HAS_LIGHTMAP,
  			bumpMap: HAS_BUMPMAP,
  			normalMap: HAS_NORMALMAP,
  			displacementMap: HAS_DISPLACEMENTMAP,
  			emissiveMap: HAS_EMISSIVEMAP,

  			normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,
  			normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,

  			metalnessMap: HAS_METALNESSMAP,
  			roughnessMap: HAS_ROUGHNESSMAP,

  			anisotropy: HAS_ANISOTROPY,
  			anisotropyMap: HAS_ANISOTROPYMAP,

  			clearcoat: HAS_CLEARCOAT,
  			clearcoatMap: HAS_CLEARCOATMAP,
  			clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,
  			clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,

  			dispersion: HAS_DISPERSION,

  			iridescence: HAS_IRIDESCENCE,
  			iridescenceMap: HAS_IRIDESCENCEMAP,
  			iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,

  			sheen: HAS_SHEEN,
  			sheenColorMap: HAS_SHEEN_COLORMAP,
  			sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,

  			specularMap: HAS_SPECULARMAP,
  			specularColorMap: HAS_SPECULAR_COLORMAP,
  			specularIntensityMap: HAS_SPECULAR_INTENSITYMAP,

  			transmission: HAS_TRANSMISSION,
  			transmissionMap: HAS_TRANSMISSIONMAP,
  			thicknessMap: HAS_THICKNESSMAP,

  			gradientMap: HAS_GRADIENTMAP,

  			opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,

  			alphaMap: HAS_ALPHAMAP,
  			alphaTest: HAS_ALPHATEST,
  			alphaHash: HAS_ALPHAHASH,

  			combine: material.combine,

  			//

  			mapUv: HAS_MAP && getChannel( material.map.channel ),
  			aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),
  			lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),
  			bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),
  			normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),
  			displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),
  			emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),

  			metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),
  			roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),

  			anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),

  			clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),
  			clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),
  			clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),

  			iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),
  			iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),

  			sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),
  			sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),

  			specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),
  			specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),
  			specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),

  			transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),
  			thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),

  			alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),

  			//

  			vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),
  			vertexColors: material.vertexColors,
  			vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,

  			pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),

  			fog: !! fog,
  			useFog: material.fog === true,
  			fogExp2: ( !! fog && fog.isFogExp2 ),

  			flatShading: material.wireframe === false && (
  				material.flatShading === true ||
  				( geometry.attributes.normal === undefined && HAS_NORMALMAP === false &&
  					( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshPhysicalMaterial )
  				)
  			),

  			sizeAttenuation: material.sizeAttenuation === true,
  			logarithmicDepthBuffer: logarithmicDepthBuffer,
  			reversedDepthBuffer: reversedDepthBuffer,

  			skinning: object.isSkinnedMesh === true,

  			morphTargets: geometry.morphAttributes.position !== undefined,
  			morphNormals: geometry.morphAttributes.normal !== undefined,
  			morphColors: geometry.morphAttributes.color !== undefined,
  			morphTargetsCount: morphTargetsCount,
  			morphTextureStride: morphTextureStride,

  			numDirLights: lights.directional.length,
  			numPointLights: lights.point.length,
  			numSpotLights: lights.spot.length,
  			numSpotLightMaps: lights.spotLightMap.length,
  			numRectAreaLights: lights.rectArea.length,
  			numHemiLights: lights.hemi.length,

  			numDirLightShadows: lights.directionalShadowMap.length,
  			numPointLightShadows: lights.pointShadowMap.length,
  			numSpotLightShadows: lights.spotShadowMap.length,
  			numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,

  			numLightProbes: lights.numLightProbes,

  			numClippingPlanes: clipping.numPlanes,
  			numClipIntersection: clipping.numIntersection,

  			dithering: material.dithering,

  			shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  			shadowMapType: renderer.shadowMap.type,

  			toneMapping: toneMapping,

  			decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),
  			decodeVideoTextureEmissive: HAS_EMISSIVEMAP && ( material.emissiveMap.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.emissiveMap.colorSpace ) === SRGBTransfer ),

  			premultipliedAlpha: material.premultipliedAlpha,

  			doubleSided: material.side === DoubleSide,
  			flipSided: material.side === BackSide,

  			useDepthPacking: material.depthPacking >= 0,
  			depthPacking: material.depthPacking || 0,

  			index0AttributeName: material.index0AttributeName,

  			extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),
  			extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ),

  			rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),

  			customProgramCacheKey: material.customProgramCacheKey()

  		};

  		// the usage of getChannel() determines the active texture channels for this shader

  		parameters.vertexUv1s = _activeChannels.has( 1 );
  		parameters.vertexUv2s = _activeChannels.has( 2 );
  		parameters.vertexUv3s = _activeChannels.has( 3 );

  		_activeChannels.clear();

  		return parameters;

  	}

  	function getProgramCacheKey( parameters ) {

  		const array = [];

  		if ( parameters.shaderID ) {

  			array.push( parameters.shaderID );

  		} else {

  			array.push( parameters.customVertexShaderID );
  			array.push( parameters.customFragmentShaderID );

  		}

  		if ( parameters.defines !== undefined ) {

  			for ( const name in parameters.defines ) {

  				array.push( name );
  				array.push( parameters.defines[ name ] );

  			}

  		}

  		if ( parameters.isRawShaderMaterial === false ) {

  			getProgramCacheKeyParameters( array, parameters );
  			getProgramCacheKeyBooleans( array, parameters );
  			array.push( renderer.outputColorSpace );

  		}

  		array.push( parameters.customProgramCacheKey );

  		return array.join();

  	}

  	function getProgramCacheKeyParameters( array, parameters ) {

  		array.push( parameters.precision );
  		array.push( parameters.outputColorSpace );
  		array.push( parameters.envMapMode );
  		array.push( parameters.envMapCubeUVHeight );
  		array.push( parameters.mapUv );
  		array.push( parameters.alphaMapUv );
  		array.push( parameters.lightMapUv );
  		array.push( parameters.aoMapUv );
  		array.push( parameters.bumpMapUv );
  		array.push( parameters.normalMapUv );
  		array.push( parameters.displacementMapUv );
  		array.push( parameters.emissiveMapUv );
  		array.push( parameters.metalnessMapUv );
  		array.push( parameters.roughnessMapUv );
  		array.push( parameters.anisotropyMapUv );
  		array.push( parameters.clearcoatMapUv );
  		array.push( parameters.clearcoatNormalMapUv );
  		array.push( parameters.clearcoatRoughnessMapUv );
  		array.push( parameters.iridescenceMapUv );
  		array.push( parameters.iridescenceThicknessMapUv );
  		array.push( parameters.sheenColorMapUv );
  		array.push( parameters.sheenRoughnessMapUv );
  		array.push( parameters.specularMapUv );
  		array.push( parameters.specularColorMapUv );
  		array.push( parameters.specularIntensityMapUv );
  		array.push( parameters.transmissionMapUv );
  		array.push( parameters.thicknessMapUv );
  		array.push( parameters.combine );
  		array.push( parameters.fogExp2 );
  		array.push( parameters.sizeAttenuation );
  		array.push( parameters.morphTargetsCount );
  		array.push( parameters.morphAttributeCount );
  		array.push( parameters.numDirLights );
  		array.push( parameters.numPointLights );
  		array.push( parameters.numSpotLights );
  		array.push( parameters.numSpotLightMaps );
  		array.push( parameters.numHemiLights );
  		array.push( parameters.numRectAreaLights );
  		array.push( parameters.numDirLightShadows );
  		array.push( parameters.numPointLightShadows );
  		array.push( parameters.numSpotLightShadows );
  		array.push( parameters.numSpotLightShadowsWithMaps );
  		array.push( parameters.numLightProbes );
  		array.push( parameters.shadowMapType );
  		array.push( parameters.toneMapping );
  		array.push( parameters.numClippingPlanes );
  		array.push( parameters.numClipIntersection );
  		array.push( parameters.depthPacking );

  	}

  	function getProgramCacheKeyBooleans( array, parameters ) {

  		_programLayers.disableAll();

  		if ( parameters.instancing )
  			_programLayers.enable( 0 );
  		if ( parameters.instancingColor )
  			_programLayers.enable( 1 );
  		if ( parameters.instancingMorph )
  			_programLayers.enable( 2 );
  		if ( parameters.matcap )
  			_programLayers.enable( 3 );
  		if ( parameters.envMap )
  			_programLayers.enable( 4 );
  		if ( parameters.normalMapObjectSpace )
  			_programLayers.enable( 5 );
  		if ( parameters.normalMapTangentSpace )
  			_programLayers.enable( 6 );
  		if ( parameters.clearcoat )
  			_programLayers.enable( 7 );
  		if ( parameters.iridescence )
  			_programLayers.enable( 8 );
  		if ( parameters.alphaTest )
  			_programLayers.enable( 9 );
  		if ( parameters.vertexColors )
  			_programLayers.enable( 10 );
  		if ( parameters.vertexAlphas )
  			_programLayers.enable( 11 );
  		if ( parameters.vertexUv1s )
  			_programLayers.enable( 12 );
  		if ( parameters.vertexUv2s )
  			_programLayers.enable( 13 );
  		if ( parameters.vertexUv3s )
  			_programLayers.enable( 14 );
  		if ( parameters.vertexTangents )
  			_programLayers.enable( 15 );
  		if ( parameters.anisotropy )
  			_programLayers.enable( 16 );
  		if ( parameters.alphaHash )
  			_programLayers.enable( 17 );
  		if ( parameters.batching )
  			_programLayers.enable( 18 );
  		if ( parameters.dispersion )
  			_programLayers.enable( 19 );
  		if ( parameters.batchingColor )
  			_programLayers.enable( 20 );
  		if ( parameters.gradientMap )
  			_programLayers.enable( 21 );

  		array.push( _programLayers.mask );
  		_programLayers.disableAll();

  		if ( parameters.fog )
  			_programLayers.enable( 0 );
  		if ( parameters.useFog )
  			_programLayers.enable( 1 );
  		if ( parameters.flatShading )
  			_programLayers.enable( 2 );
  		if ( parameters.logarithmicDepthBuffer )
  			_programLayers.enable( 3 );
  		if ( parameters.reversedDepthBuffer )
  			_programLayers.enable( 4 );
  		if ( parameters.skinning )
  			_programLayers.enable( 5 );
  		if ( parameters.morphTargets )
  			_programLayers.enable( 6 );
  		if ( parameters.morphNormals )
  			_programLayers.enable( 7 );
  		if ( parameters.morphColors )
  			_programLayers.enable( 8 );
  		if ( parameters.premultipliedAlpha )
  			_programLayers.enable( 9 );
  		if ( parameters.shadowMapEnabled )
  			_programLayers.enable( 10 );
  		if ( parameters.doubleSided )
  			_programLayers.enable( 11 );
  		if ( parameters.flipSided )
  			_programLayers.enable( 12 );
  		if ( parameters.useDepthPacking )
  			_programLayers.enable( 13 );
  		if ( parameters.dithering )
  			_programLayers.enable( 14 );
  		if ( parameters.transmission )
  			_programLayers.enable( 15 );
  		if ( parameters.sheen )
  			_programLayers.enable( 16 );
  		if ( parameters.opaque )
  			_programLayers.enable( 17 );
  		if ( parameters.pointsUvs )
  			_programLayers.enable( 18 );
  		if ( parameters.decodeVideoTexture )
  			_programLayers.enable( 19 );
  		if ( parameters.decodeVideoTextureEmissive )
  			_programLayers.enable( 20 );
  		if ( parameters.alphaToCoverage )
  			_programLayers.enable( 21 );

  		array.push( _programLayers.mask );

  	}

  	function getUniforms( material ) {

  		const shaderID = shaderIDs[ material.type ];
  		let uniforms;

  		if ( shaderID ) {

  			const shader = ShaderLib[ shaderID ];
  			uniforms = UniformsUtils.clone( shader.uniforms );

  		} else {

  			uniforms = material.uniforms;

  		}

  		return uniforms;

  	}

  	function acquireProgram( parameters, cacheKey ) {

  		let program = programsMap.get( cacheKey );

  		if ( program !== undefined ) {

  			++ program.usedTimes;

  		} else {

  			program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  			programs.push( program );

  			programsMap.set( cacheKey, program );

  		}

  		return program;

  	}

  	function releaseProgram( program ) {

  		if ( -- program.usedTimes === 0 ) {

  			// Remove from unordered set
  			const i = programs.indexOf( program );
  			programs[ i ] = programs[ programs.length - 1 ];
  			programs.pop();

  			// Remove from map
  			programsMap.delete( program.cacheKey );

  			// Free WebGL resources
  			program.destroy();

  		}

  	}

  	function releaseShaderCache( material ) {

  		_customShaders.remove( material );

  	}

  	function dispose() {

  		_customShaders.dispose();

  	}

  	return {
  		getParameters: getParameters,
  		getProgramCacheKey: getProgramCacheKey,
  		getUniforms: getUniforms,
  		acquireProgram: acquireProgram,
  		releaseProgram: releaseProgram,
  		releaseShaderCache: releaseShaderCache,
  		// Exposed for resource monitoring & error feedback via renderer.info:
  		programs: programs,
  		dispose: dispose
  	};

  }

  function WebGLProperties() {

  	let properties = new WeakMap();

  	function has( object ) {

  		return properties.has( object );

  	}

  	function get( object ) {

  		let map = properties.get( object );

  		if ( map === undefined ) {

  			map = {};
  			properties.set( object, map );

  		}

  		return map;

  	}

  	function remove( object ) {

  		properties.delete( object );

  	}

  	function update( object, key, value ) {

  		properties.get( object )[ key ] = value;

  	}

  	function dispose() {

  		properties = new WeakMap();

  	}

  	return {
  		has: has,
  		get: get,
  		remove: remove,
  		update: update,
  		dispose: dispose
  	};

  }

  function painterSortStable$1( a, b ) {

  	if ( a.groupOrder !== b.groupOrder ) {

  		return a.groupOrder - b.groupOrder;

  	} else if ( a.renderOrder !== b.renderOrder ) {

  		return a.renderOrder - b.renderOrder;

  	} else if ( a.material.id !== b.material.id ) {

  		return a.material.id - b.material.id;

  	} else if ( a.materialVariant !== b.materialVariant ) {

  		return a.materialVariant - b.materialVariant;

  	} else if ( a.z !== b.z ) {

  		return a.z - b.z;

  	} else {

  		return a.id - b.id;

  	}

  }

  function reversePainterSortStable$1( a, b ) {

  	if ( a.groupOrder !== b.groupOrder ) {

  		return a.groupOrder - b.groupOrder;

  	} else if ( a.renderOrder !== b.renderOrder ) {

  		return a.renderOrder - b.renderOrder;

  	} else if ( a.z !== b.z ) {

  		return b.z - a.z;

  	} else {

  		return a.id - b.id;

  	}

  }


  function WebGLRenderList() {

  	const renderItems = [];
  	let renderItemsIndex = 0;

  	const opaque = [];
  	const transmissive = [];
  	const transparent = [];

  	function init() {

  		renderItemsIndex = 0;

  		opaque.length = 0;
  		transmissive.length = 0;
  		transparent.length = 0;

  	}

  	function materialVariant( object ) {

  		let variant = 0;
  		if ( object.isInstancedMesh ) variant += 2;
  		if ( object.isSkinnedMesh ) variant += 1;
  		return variant;

  	}

  	function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {

  		let renderItem = renderItems[ renderItemsIndex ];

  		if ( renderItem === undefined ) {

  			renderItem = {
  				id: object.id,
  				object: object,
  				geometry: geometry,
  				material: material,
  				materialVariant: materialVariant( object ),
  				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.materialVariant = materialVariant( object );
  			renderItem.groupOrder = groupOrder;
  			renderItem.renderOrder = object.renderOrder;
  			renderItem.z = z;
  			renderItem.group = group;

  		}

  		renderItemsIndex ++;

  		return renderItem;

  	}

  	function push( object, geometry, material, groupOrder, z, group ) {

  		const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

  		if ( material.transmission > 0.0 ) {

  			transmissive.push( renderItem );

  		} else if ( material.transparent === true ) {

  			transparent.push( renderItem );

  		} else {

  			opaque.push( renderItem );

  		}

  	}

  	function unshift( object, geometry, material, groupOrder, z, group ) {

  		const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );

  		if ( material.transmission > 0.0 ) {

  			transmissive.unshift( renderItem );

  		} else if ( material.transparent === true ) {

  			transparent.unshift( renderItem );

  		} else {

  			opaque.unshift( renderItem );

  		}

  	}

  	function sort( customOpaqueSort, customTransparentSort ) {

  		if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable$1 );
  		if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable$1 );
  		if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable$1 );

  	}

  	function finish() {

  		// Clear references from inactive renderItems in the list

  		for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {

  			const renderItem = renderItems[ i ];

  			if ( renderItem.id === null ) break;

  			renderItem.id = null;
  			renderItem.object = null;
  			renderItem.geometry = null;
  			renderItem.material = null;
  			renderItem.group = null;

  		}

  	}

  	return {

  		opaque: opaque,
  		transmissive: transmissive,
  		transparent: transparent,

  		init: init,
  		push: push,
  		unshift: unshift,
  		finish: finish,

  		sort: sort
  	};

  }

  function WebGLRenderLists() {

  	let lists = new WeakMap();

  	function get( scene, renderCallDepth ) {

  		const listArray = lists.get( scene );
  		let list;

  		if ( listArray === undefined ) {

  			list = new WebGLRenderList();
  			lists.set( scene, [ list ] );

  		} else {

  			if ( renderCallDepth >= listArray.length ) {

  				list = new WebGLRenderList();
  				listArray.push( list );

  			} else {

  				list = listArray[ renderCallDepth ];

  			}

  		}

  		return list;

  	}

  	function dispose() {

  		lists = new WeakMap();

  	}

  	return {
  		get: get,
  		dispose: dispose
  	};

  }

  function UniformsCache() {

  	const lights = {};

  	return {

  		get: function ( light ) {

  			if ( lights[ light.id ] !== undefined ) {

  				return lights[ light.id ];

  			}

  			let uniforms;

  			switch ( light.type ) {

  				case 'DirectionalLight':
  					uniforms = {
  						direction: new Vector3(),
  						color: new Color()
  					};
  					break;

  				case 'SpotLight':
  					uniforms = {
  						position: new Vector3(),
  						direction: new Vector3(),
  						color: new Color(),
  						distance: 0,
  						coneCos: 0,
  						penumbraCos: 0,
  						decay: 0
  					};
  					break;

  				case 'PointLight':
  					uniforms = {
  						position: new Vector3(),
  						color: new Color(),
  						distance: 0,
  						decay: 0
  					};
  					break;

  				case 'HemisphereLight':
  					uniforms = {
  						direction: new Vector3(),
  						skyColor: new Color(),
  						groundColor: new Color()
  					};
  					break;

  				case 'RectAreaLight':
  					uniforms = {
  						color: new Color(),
  						position: new Vector3(),
  						halfWidth: new Vector3(),
  						halfHeight: new Vector3()
  					};
  					break;

  			}

  			lights[ light.id ] = uniforms;

  			return uniforms;

  		}

  	};

  }

  function ShadowUniformsCache() {

  	const lights = {};

  	return {

  		get: function ( light ) {

  			if ( lights[ light.id ] !== undefined ) {

  				return lights[ light.id ];

  			}

  			let uniforms;

  			switch ( light.type ) {

  				case 'DirectionalLight':
  					uniforms = {
  						shadowIntensity: 1,
  						shadowBias: 0,
  						shadowNormalBias: 0,
  						shadowRadius: 1,
  						shadowMapSize: new Vector2()
  					};
  					break;

  				case 'SpotLight':
  					uniforms = {
  						shadowIntensity: 1,
  						shadowBias: 0,
  						shadowNormalBias: 0,
  						shadowRadius: 1,
  						shadowMapSize: new Vector2()
  					};
  					break;

  				case 'PointLight':
  					uniforms = {
  						shadowIntensity: 1,
  						shadowBias: 0,
  						shadowNormalBias: 0,
  						shadowRadius: 1,
  						shadowMapSize: new Vector2(),
  						shadowCameraNear: 1,
  						shadowCameraFar: 1000
  					};
  					break;

  				// TODO (abelnation): set RectAreaLight shadow uniforms

  			}

  			lights[ light.id ] = uniforms;

  			return uniforms;

  		}

  	};

  }



  let nextVersion = 0;

  function shadowCastingAndTexturingLightsFirst( lightA, lightB ) {

  	return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );

  }

  function WebGLLights( extensions ) {

  	const cache = new UniformsCache();

  	const shadowCache = ShadowUniformsCache();

  	const state = {

  		version: 0,

  		hash: {
  			directionalLength: -1,
  			pointLength: -1,
  			spotLength: -1,
  			rectAreaLength: -1,
  			hemiLength: -1,

  			numDirectionalShadows: -1,
  			numPointShadows: -1,
  			numSpotShadows: -1,
  			numSpotMaps: -1,

  			numLightProbes: -1
  		},

  		ambient: [ 0, 0, 0 ],
  		probe: [],
  		directional: [],
  		directionalShadow: [],
  		directionalShadowMap: [],
  		directionalShadowMatrix: [],
  		spot: [],
  		spotLightMap: [],
  		spotShadow: [],
  		spotShadowMap: [],
  		spotLightMatrix: [],
  		rectArea: [],
  		rectAreaLTC1: null,
  		rectAreaLTC2: null,
  		point: [],
  		pointShadow: [],
  		pointShadowMap: [],
  		pointShadowMatrix: [],
  		hemi: [],
  		numSpotLightShadowsWithMaps: 0,
  		numLightProbes: 0

  	};

  	for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );

  	const vector3 = new Vector3();
  	const matrix4 = new Matrix4();
  	const matrix42 = new Matrix4();

  	function setup( lights ) {

  		let r = 0, g = 0, b = 0;

  		for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );

  		let directionalLength = 0;
  		let pointLength = 0;
  		let spotLength = 0;
  		let rectAreaLength = 0;
  		let hemiLength = 0;

  		let numDirectionalShadows = 0;
  		let numPointShadows = 0;
  		let numSpotShadows = 0;
  		let numSpotMaps = 0;
  		let numSpotShadowsWithMaps = 0;

  		let numLightProbes = 0;

  		// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
  		lights.sort( shadowCastingAndTexturingLightsFirst );

  		for ( let i = 0, l = lights.length; i < l; i ++ ) {

  			const light = lights[ i ];

  			const color = light.color;
  			const intensity = light.intensity;
  			const distance = light.distance;

  			let shadowMap = null;

  			if ( light.shadow && light.shadow.map ) {

  				if ( light.shadow.map.texture.format === RGFormat ) {

  					// VSM uses color texture with blurred mean/std_dev
  					shadowMap = light.shadow.map.texture;

  				} else {

  					// Other types use depth texture
  					shadowMap = light.shadow.map.depthTexture || light.shadow.map.texture;

  				}

  			}

  			if ( light.isAmbientLight ) {

  				r += color.r * intensity;
  				g += color.g * intensity;
  				b += color.b * intensity;

  			} else if ( light.isLightProbe ) {

  				for ( let j = 0; j < 9; j ++ ) {

  					state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );

  				}

  				numLightProbes ++;

  			} else if ( light.isDirectionalLight ) {

  				const uniforms = cache.get( light );

  				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );

  				if ( light.castShadow ) {

  					const shadow = light.shadow;

  					const shadowUniforms = shadowCache.get( light );

  					shadowUniforms.shadowIntensity = shadow.intensity;
  					shadowUniforms.shadowBias = shadow.bias;
  					shadowUniforms.shadowNormalBias = shadow.normalBias;
  					shadowUniforms.shadowRadius = shadow.radius;
  					shadowUniforms.shadowMapSize = shadow.mapSize;

  					state.directionalShadow[ directionalLength ] = shadowUniforms;
  					state.directionalShadowMap[ directionalLength ] = shadowMap;
  					state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;

  					numDirectionalShadows ++;

  				}

  				state.directional[ directionalLength ] = uniforms;

  				directionalLength ++;

  			} else if ( light.isSpotLight ) {

  				const uniforms = cache.get( light );

  				uniforms.position.setFromMatrixPosition( light.matrixWorld );

  				uniforms.color.copy( color ).multiplyScalar( intensity );
  				uniforms.distance = distance;

  				uniforms.coneCos = Math.cos( light.angle );
  				uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  				uniforms.decay = light.decay;

  				state.spot[ spotLength ] = uniforms;

  				const shadow = light.shadow;

  				if ( light.map ) {

  					state.spotLightMap[ numSpotMaps ] = light.map;
  					numSpotMaps ++;

  					// make sure the lightMatrix is up to date
  					// TODO : do it if required only
  					shadow.updateMatrices( light );

  					if ( light.castShadow ) numSpotShadowsWithMaps ++;

  				}

  				state.spotLightMatrix[ spotLength ] = shadow.matrix;

  				if ( light.castShadow ) {

  					const shadowUniforms = shadowCache.get( light );

  					shadowUniforms.shadowIntensity = shadow.intensity;
  					shadowUniforms.shadowBias = shadow.bias;
  					shadowUniforms.shadowNormalBias = shadow.normalBias;
  					shadowUniforms.shadowRadius = shadow.radius;
  					shadowUniforms.shadowMapSize = shadow.mapSize;

  					state.spotShadow[ spotLength ] = shadowUniforms;
  					state.spotShadowMap[ spotLength ] = shadowMap;

  					numSpotShadows ++;

  				}

  				spotLength ++;

  			} else if ( light.isRectAreaLight ) {

  				const uniforms = cache.get( light );

  				uniforms.color.copy( color ).multiplyScalar( intensity );

  				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

  				state.rectArea[ rectAreaLength ] = uniforms;

  				rectAreaLength ++;

  			} else if ( light.isPointLight ) {

  				const uniforms = cache.get( light );

  				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  				uniforms.distance = light.distance;
  				uniforms.decay = light.decay;

  				if ( light.castShadow ) {

  					const shadow = light.shadow;

  					const shadowUniforms = shadowCache.get( light );

  					shadowUniforms.shadowIntensity = shadow.intensity;
  					shadowUniforms.shadowBias = shadow.bias;
  					shadowUniforms.shadowNormalBias = shadow.normalBias;
  					shadowUniforms.shadowRadius = shadow.radius;
  					shadowUniforms.shadowMapSize = shadow.mapSize;
  					shadowUniforms.shadowCameraNear = shadow.camera.near;
  					shadowUniforms.shadowCameraFar = shadow.camera.far;

  					state.pointShadow[ pointLength ] = shadowUniforms;
  					state.pointShadowMap[ pointLength ] = shadowMap;
  					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;

  					numPointShadows ++;

  				}

  				state.point[ pointLength ] = uniforms;

  				pointLength ++;

  			} else if ( light.isHemisphereLight ) {

  				const uniforms = cache.get( light );

  				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

  				state.hemi[ hemiLength ] = uniforms;

  				hemiLength ++;

  			}

  		}

  		if ( rectAreaLength > 0 ) {

  			if ( extensions.has( 'OES_texture_float_linear' ) === true ) {

  				state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  				state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;

  			} else {

  				state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
  				state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;

  			}

  		}

  		state.ambient[ 0 ] = r;
  		state.ambient[ 1 ] = g;
  		state.ambient[ 2 ] = b;

  		const hash = state.hash;

  		if ( hash.directionalLength !== directionalLength ||
  			hash.pointLength !== pointLength ||
  			hash.spotLength !== spotLength ||
  			hash.rectAreaLength !== rectAreaLength ||
  			hash.hemiLength !== hemiLength ||
  			hash.numDirectionalShadows !== numDirectionalShadows ||
  			hash.numPointShadows !== numPointShadows ||
  			hash.numSpotShadows !== numSpotShadows ||
  			hash.numSpotMaps !== numSpotMaps ||
  			hash.numLightProbes !== numLightProbes ) {

  			state.directional.length = directionalLength;
  			state.spot.length = spotLength;
  			state.rectArea.length = rectAreaLength;
  			state.point.length = pointLength;
  			state.hemi.length = hemiLength;

  			state.directionalShadow.length = numDirectionalShadows;
  			state.directionalShadowMap.length = numDirectionalShadows;
  			state.pointShadow.length = numPointShadows;
  			state.pointShadowMap.length = numPointShadows;
  			state.spotShadow.length = numSpotShadows;
  			state.spotShadowMap.length = numSpotShadows;
  			state.directionalShadowMatrix.length = numDirectionalShadows;
  			state.pointShadowMatrix.length = numPointShadows;
  			state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
  			state.spotLightMap.length = numSpotMaps;
  			state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
  			state.numLightProbes = numLightProbes;

  			hash.directionalLength = directionalLength;
  			hash.pointLength = pointLength;
  			hash.spotLength = spotLength;
  			hash.rectAreaLength = rectAreaLength;
  			hash.hemiLength = hemiLength;

  			hash.numDirectionalShadows = numDirectionalShadows;
  			hash.numPointShadows = numPointShadows;
  			hash.numSpotShadows = numSpotShadows;
  			hash.numSpotMaps = numSpotMaps;

  			hash.numLightProbes = numLightProbes;

  			state.version = nextVersion ++;

  		}

  	}

  	function setupView( lights, camera ) {

  		let directionalLength = 0;
  		let pointLength = 0;
  		let spotLength = 0;
  		let rectAreaLength = 0;
  		let hemiLength = 0;

  		const viewMatrix = camera.matrixWorldInverse;

  		for ( let i = 0, l = lights.length; i < l; i ++ ) {

  			const light = lights[ i ];

  			if ( light.isDirectionalLight ) {

  				const uniforms = state.directional[ directionalLength ];

  				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  				vector3.setFromMatrixPosition( light.target.matrixWorld );
  				uniforms.direction.sub( vector3 );
  				uniforms.direction.transformDirection( viewMatrix );

  				directionalLength ++;

  			} else if ( light.isSpotLight ) {

  				const uniforms = state.spot[ spotLength ];

  				uniforms.position.setFromMatrixPosition( light.matrixWorld );
  				uniforms.position.applyMatrix4( viewMatrix );

  				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  				vector3.setFromMatrixPosition( light.target.matrixWorld );
  				uniforms.direction.sub( vector3 );
  				uniforms.direction.transformDirection( viewMatrix );

  				spotLength ++;

  			} else if ( light.isRectAreaLight ) {

  				const uniforms = state.rectArea[ rectAreaLength ];

  				uniforms.position.setFromMatrixPosition( light.matrixWorld );
  				uniforms.position.applyMatrix4( viewMatrix );

  				// extract local rotation of light to derive width/height half vectors
  				matrix42.identity();
  				matrix4.copy( light.matrixWorld );
  				matrix4.premultiply( viewMatrix );
  				matrix42.extractRotation( matrix4 );

  				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

  				uniforms.halfWidth.applyMatrix4( matrix42 );
  				uniforms.halfHeight.applyMatrix4( matrix42 );

  				rectAreaLength ++;

  			} else if ( light.isPointLight ) {

  				const uniforms = state.point[ pointLength ];

  				uniforms.position.setFromMatrixPosition( light.matrixWorld );
  				uniforms.position.applyMatrix4( viewMatrix );

  				pointLength ++;

  			} else if ( light.isHemisphereLight ) {

  				const uniforms = state.hemi[ hemiLength ];

  				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  				uniforms.direction.transformDirection( viewMatrix );

  				hemiLength ++;

  			}

  		}

  	}

  	return {
  		setup: setup,
  		setupView: setupView,
  		state: state
  	};

  }

  function WebGLRenderState( extensions ) {

  	const lights = new WebGLLights( extensions );

  	const lightsArray = [];
  	const shadowsArray = [];

  	function init( camera ) {

  		state.camera = camera;

  		lightsArray.length = 0;
  		shadowsArray.length = 0;

  	}

  	function pushLight( light ) {

  		lightsArray.push( light );

  	}

  	function pushShadow( shadowLight ) {

  		shadowsArray.push( shadowLight );

  	}

  	function setupLights() {

  		lights.setup( lightsArray );

  	}

  	function setupLightsView( camera ) {

  		lights.setupView( lightsArray, camera );

  	}

  	const state = {
  		lightsArray: lightsArray,
  		shadowsArray: shadowsArray,

  		camera: null,

  		lights: lights,

  		transmissionRenderTarget: {}
  	};

  	return {
  		init: init,
  		state: state,
  		setupLights: setupLights,
  		setupLightsView: setupLightsView,

  		pushLight: pushLight,
  		pushShadow: pushShadow
  	};

  }

  function WebGLRenderStates( extensions ) {

  	let renderStates = new WeakMap();

  	function get( scene, renderCallDepth = 0 ) {

  		const renderStateArray = renderStates.get( scene );
  		let renderState;

  		if ( renderStateArray === undefined ) {

  			renderState = new WebGLRenderState( extensions );
  			renderStates.set( scene, [ renderState ] );

  		} else {

  			if ( renderCallDepth >= renderStateArray.length ) {

  				renderState = new WebGLRenderState( extensions );
  				renderStateArray.push( renderState );

  			} else {

  				renderState = renderStateArray[ renderCallDepth ];

  			}

  		}

  		return renderState;

  	}

  	function dispose() {

  		renderStates = new WeakMap();

  	}

  	return {
  		get: get,
  		dispose: dispose
  	};

  }

  const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

  const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );\n\tgl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );\n}";

  const _cubeDirections = [
  	/*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( -1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, 1, 0 ),
  	/*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, -1 )
  ];

  const _cubeUps = [
  	/*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ),
  	/*@__PURE__*/ new Vector3( 0, 0, -1 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 )
  ];

  const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  const _lookTarget$1 = /*@__PURE__*/ new Vector3();

  function WebGLShadowMap( renderer, objects, capabilities ) {

  	let _frustum = new Frustum();

  	const _shadowMapSize = new Vector2(),
  		_viewportSize = new Vector2(),

  		_viewport = new Vector4(),

  		_depthMaterial = new MeshDepthMaterial(),
  		_distanceMaterial = new MeshDistanceMaterial(),

  		_materialCache = {},

  		_maxTextureSize = capabilities.maxTextureSize;

  	const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };

  	const shadowMaterialVertical = new ShaderMaterial( {
  		defines: {
  			VSM_SAMPLES: 8
  		},
  		uniforms: {
  			shadow_pass: { value: null },
  			resolution: { value: new Vector2() },
  			radius: { value: 4.0 }
  		},

  		vertexShader: vertex,
  		fragmentShader: fragment

  	} );

  	const shadowMaterialHorizontal = shadowMaterialVertical.clone();
  	shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;

  	const fullScreenTri = new BufferGeometry();
  	fullScreenTri.setAttribute(
  		'position',
  		new BufferAttribute(
  			new Float32Array( [ -1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5 ] ),
  			3
  		)
  	);

  	const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );

  	const scope = this;

  	this.enabled = false;

  	this.autoUpdate = true;
  	this.needsUpdate = false;

  	this.type = PCFShadowMap;
  	let _previousType = this.type;

  	this.render = function ( lights, scene, camera ) {

  		if ( scope.enabled === false ) return;
  		if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

  		if ( lights.length === 0 ) return;

  		if ( this.type === PCFSoftShadowMap ) {

  			warn( 'WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.' );
  			this.type = PCFShadowMap;

  		}

  		const currentRenderTarget = renderer.getRenderTarget();
  		const activeCubeFace = renderer.getActiveCubeFace();
  		const activeMipmapLevel = renderer.getActiveMipmapLevel();

  		const _state = renderer.state;

  		// Set GL state for depth map.
  		_state.setBlending( NoBlending );

  		if ( _state.buffers.depth.getReversed() === true ) {

  			_state.buffers.color.setClear( 0, 0, 0, 0 );

  		} else {

  			_state.buffers.color.setClear( 1, 1, 1, 1 );

  		}

  		_state.buffers.depth.setTest( true );
  		_state.setScissorTest( false );

  		// check for shadow map type changes

  		const typeChanged = _previousType !== this.type;

  		// When shadow map type changes, materials need recompilation because sampler types change
  		// (sampler2DShadow for PCF vs sampler2D for Basic)
  		if ( typeChanged ) {

  			scene.traverse( function ( object ) {

  				if ( object.material ) {

  					if ( Array.isArray( object.material ) ) {

  						object.material.forEach( mat => mat.needsUpdate = true );

  					} else {

  						object.material.needsUpdate = true;

  					}

  				}

  			} );

  		}

  		// render depth map

  		for ( let i = 0, il = lights.length; i < il; i ++ ) {

  			const light = lights[ i ];
  			const shadow = light.shadow;

  			if ( shadow === undefined ) {

  				warn( 'WebGLShadowMap:', light, 'has no shadow.' );
  				continue;

  			}

  			if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;

  			_shadowMapSize.copy( shadow.mapSize );

  			const shadowFrameExtents = shadow.getFrameExtents();

  			_shadowMapSize.multiply( shadowFrameExtents );

  			_viewportSize.copy( shadow.mapSize );

  			if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {

  				if ( _shadowMapSize.x > _maxTextureSize ) {

  					_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );
  					_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  					shadow.mapSize.x = _viewportSize.x;

  				}

  				if ( _shadowMapSize.y > _maxTextureSize ) {

  					_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );
  					_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  					shadow.mapSize.y = _viewportSize.y;

  				}

  			}

  			const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
  			shadow.camera._reversedDepth = reversedDepthBuffer;

  			if ( shadow.map === null || typeChanged === true ) {

  				if ( shadow.map !== null ) {

  					if ( shadow.map.depthTexture !== null ) {

  						shadow.map.depthTexture.dispose();
  						shadow.map.depthTexture = null;

  					}

  					shadow.map.dispose();

  				}

  				if ( this.type === VSMShadowMap ) {

  					if ( light.isPointLight ) {

  						warn( 'WebGLShadowMap: VSM shadow maps are not supported for PointLights. Use PCF or BasicShadowMap instead.' );
  						continue;

  					}

  					shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, {
  						format: RGFormat,
  						type: HalfFloatType,
  						minFilter: LinearFilter,
  						magFilter: LinearFilter,
  						generateMipmaps: false
  					} );
  					shadow.map.texture.name = light.name + '.shadowMap';

  					// Native depth texture for VSM - depth is captured here, then blurred into the color texture
  					shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, FloatType );
  					shadow.map.depthTexture.name = light.name + '.shadowMapDepth';
  					shadow.map.depthTexture.format = DepthFormat;
  					shadow.map.depthTexture.compareFunction = null; // For regular sampling (not shadow comparison)
  					shadow.map.depthTexture.minFilter = NearestFilter;
  					shadow.map.depthTexture.magFilter = NearestFilter;

  				} else {

  					if ( light.isPointLight ) {

  						shadow.map = new WebGLCubeRenderTarget( _shadowMapSize.x );
  						shadow.map.depthTexture = new CubeDepthTexture( _shadowMapSize.x, UnsignedIntType );

  					} else {

  						shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );
  						shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, UnsignedIntType );

  					}

  					shadow.map.depthTexture.name = light.name + '.shadowMap';
  					shadow.map.depthTexture.format = DepthFormat;

  					if ( this.type === PCFShadowMap ) {

  						shadow.map.depthTexture.compareFunction = reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare;
  						shadow.map.depthTexture.minFilter = LinearFilter;
  						shadow.map.depthTexture.magFilter = LinearFilter;

  					} else {

  						shadow.map.depthTexture.compareFunction = null;
  						shadow.map.depthTexture.minFilter = NearestFilter;
  						shadow.map.depthTexture.magFilter = NearestFilter;

  					}

  				}

  				shadow.camera.updateProjectionMatrix();

  			}

  			// For cube render targets (PointLights), render all 6 faces. Otherwise, render once.
  			const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : 1;

  			for ( let face = 0; face < faceCount; face ++ ) {

  				// For cube render targets, render to each face separately
  				if ( shadow.map.isWebGLCubeRenderTarget ) {

  					renderer.setRenderTarget( shadow.map, face );
  					renderer.clear();

  				} else {

  					// For 2D render targets, use viewports
  					if ( face === 0 ) {

  						renderer.setRenderTarget( shadow.map );
  						renderer.clear();

  					}

  					const viewport = shadow.getViewport( face );

  					_viewport.set(
  						_viewportSize.x * viewport.x,
  						_viewportSize.y * viewport.y,
  						_viewportSize.x * viewport.z,
  						_viewportSize.y * viewport.w
  					);

  					_state.viewport( _viewport );

  				}

  				if ( light.isPointLight ) {

  					const camera = shadow.camera;
  					const shadowMatrix = shadow.matrix;

  					const far = light.distance || camera.far;

  					if ( far !== camera.far ) {

  						camera.far = far;
  						camera.updateProjectionMatrix();

  					}

  					_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  					camera.position.copy( _lightPositionWorld$1 );

  					_lookTarget$1.copy( camera.position );
  					_lookTarget$1.add( _cubeDirections[ face ] );
  					camera.up.copy( _cubeUps[ face ] );
  					camera.lookAt( _lookTarget$1 );
  					camera.updateMatrixWorld();

  					shadowMatrix.makeTranslation( - _lightPositionWorld$1.x, - _lightPositionWorld$1.y, - _lightPositionWorld$1.z );

  					_projScreenMatrix$2.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  					shadow._frustum.setFromProjectionMatrix( _projScreenMatrix$2, camera.coordinateSystem, camera.reversedDepth );

  				} else {

  					shadow.updateMatrices( light );

  				}

  				_frustum = shadow.getFrustum();

  				renderObject( scene, camera, shadow.camera, light, this.type );

  			}

  			// do blur pass for VSM

  			if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {

  				VSMPass( shadow, camera );

  			}

  			shadow.needsUpdate = false;

  		}

  		_previousType = this.type;

  		scope.needsUpdate = false;

  		renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );

  	};

  	function VSMPass( shadow, camera ) {

  		const geometry = objects.update( fullScreenMesh );

  		if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {

  			shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
  			shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;

  			shadowMaterialVertical.needsUpdate = true;
  			shadowMaterialHorizontal.needsUpdate = true;

  		}

  		if ( shadow.mapPass === null ) {

  			shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, {
  				format: RGFormat,
  				type: HalfFloatType
  			} );

  		}

  		// vertical pass - read from native depth texture

  		shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.depthTexture;
  		shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  		shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  		renderer.setRenderTarget( shadow.mapPass );
  		renderer.clear();
  		renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

  		// horizontal pass

  		shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  		shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
  		shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
  		renderer.setRenderTarget( shadow.map );
  		renderer.clear();
  		renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );

  	}

  	function getDepthMaterial( object, material, light, type ) {

  		let result = null;

  		const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;

  		if ( customMaterial !== undefined ) {

  			result = customMaterial;

  		} else {

  			result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;

  			if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
  				( material.displacementMap && material.displacementScale !== 0 ) ||
  				( material.alphaMap && material.alphaTest > 0 ) ||
  				( material.map && material.alphaTest > 0 ) ||
  				( material.alphaToCoverage === true ) ) {

  				// in this case we need a unique material instance reflecting the
  				// appropriate state

  				const keyA = result.uuid, keyB = material.uuid;

  				let materialsForVariant = _materialCache[ keyA ];

  				if ( materialsForVariant === undefined ) {

  					materialsForVariant = {};
  					_materialCache[ keyA ] = materialsForVariant;

  				}

  				let cachedMaterial = materialsForVariant[ keyB ];

  				if ( cachedMaterial === undefined ) {

  					cachedMaterial = result.clone();
  					materialsForVariant[ keyB ] = cachedMaterial;
  					material.addEventListener( 'dispose', onMaterialDispose );

  				}

  				result = cachedMaterial;

  			}

  		}

  		result.visible = material.visible;
  		result.wireframe = material.wireframe;

  		if ( type === VSMShadowMap ) {

  			result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;

  		} else {

  			result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];

  		}

  		result.alphaMap = material.alphaMap;
  		result.alphaTest = ( material.alphaToCoverage === true ) ? 0.5 : material.alphaTest; // approximate alphaToCoverage by using a fixed alphaTest value
  		result.map = material.map;

  		result.clipShadows = material.clipShadows;
  		result.clippingPlanes = material.clippingPlanes;
  		result.clipIntersection = material.clipIntersection;

  		result.displacementMap = material.displacementMap;
  		result.displacementScale = material.displacementScale;
  		result.displacementBias = material.displacementBias;

  		result.wireframeLinewidth = material.wireframeLinewidth;
  		result.linewidth = material.linewidth;

  		if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {

  			const materialProperties = renderer.properties.get( result );
  			materialProperties.light = light;

  		}

  		return result;

  	}

  	function renderObject( object, camera, shadowCamera, light, type ) {

  		if ( object.visible === false ) return;

  		const visible = object.layers.test( camera.layers );

  		if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

  			if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

  				object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

  				const geometry = objects.update( object );
  				const material = object.material;

  				if ( Array.isArray( material ) ) {

  					const groups = geometry.groups;

  					for ( let k = 0, kl = groups.length; k < kl; k ++ ) {

  						const group = groups[ k ];
  						const groupMaterial = material[ group.materialIndex ];

  						if ( groupMaterial && groupMaterial.visible ) {

  							const depthMaterial = getDepthMaterial( object, groupMaterial, light, type );

  							object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );

  							renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

  							object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );

  						}

  					}

  				} else if ( material.visible ) {

  					const depthMaterial = getDepthMaterial( object, material, light, type );

  					object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );

  					renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

  					object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );

  				}

  			}

  		}

  		const children = object.children;

  		for ( let i = 0, l = children.length; i < l; i ++ ) {

  			renderObject( children[ i ], camera, shadowCamera, light, type );

  		}

  	}

  	function onMaterialDispose( event ) {

  		const material = event.target;

  		material.removeEventListener( 'dispose', onMaterialDispose );

  		// make sure to remove the unique distance/depth materials used for shadow map rendering

  		for ( const id in _materialCache ) {

  			const cache = _materialCache[ id ];

  			const uuid = event.target.uuid;

  			if ( uuid in cache ) {

  				const shadowMaterial = cache[ uuid ];
  				shadowMaterial.dispose();
  				delete cache[ uuid ];

  			}

  		}

  	}

  }

  function WebGLState$1( gl, extensions ) {

  	function ColorBuffer() {

  		let locked = false;

  		const color = new Vector4();
  		let currentColorMask = null;
  		const currentColorClear = new Vector4( 0, 0, 0, 0 );

  		return {

  			setMask: function ( colorMask ) {

  				if ( currentColorMask !== colorMask && ! locked ) {

  					gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  					currentColorMask = colorMask;

  				}

  			},

  			setLocked: function ( lock ) {

  				locked = lock;

  			},

  			setClear: function ( r, g, b, a, premultipliedAlpha ) {

  				if ( premultipliedAlpha === true ) {

  					r *= a; g *= a; b *= a;

  				}

  				color.set( r, g, b, a );

  				if ( currentColorClear.equals( color ) === false ) {

  					gl.clearColor( r, g, b, a );
  					currentColorClear.copy( color );

  				}

  			},

  			reset: function () {

  				locked = false;

  				currentColorMask = null;
  				currentColorClear.set( -1, 0, 0, 0 ); // set to invalid state

  			}

  		};

  	}

  	function DepthBuffer() {

  		let locked = false;

  		let currentReversed = false;
  		let currentDepthMask = null;
  		let currentDepthFunc = null;
  		let currentDepthClear = null;

  		return {

  			setReversed: function ( reversed ) {

  				if ( currentReversed !== reversed ) {

  					const ext = extensions.get( 'EXT_clip_control' );

  					if ( reversed ) {

  						ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT );

  					} else {

  						ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT );

  					}

  					currentReversed = reversed;

  					const oldDepth = currentDepthClear;
  					currentDepthClear = null;
  					this.setClear( oldDepth );

  				}

  			},

  			getReversed: function () {

  				return currentReversed;

  			},

  			setTest: function ( depthTest ) {

  				if ( depthTest ) {

  					enable( gl.DEPTH_TEST );

  				} else {

  					disable( gl.DEPTH_TEST );

  				}

  			},

  			setMask: function ( depthMask ) {

  				if ( currentDepthMask !== depthMask && ! locked ) {

  					gl.depthMask( depthMask );
  					currentDepthMask = depthMask;

  				}

  			},

  			setFunc: function ( depthFunc ) {

  				if ( currentReversed ) depthFunc = ReversedDepthFuncs[ depthFunc ];

  				if ( currentDepthFunc !== depthFunc ) {

  					switch ( depthFunc ) {

  						case NeverDepth:

  							gl.depthFunc( gl.NEVER );
  							break;

  						case AlwaysDepth:

  							gl.depthFunc( gl.ALWAYS );
  							break;

  						case LessDepth:

  							gl.depthFunc( gl.LESS );
  							break;

  						case LessEqualDepth:

  							gl.depthFunc( gl.LEQUAL );
  							break;

  						case EqualDepth:

  							gl.depthFunc( gl.EQUAL );
  							break;

  						case GreaterEqualDepth:

  							gl.depthFunc( gl.GEQUAL );
  							break;

  						case GreaterDepth:

  							gl.depthFunc( gl.GREATER );
  							break;

  						case NotEqualDepth:

  							gl.depthFunc( gl.NOTEQUAL );
  							break;

  						default:

  							gl.depthFunc( gl.LEQUAL );

  					}

  					currentDepthFunc = depthFunc;

  				}

  			},

  			setLocked: function ( lock ) {

  				locked = lock;

  			},

  			setClear: function ( depth ) {

  				if ( currentDepthClear !== depth ) {

  					currentDepthClear = depth;

  					if ( currentReversed ) {

  						depth = 1 - depth;

  					}

  					gl.clearDepth( depth );

  				}

  			},

  			reset: function () {

  				locked = false;

  				currentDepthMask = null;
  				currentDepthFunc = null;
  				currentDepthClear = null;
  				currentReversed = false;

  			}

  		};

  	}

  	function StencilBuffer() {

  		let locked = false;

  		let currentStencilMask = null;
  		let currentStencilFunc = null;
  		let currentStencilRef = null;
  		let currentStencilFuncMask = null;
  		let currentStencilFail = null;
  		let currentStencilZFail = null;
  		let currentStencilZPass = null;
  		let currentStencilClear = null;

  		return {

  			setTest: function ( stencilTest ) {

  				if ( ! locked ) {

  					if ( stencilTest ) {

  						enable( gl.STENCIL_TEST );

  					} else {

  						disable( gl.STENCIL_TEST );

  					}

  				}

  			},

  			setMask: function ( stencilMask ) {

  				if ( currentStencilMask !== stencilMask && ! locked ) {

  					gl.stencilMask( stencilMask );
  					currentStencilMask = stencilMask;

  				}

  			},

  			setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

  				if ( currentStencilFunc !== stencilFunc ||
  				     currentStencilRef !== stencilRef ||
  				     currentStencilFuncMask !== stencilMask ) {

  					gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

  					currentStencilFunc = stencilFunc;
  					currentStencilRef = stencilRef;
  					currentStencilFuncMask = stencilMask;

  				}

  			},

  			setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

  				if ( currentStencilFail !== stencilFail ||
  				     currentStencilZFail !== stencilZFail ||
  				     currentStencilZPass !== stencilZPass ) {

  					gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

  					currentStencilFail = stencilFail;
  					currentStencilZFail = stencilZFail;
  					currentStencilZPass = stencilZPass;

  				}

  			},

  			setLocked: function ( lock ) {

  				locked = lock;

  			},

  			setClear: function ( stencil ) {

  				if ( currentStencilClear !== stencil ) {

  					gl.clearStencil( stencil );
  					currentStencilClear = stencil;

  				}

  			},

  			reset: function () {

  				locked = false;

  				currentStencilMask = null;
  				currentStencilFunc = null;
  				currentStencilRef = null;
  				currentStencilFuncMask = null;
  				currentStencilFail = null;
  				currentStencilZFail = null;
  				currentStencilZPass = null;
  				currentStencilClear = null;

  			}

  		};

  	}

  	//

  	const colorBuffer = new ColorBuffer();
  	const depthBuffer = new DepthBuffer();
  	const stencilBuffer = new StencilBuffer();

  	const uboBindings = new WeakMap();
  	const uboProgramMap = new WeakMap();

  	let enabledCapabilities = {};

  	let currentBoundFramebuffers = {};
  	let currentDrawbuffers = new WeakMap();
  	let defaultDrawbuffers = [];

  	let currentProgram = null;

  	let currentBlendingEnabled = false;
  	let currentBlending = null;
  	let currentBlendEquation = null;
  	let currentBlendSrc = null;
  	let currentBlendDst = null;
  	let currentBlendEquationAlpha = null;
  	let currentBlendSrcAlpha = null;
  	let currentBlendDstAlpha = null;
  	let currentBlendColor = new Color( 0, 0, 0 );
  	let currentBlendAlpha = 0;
  	let currentPremultipledAlpha = false;

  	let currentFlipSided = null;
  	let currentCullFace = null;

  	let currentLineWidth = null;

  	let currentPolygonOffsetFactor = null;
  	let currentPolygonOffsetUnits = null;

  	const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );

  	let lineWidthAvailable = false;
  	let version = 0;
  	const glVersion = gl.getParameter( gl.VERSION );

  	if ( glVersion.indexOf( 'WebGL' ) !== -1 ) {

  		version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
  		lineWidthAvailable = ( version >= 1.0 );

  	} else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) {

  		version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
  		lineWidthAvailable = ( version >= 2.0 );

  	}

  	let currentTextureSlot = null;
  	let currentBoundTextures = {};

  	const scissorParam = gl.getParameter( gl.SCISSOR_BOX );
  	const viewportParam = gl.getParameter( gl.VIEWPORT );

  	const currentScissor = new Vector4().fromArray( scissorParam );
  	const currentViewport = new Vector4().fromArray( viewportParam );

  	function createTexture( type, target, count, dimensions ) {

  		const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  		const texture = gl.createTexture();

  		gl.bindTexture( type, texture );
  		gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  		gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );

  		for ( let i = 0; i < count; i ++ ) {

  			if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) {

  				gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

  			} else {

  				gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

  			}

  		}

  		return texture;

  	}

  	const emptyTextures = {};
  	emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
  	emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
  	emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );
  	emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );

  	// init

  	colorBuffer.setClear( 0, 0, 0, 1 );
  	depthBuffer.setClear( 1 );
  	stencilBuffer.setClear( 0 );

  	enable( gl.DEPTH_TEST );
  	depthBuffer.setFunc( LessEqualDepth );

  	setFlipSided( false );
  	setCullFace( CullFaceBack );
  	enable( gl.CULL_FACE );

  	setBlending( NoBlending );

  	//

  	function enable( id ) {

  		if ( enabledCapabilities[ id ] !== true ) {

  			gl.enable( id );
  			enabledCapabilities[ id ] = true;

  		}

  	}

  	function disable( id ) {

  		if ( enabledCapabilities[ id ] !== false ) {

  			gl.disable( id );
  			enabledCapabilities[ id ] = false;

  		}

  	}

  	function bindFramebuffer( target, framebuffer ) {

  		if ( currentBoundFramebuffers[ target ] !== framebuffer ) {

  			gl.bindFramebuffer( target, framebuffer );

  			currentBoundFramebuffers[ target ] = framebuffer;

  			// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER

  			if ( target === gl.DRAW_FRAMEBUFFER ) {

  				currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;

  			}

  			if ( target === gl.FRAMEBUFFER ) {

  				currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;

  			}

  			return true;

  		}

  		return false;

  	}

  	function drawBuffers( renderTarget, framebuffer ) {

  		let drawBuffers = defaultDrawbuffers;

  		let needsUpdate = false;

  		if ( renderTarget ) {

  			drawBuffers = currentDrawbuffers.get( framebuffer );

  			if ( drawBuffers === undefined ) {

  				drawBuffers = [];
  				currentDrawbuffers.set( framebuffer, drawBuffers );

  			}

  			const textures = renderTarget.textures;

  			if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {

  				for ( let i = 0, il = textures.length; i < il; i ++ ) {

  					drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;

  				}

  				drawBuffers.length = textures.length;

  				needsUpdate = true;

  			}

  		} else {

  			if ( drawBuffers[ 0 ] !== gl.BACK ) {

  				drawBuffers[ 0 ] = gl.BACK;

  				needsUpdate = true;

  			}

  		}

  		if ( needsUpdate ) {

  			gl.drawBuffers( drawBuffers );

  		}

  	}

  	function useProgram( program ) {

  		if ( currentProgram !== program ) {

  			gl.useProgram( program );

  			currentProgram = program;

  			return true;

  		}

  		return false;

  	}

  	const equationToGL = {
  		[ AddEquation ]: gl.FUNC_ADD,
  		[ SubtractEquation ]: gl.FUNC_SUBTRACT,
  		[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  	};

  	equationToGL[ MinEquation ] = gl.MIN;
  	equationToGL[ MaxEquation ] = gl.MAX;

  	const factorToGL = {
  		[ ZeroFactor ]: gl.ZERO,
  		[ OneFactor ]: gl.ONE,
  		[ SrcColorFactor ]: gl.SRC_COLOR,
  		[ SrcAlphaFactor ]: gl.SRC_ALPHA,
  		[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  		[ DstColorFactor ]: gl.DST_COLOR,
  		[ DstAlphaFactor ]: gl.DST_ALPHA,
  		[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  		[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  		[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  		[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,
  		[ ConstantColorFactor ]: gl.CONSTANT_COLOR,
  		[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,
  		[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,
  		[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA
  	};

  	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {

  		if ( blending === NoBlending ) {

  			if ( currentBlendingEnabled === true ) {

  				disable( gl.BLEND );
  				currentBlendingEnabled = false;

  			}

  			return;

  		}

  		if ( currentBlendingEnabled === false ) {

  			enable( gl.BLEND );
  			currentBlendingEnabled = true;

  		}

  		if ( blending !== CustomBlending ) {

  			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

  				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {

  					gl.blendEquation( gl.FUNC_ADD );

  					currentBlendEquation = AddEquation;
  					currentBlendEquationAlpha = AddEquation;

  				}

  				if ( premultipliedAlpha ) {

  					switch ( blending ) {

  						case NormalBlending:
  							gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  							break;

  						case AdditiveBlending:
  							gl.blendFunc( gl.ONE, gl.ONE );
  							break;

  						case SubtractiveBlending:
  							gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  							break;

  						case MultiplyBlending:
  							gl.blendFuncSeparate( gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE );
  							break;

  						default:
  							error( 'WebGLState: Invalid blending: ', blending );
  							break;

  					}

  				} else {

  					switch ( blending ) {

  						case NormalBlending:
  							gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  							break;

  						case AdditiveBlending:
  							gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE );
  							break;

  						case SubtractiveBlending:
  							error( 'WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true' );
  							break;

  						case MultiplyBlending:
  							error( 'WebGLState: MultiplyBlending requires material.premultipliedAlpha = true' );
  							break;

  						default:
  							error( 'WebGLState: Invalid blending: ', blending );
  							break;

  					}

  				}

  				currentBlendSrc = null;
  				currentBlendDst = null;
  				currentBlendSrcAlpha = null;
  				currentBlendDstAlpha = null;
  				currentBlendColor.set( 0, 0, 0 );
  				currentBlendAlpha = 0;

  				currentBlending = blending;
  				currentPremultipledAlpha = premultipliedAlpha;

  			}

  			return;

  		}

  		// custom blending

  		blendEquationAlpha = blendEquationAlpha || blendEquation;
  		blendSrcAlpha = blendSrcAlpha || blendSrc;
  		blendDstAlpha = blendDstAlpha || blendDst;

  		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

  			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );

  			currentBlendEquation = blendEquation;
  			currentBlendEquationAlpha = blendEquationAlpha;

  		}

  		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

  			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

  			currentBlendSrc = blendSrc;
  			currentBlendDst = blendDst;
  			currentBlendSrcAlpha = blendSrcAlpha;
  			currentBlendDstAlpha = blendDstAlpha;

  		}

  		if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {

  			gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );

  			currentBlendColor.copy( blendColor );
  			currentBlendAlpha = blendAlpha;

  		}

  		currentBlending = blending;
  		currentPremultipledAlpha = false;

  	}

  	function setMaterial( material, frontFaceCW ) {

  		material.side === DoubleSide
  			? disable( gl.CULL_FACE )
  			: enable( gl.CULL_FACE );

  		let flipSided = ( material.side === BackSide );
  		if ( frontFaceCW ) flipSided = ! flipSided;

  		setFlipSided( flipSided );

  		( material.blending === NormalBlending && material.transparent === false )
  			? setBlending( NoBlending )
  			: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha );

  		depthBuffer.setFunc( material.depthFunc );
  		depthBuffer.setTest( material.depthTest );
  		depthBuffer.setMask( material.depthWrite );
  		colorBuffer.setMask( material.colorWrite );

  		const stencilWrite = material.stencilWrite;
  		stencilBuffer.setTest( stencilWrite );
  		if ( stencilWrite ) {

  			stencilBuffer.setMask( material.stencilWriteMask );
  			stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  			stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );

  		}

  		setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

  		material.alphaToCoverage === true
  			? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
  			: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );

  	}

  	//

  	function setFlipSided( flipSided ) {

  		if ( currentFlipSided !== flipSided ) {

  			if ( flipSided ) {

  				gl.frontFace( gl.CW );

  			} else {

  				gl.frontFace( gl.CCW );

  			}

  			currentFlipSided = flipSided;

  		}

  	}

  	function setCullFace( cullFace ) {

  		if ( cullFace !== CullFaceNone ) {

  			enable( gl.CULL_FACE );

  			if ( cullFace !== currentCullFace ) {

  				if ( cullFace === CullFaceBack ) {

  					gl.cullFace( gl.BACK );

  				} else if ( cullFace === CullFaceFront ) {

  					gl.cullFace( gl.FRONT );

  				} else {

  					gl.cullFace( gl.FRONT_AND_BACK );

  				}

  			}

  		} else {

  			disable( gl.CULL_FACE );

  		}

  		currentCullFace = cullFace;

  	}

  	function setLineWidth( width ) {

  		if ( width !== currentLineWidth ) {

  			if ( lineWidthAvailable ) gl.lineWidth( width );

  			currentLineWidth = width;

  		}

  	}

  	function setPolygonOffset( polygonOffset, factor, units ) {

  		if ( polygonOffset ) {

  			enable( gl.POLYGON_OFFSET_FILL );

  			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

  				currentPolygonOffsetFactor = factor;
  				currentPolygonOffsetUnits = units;

  				if ( depthBuffer.getReversed() ) {

  					factor = - factor;

  				}

  				gl.polygonOffset( factor, units );

  			}

  		} else {

  			disable( gl.POLYGON_OFFSET_FILL );

  		}

  	}

  	function setScissorTest( scissorTest ) {

  		if ( scissorTest ) {

  			enable( gl.SCISSOR_TEST );

  		} else {

  			disable( gl.SCISSOR_TEST );

  		}

  	}

  	// texture

  	function activeTexture( webglSlot ) {

  		if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;

  		if ( currentTextureSlot !== webglSlot ) {

  			gl.activeTexture( webglSlot );
  			currentTextureSlot = webglSlot;

  		}

  	}

  	function bindTexture( webglType, webglTexture, webglSlot ) {

  		if ( webglSlot === undefined ) {

  			if ( currentTextureSlot === null ) {

  				webglSlot = gl.TEXTURE0 + maxTextures - 1;

  			} else {

  				webglSlot = currentTextureSlot;

  			}

  		}

  		let boundTexture = currentBoundTextures[ webglSlot ];

  		if ( boundTexture === undefined ) {

  			boundTexture = { type: undefined, texture: undefined };
  			currentBoundTextures[ webglSlot ] = boundTexture;

  		}

  		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

  			if ( currentTextureSlot !== webglSlot ) {

  				gl.activeTexture( webglSlot );
  				currentTextureSlot = webglSlot;

  			}

  			gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

  			boundTexture.type = webglType;
  			boundTexture.texture = webglTexture;

  		}

  	}

  	function unbindTexture() {

  		const boundTexture = currentBoundTextures[ currentTextureSlot ];

  		if ( boundTexture !== undefined && boundTexture.type !== undefined ) {

  			gl.bindTexture( boundTexture.type, null );

  			boundTexture.type = undefined;
  			boundTexture.texture = undefined;

  		}

  	}

  	function compressedTexImage2D() {

  		try {

  			gl.compressedTexImage2D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function compressedTexImage3D() {

  		try {

  			gl.compressedTexImage3D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function texSubImage2D() {

  		try {

  			gl.texSubImage2D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function texSubImage3D() {

  		try {

  			gl.texSubImage3D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function compressedTexSubImage2D() {

  		try {

  			gl.compressedTexSubImage2D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function compressedTexSubImage3D() {

  		try {

  			gl.compressedTexSubImage3D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function texStorage2D() {

  		try {

  			gl.texStorage2D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function texStorage3D() {

  		try {

  			gl.texStorage3D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function texImage2D() {

  		try {

  			gl.texImage2D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	function texImage3D() {

  		try {

  			gl.texImage3D( ...arguments );

  		} catch ( e ) {

  			error( 'WebGLState:', e );

  		}

  	}

  	//

  	function scissor( scissor ) {

  		if ( currentScissor.equals( scissor ) === false ) {

  			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  			currentScissor.copy( scissor );

  		}

  	}

  	function viewport( viewport ) {

  		if ( currentViewport.equals( viewport ) === false ) {

  			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  			currentViewport.copy( viewport );

  		}

  	}

  	function updateUBOMapping( uniformsGroup, program ) {

  		let mapping = uboProgramMap.get( program );

  		if ( mapping === undefined ) {

  			mapping = new WeakMap();

  			uboProgramMap.set( program, mapping );

  		}

  		let blockIndex = mapping.get( uniformsGroup );

  		if ( blockIndex === undefined ) {

  			blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );

  			mapping.set( uniformsGroup, blockIndex );

  		}

  	}

  	function uniformBlockBinding( uniformsGroup, program ) {

  		const mapping = uboProgramMap.get( program );
  		const blockIndex = mapping.get( uniformsGroup );

  		if ( uboBindings.get( program ) !== blockIndex ) {

  			// bind shader specific block index to global block point
  			gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );

  			uboBindings.set( program, blockIndex );

  		}

  	}

  	//

  	function reset() {

  		// reset state

  		gl.disable( gl.BLEND );
  		gl.disable( gl.CULL_FACE );
  		gl.disable( gl.DEPTH_TEST );
  		gl.disable( gl.POLYGON_OFFSET_FILL );
  		gl.disable( gl.SCISSOR_TEST );
  		gl.disable( gl.STENCIL_TEST );
  		gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );

  		gl.blendEquation( gl.FUNC_ADD );
  		gl.blendFunc( gl.ONE, gl.ZERO );
  		gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );
  		gl.blendColor( 0, 0, 0, 0 );

  		gl.colorMask( true, true, true, true );
  		gl.clearColor( 0, 0, 0, 0 );

  		gl.depthMask( true );
  		gl.depthFunc( gl.LESS );

  		depthBuffer.setReversed( false );

  		gl.clearDepth( 1 );

  		gl.stencilMask( 0xffffffff );
  		gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );
  		gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
  		gl.clearStencil( 0 );

  		gl.cullFace( gl.BACK );
  		gl.frontFace( gl.CCW );

  		gl.polygonOffset( 0, 0 );

  		gl.activeTexture( gl.TEXTURE0 );

  		gl.bindFramebuffer( gl.FRAMEBUFFER, null );
  		gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );
  		gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );

  		gl.useProgram( null );

  		gl.lineWidth( 1 );

  		gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );
  		gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );

  		// reset internals

  		enabledCapabilities = {};

  		currentTextureSlot = null;
  		currentBoundTextures = {};

  		currentBoundFramebuffers = {};
  		currentDrawbuffers = new WeakMap();
  		defaultDrawbuffers = [];

  		currentProgram = null;

  		currentBlendingEnabled = false;
  		currentBlending = null;
  		currentBlendEquation = null;
  		currentBlendSrc = null;
  		currentBlendDst = null;
  		currentBlendEquationAlpha = null;
  		currentBlendSrcAlpha = null;
  		currentBlendDstAlpha = null;
  		currentBlendColor = new Color( 0, 0, 0 );
  		currentBlendAlpha = 0;
  		currentPremultipledAlpha = false;

  		currentFlipSided = null;
  		currentCullFace = null;

  		currentLineWidth = null;

  		currentPolygonOffsetFactor = null;
  		currentPolygonOffsetUnits = null;

  		currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );
  		currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );

  		colorBuffer.reset();
  		depthBuffer.reset();
  		stencilBuffer.reset();

  	}

  	return {

  		buffers: {
  			color: colorBuffer,
  			depth: depthBuffer,
  			stencil: stencilBuffer
  		},

  		enable: enable,
  		disable: disable,

  		bindFramebuffer: bindFramebuffer,
  		drawBuffers: drawBuffers,

  		useProgram: useProgram,

  		setBlending: setBlending,
  		setMaterial: setMaterial,

  		setFlipSided: setFlipSided,
  		setCullFace: setCullFace,

  		setLineWidth: setLineWidth,
  		setPolygonOffset: setPolygonOffset,

  		setScissorTest: setScissorTest,

  		activeTexture: activeTexture,
  		bindTexture: bindTexture,
  		unbindTexture: unbindTexture,
  		compressedTexImage2D: compressedTexImage2D,
  		compressedTexImage3D: compressedTexImage3D,
  		texImage2D: texImage2D,
  		texImage3D: texImage3D,

  		updateUBOMapping: updateUBOMapping,
  		uniformBlockBinding: uniformBlockBinding,

  		texStorage2D: texStorage2D,
  		texStorage3D: texStorage3D,
  		texSubImage2D: texSubImage2D,
  		texSubImage3D: texSubImage3D,
  		compressedTexSubImage2D: compressedTexSubImage2D,
  		compressedTexSubImage3D: compressedTexSubImage3D,

  		scissor: scissor,
  		viewport: viewport,

  		reset: reset

  	};

  }

  function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

  	const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;
  	const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );

  	const _imageDimensions = new Vector2();
  	const _videoTextures = new WeakMap();
  	let _canvas;

  	const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source

  	// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  	// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  	// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).

  	let useOffscreenCanvas = false;

  	try {

  		useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  			&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;


  	} catch ( err ) {

  		// Ignore any errors

  	}

  	function createCanvas( width, height ) {

  		// Use OffscreenCanvas when available. Specially needed in web workers

  		return useOffscreenCanvas ?
  			new OffscreenCanvas( width, height ) : createElementNS( 'canvas' );

  	}

  	function resizeImage( image, needsNewCanvas, maxSize ) {

  		let scale = 1;

  		const dimensions = getDimensions( image );

  		// handle case if texture exceeds max size

  		if ( dimensions.width > maxSize || dimensions.height > maxSize ) {

  			scale = maxSize / Math.max( dimensions.width, dimensions.height );

  		}

  		// only perform resize if necessary

  		if ( scale < 1 ) {

  			// 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 ) ||
  				( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) {

  				const width = Math.floor( scale * dimensions.width );
  				const height = Math.floor( scale * dimensions.height );

  				if ( _canvas === undefined ) _canvas = createCanvas( width, height );

  				// cube textures can't reuse the same canvas

  				const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;

  				canvas.width = width;
  				canvas.height = height;

  				const context = canvas.getContext( '2d' );
  				context.drawImage( image, 0, 0, width, height );

  				warn( 'WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );

  				return canvas;

  			} else {

  				if ( 'data' in image ) {

  					warn( 'WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );

  				}

  				return image;

  			}

  		}

  		return image;

  	}

  	function textureNeedsGenerateMipmaps( texture ) {

  		return texture.generateMipmaps;

  	}

  	function generateMipmap( target ) {

  		_gl.generateMipmap( target );

  	}

  	function getTargetType( texture ) {

  		if ( texture.isWebGLCubeRenderTarget ) return _gl.TEXTURE_CUBE_MAP;
  		if ( texture.isWebGL3DRenderTarget ) return _gl.TEXTURE_3D;
  		if ( texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture ) return _gl.TEXTURE_2D_ARRAY;
  		return _gl.TEXTURE_2D;

  	}

  	function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {

  		if ( internalFormatName !== null ) {

  			if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];

  			warn( 'WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );

  		}

  		let internalFormat = glFormat;

  		if ( glFormat === _gl.RED ) {

  			if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
  			if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
  			if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;

  		}

  		if ( glFormat === _gl.RED_INTEGER ) {

  			if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;
  			if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;
  			if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;
  			if ( glType === _gl.BYTE ) internalFormat = _gl.R8I;
  			if ( glType === _gl.SHORT ) internalFormat = _gl.R16I;
  			if ( glType === _gl.INT ) internalFormat = _gl.R32I;

  		}

  		if ( glFormat === _gl.RG ) {

  			if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;
  			if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;
  			if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;

  		}

  		if ( glFormat === _gl.RG_INTEGER ) {

  			if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI;
  			if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI;
  			if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI;
  			if ( glType === _gl.BYTE ) internalFormat = _gl.RG8I;
  			if ( glType === _gl.SHORT ) internalFormat = _gl.RG16I;
  			if ( glType === _gl.INT ) internalFormat = _gl.RG32I;

  		}

  		if ( glFormat === _gl.RGB_INTEGER ) {

  			if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8UI;
  			if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGB16UI;
  			if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGB32UI;
  			if ( glType === _gl.BYTE ) internalFormat = _gl.RGB8I;
  			if ( glType === _gl.SHORT ) internalFormat = _gl.RGB16I;
  			if ( glType === _gl.INT ) internalFormat = _gl.RGB32I;

  		}

  		if ( glFormat === _gl.RGBA_INTEGER ) {

  			if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8UI;
  			if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGBA16UI;
  			if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGBA32UI;
  			if ( glType === _gl.BYTE ) internalFormat = _gl.RGBA8I;
  			if ( glType === _gl.SHORT ) internalFormat = _gl.RGBA16I;
  			if ( glType === _gl.INT ) internalFormat = _gl.RGBA32I;

  		}

  		if ( glFormat === _gl.RGB ) {

  			if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5;
  			if ( glType === _gl.UNSIGNED_INT_10F_11F_11F_REV ) internalFormat = _gl.R11F_G11F_B10F;

  		}

  		if ( glFormat === _gl.RGBA ) {

  			const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );

  			if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
  			if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
  			if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
  			if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
  			if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;

  		}

  		if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
  			internalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||
  			internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {

  			extensions.get( 'EXT_color_buffer_float' );

  		}

  		return internalFormat;

  	}

  	function getInternalDepthFormat( useStencil, depthType ) {

  		let glInternalFormat;
  		if ( useStencil ) {

  			if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {

  				glInternalFormat = _gl.DEPTH24_STENCIL8;

  			} else if ( depthType === FloatType ) {

  				glInternalFormat = _gl.DEPTH32F_STENCIL8;

  			} else if ( depthType === UnsignedShortType ) {

  				glInternalFormat = _gl.DEPTH24_STENCIL8;
  				warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' );

  			}

  		} else {

  			if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {

  				glInternalFormat = _gl.DEPTH_COMPONENT24;

  			} else if ( depthType === FloatType ) {

  				glInternalFormat = _gl.DEPTH_COMPONENT32F;

  			} else if ( depthType === UnsignedShortType ) {

  				glInternalFormat = _gl.DEPTH_COMPONENT16;

  			}

  		}

  		return glInternalFormat;

  	}

  	function getMipLevels( texture, image ) {

  		if ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {

  			return Math.log2( Math.max( image.width, image.height ) ) + 1;

  		} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {

  			// user-defined mipmaps

  			return texture.mipmaps.length;

  		} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {

  			return image.mipmaps.length;

  		} else {

  			// texture without mipmaps (only base level)

  			return 1;

  		}

  	}

  	//

  	function onTextureDispose( event ) {

  		const texture = event.target;

  		texture.removeEventListener( 'dispose', onTextureDispose );

  		deallocateTexture( texture );

  		if ( texture.isVideoTexture ) {

  			_videoTextures.delete( texture );

  		}

  	}

  	function onRenderTargetDispose( event ) {

  		const renderTarget = event.target;

  		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

  		deallocateRenderTarget( renderTarget );

  	}

  	//

  	function deallocateTexture( texture ) {

  		const textureProperties = properties.get( texture );

  		if ( textureProperties.__webglInit === undefined ) return;

  		// check if it's necessary to remove the WebGLTexture object

  		const source = texture.source;
  		const webglTextures = _sources.get( source );

  		if ( webglTextures ) {

  			const webglTexture = webglTextures[ textureProperties.__cacheKey ];
  			webglTexture.usedTimes --;

  			// the WebGLTexture object is not used anymore, remove it

  			if ( webglTexture.usedTimes === 0 ) {

  				deleteTexture( texture );

  			}

  			// remove the weak map entry if no WebGLTexture uses the source anymore

  			if ( Object.keys( webglTextures ).length === 0 ) {

  				_sources.delete( source );

  			}

  		}

  		properties.remove( texture );

  	}

  	function deleteTexture( texture ) {

  		const textureProperties = properties.get( texture );
  		_gl.deleteTexture( textureProperties.__webglTexture );

  		const source = texture.source;
  		const webglTextures = _sources.get( source );
  		delete webglTextures[ textureProperties.__cacheKey ];

  		info.memory.textures --;

  	}

  	function deallocateRenderTarget( renderTarget ) {

  		const renderTargetProperties = properties.get( renderTarget );

  		if ( renderTarget.depthTexture ) {

  			renderTarget.depthTexture.dispose();

  			properties.remove( renderTarget.depthTexture );

  		}

  		if ( renderTarget.isWebGLCubeRenderTarget ) {

  			for ( let i = 0; i < 6; i ++ ) {

  				if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {

  					for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );

  				} else {

  					_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );

  				}

  				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

  			}

  		} else {

  			if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {

  				for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );

  			} else {

  				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );

  			}

  			if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
  			if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );

  			if ( renderTargetProperties.__webglColorRenderbuffer ) {

  				for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {

  					if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );

  				}

  			}

  			if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );

  		}

  		const textures = renderTarget.textures;

  		for ( let i = 0, il = textures.length; i < il; i ++ ) {

  			const attachmentProperties = properties.get( textures[ i ] );

  			if ( attachmentProperties.__webglTexture ) {

  				_gl.deleteTexture( attachmentProperties.__webglTexture );

  				info.memory.textures --;

  			}

  			properties.remove( textures[ i ] );

  		}

  		properties.remove( renderTarget );

  	}

  	//

  	let textureUnits = 0;

  	function resetTextureUnits() {

  		textureUnits = 0;

  	}

  	function allocateTextureUnit() {

  		const textureUnit = textureUnits;

  		if ( textureUnit >= capabilities.maxTextures ) {

  			warn( 'WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

  		}

  		textureUnits += 1;

  		return textureUnit;

  	}

  	function getTextureCacheKey( texture ) {

  		const array = [];

  		array.push( texture.wrapS );
  		array.push( texture.wrapT );
  		array.push( texture.wrapR || 0 );
  		array.push( texture.magFilter );
  		array.push( texture.minFilter );
  		array.push( texture.anisotropy );
  		array.push( texture.internalFormat );
  		array.push( texture.format );
  		array.push( texture.type );
  		array.push( texture.generateMipmaps );
  		array.push( texture.premultiplyAlpha );
  		array.push( texture.flipY );
  		array.push( texture.unpackAlignment );
  		array.push( texture.colorSpace );

  		return array.join();

  	}

  	//

  	function setTexture2D( texture, slot ) {

  		const textureProperties = properties.get( texture );

  		if ( texture.isVideoTexture ) updateVideoTexture( texture );

  		if ( texture.isRenderTargetTexture === false && texture.isExternalTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) {

  			const image = texture.image;

  			if ( image === null ) {

  				warn( 'WebGLRenderer: Texture marked for update but no image data found.' );

  			} else if ( image.complete === false ) {

  				warn( 'WebGLRenderer: Texture marked for update but image is incomplete' );

  			} else {

  				uploadTexture( textureProperties, texture, slot );
  				return;

  			}

  		} else if ( texture.isExternalTexture ) {

  			textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;

  		}

  		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  	}

  	function setTexture2DArray( texture, slot ) {

  		const textureProperties = properties.get( texture );

  		if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {

  			uploadTexture( textureProperties, texture, slot );
  			return;

  		} else if ( texture.isExternalTexture ) {

  			textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;

  		}

  		state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  	}

  	function setTexture3D( texture, slot ) {

  		const textureProperties = properties.get( texture );

  		if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {

  			uploadTexture( textureProperties, texture, slot );
  			return;

  		}

  		state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  	}

  	function setTextureCube( texture, slot ) {

  		const textureProperties = properties.get( texture );

  		if ( texture.isCubeDepthTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) {

  			uploadCubeTexture( textureProperties, texture, slot );
  			return;

  		}

  		state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  	}

  	const wrappingToGL = {
  		[ RepeatWrapping ]: _gl.REPEAT,
  		[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
  		[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
  	};

  	const filterToGL = {
  		[ NearestFilter ]: _gl.NEAREST,
  		[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
  		[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,

  		[ LinearFilter ]: _gl.LINEAR,
  		[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
  		[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
  	};

  	const compareToGL = {
  		[ NeverCompare ]: _gl.NEVER,
  		[ AlwaysCompare ]: _gl.ALWAYS,
  		[ LessCompare ]: _gl.LESS,
  		[ LessEqualCompare ]: _gl.LEQUAL,
  		[ EqualCompare ]: _gl.EQUAL,
  		[ GreaterEqualCompare ]: _gl.GEQUAL,
  		[ GreaterCompare ]: _gl.GREATER,
  		[ NotEqualCompare ]: _gl.NOTEQUAL
  	};

  	function setTextureParameters( textureType, texture ) {

  		if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&
  			( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  			texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {

  			warn( 'WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );

  		}

  		_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  		_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );

  		if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {

  			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );

  		}

  		_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
  		_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );

  		if ( texture.compareFunction ) {

  			_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );
  			_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );

  		}

  		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

  			if ( texture.magFilter === NearestFilter ) return;
  			if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  			if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension

  			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

  				const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  				properties.get( texture ).__currentAnisotropy = texture.anisotropy;

  			}

  		}

  	}

  	function initTexture( textureProperties, texture ) {

  		let forceUpload = false;

  		if ( textureProperties.__webglInit === undefined ) {

  			textureProperties.__webglInit = true;

  			texture.addEventListener( 'dispose', onTextureDispose );

  		}

  		// create Source <-> WebGLTextures mapping if necessary

  		const source = texture.source;
  		let webglTextures = _sources.get( source );

  		if ( webglTextures === undefined ) {

  			webglTextures = {};
  			_sources.set( source, webglTextures );

  		}

  		// check if there is already a WebGLTexture object for the given texture parameters

  		const textureCacheKey = getTextureCacheKey( texture );

  		if ( textureCacheKey !== textureProperties.__cacheKey ) {

  			// if not, create a new instance of WebGLTexture

  			if ( webglTextures[ textureCacheKey ] === undefined ) {

  				// create new entry

  				webglTextures[ textureCacheKey ] = {
  					texture: _gl.createTexture(),
  					usedTimes: 0
  				};

  				info.memory.textures ++;

  				// when a new instance of WebGLTexture was created, a texture upload is required
  				// even if the image contents are identical

  				forceUpload = true;

  			}

  			webglTextures[ textureCacheKey ].usedTimes ++;

  			// every time the texture cache key changes, it's necessary to check if an instance of
  			// WebGLTexture can be deleted in order to avoid a memory leak.

  			const webglTexture = webglTextures[ textureProperties.__cacheKey ];

  			if ( webglTexture !== undefined ) {

  				webglTextures[ textureProperties.__cacheKey ].usedTimes --;

  				if ( webglTexture.usedTimes === 0 ) {

  					deleteTexture( texture );

  				}

  			}

  			// store references to cache key and WebGLTexture object

  			textureProperties.__cacheKey = textureCacheKey;
  			textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;

  		}

  		return forceUpload;

  	}

  	function getRow( index, rowLength, componentStride ) {

  		return Math.floor( Math.floor( index / componentStride ) / rowLength );

  	}

  	function updateTexture( texture, image, glFormat, glType ) {

  		const componentStride = 4; // only RGBA supported

  		const updateRanges = texture.updateRanges;

  		if ( updateRanges.length === 0 ) {

  			state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );

  		} else {

  			// Before applying update ranges, we merge any adjacent / overlapping
  			// ranges to reduce load on `gl.texSubImage2D`. Empirically, this has led
  			// to performance improvements for applications which make heavy use of
  			// update ranges. Likely due to GPU command overhead.
  			//
  			// Note that to reduce garbage collection between frames, we merge the
  			// update ranges in-place. This is safe because this method will clear the
  			// update ranges once updated.

  			updateRanges.sort( ( a, b ) => a.start - b.start );

  			// To merge the update ranges in-place, we work from left to right in the
  			// existing updateRanges array, merging ranges. This may result in a final
  			// array which is smaller than the original. This index tracks the last
  			// index representing a merged range, any data after this index can be
  			// trimmed once the merge algorithm is completed.
  			let mergeIndex = 0;

  			for ( let i = 1; i < updateRanges.length; i ++ ) {

  				const previousRange = updateRanges[ mergeIndex ];
  				const range = updateRanges[ i ];

  				// Only merge if in the same row and overlapping/adjacent
  				const previousEnd = previousRange.start + previousRange.count;
  				const currentRow = getRow( range.start, image.width, componentStride );
  				const previousRow = getRow( previousRange.start, image.width, componentStride );

  				// We add one here to merge adjacent ranges. This is safe because ranges
  				// operate over positive integers.
  				if (
  					range.start <= previousEnd + 1 &&
  					currentRow === previousRow &&
  					getRow( range.start + range.count - 1, image.width, componentStride ) === currentRow // ensure range doesn't spill
  				) {

  					previousRange.count = Math.max(
  						previousRange.count,
  						range.start + range.count - previousRange.start
  					);

  				} else {

  					++ mergeIndex;
  					updateRanges[ mergeIndex ] = range;

  				}


  			}

  			// Trim the array to only contain the merged ranges.
  			updateRanges.length = mergeIndex + 1;

  			const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  			const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  			const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );

  			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );

  			for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {

  				const range = updateRanges[ i ];

  				const pixelStart = Math.floor( range.start / componentStride );
  				const pixelCount = Math.ceil( range.count / componentStride );

  				const x = pixelStart % image.width;
  				const y = Math.floor( pixelStart / image.width );

  				// Assumes update ranges refer to contiguous memory
  				const width = pixelCount;
  				const height = 1;

  				_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, x );
  				_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, y );

  				state.texSubImage2D( _gl.TEXTURE_2D, 0, x, y, width, height, glFormat, glType, image.data );

  			}

  			texture.clearUpdateRanges();

  			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );

  		}

  	}

  	function uploadTexture( textureProperties, texture, slot ) {

  		let textureType = _gl.TEXTURE_2D;

  		if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;
  		if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;

  		const forceUpload = initTexture( textureProperties, texture );
  		const source = texture.source;

  		state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  		const sourceProperties = properties.get( source );

  		if ( source.version !== sourceProperties.__version || forceUpload === true ) {

  			state.activeTexture( _gl.TEXTURE0 + slot );

  			const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
  			const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
  			const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;

  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  			_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );

  			let image = resizeImage( texture.image, false, capabilities.maxTextureSize );
  			image = verifyColorSpace( texture, image );

  			const glFormat = utils.convert( texture.format, texture.colorSpace );

  			const glType = utils.convert( texture.type );
  			let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );

  			setTextureParameters( textureType, texture );

  			let mipmap;
  			const mipmaps = texture.mipmaps;

  			const useTexStorage = ( texture.isVideoTexture !== true );
  			const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );
  			const dataReady = source.dataReady;
  			const levels = getMipLevels( texture, image );

  			if ( texture.isDepthTexture ) {

  				glInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type );

  				//

  				if ( allocateMemory ) {

  					if ( useTexStorage ) {

  						state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );

  					} else {

  						state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );

  					}

  				}

  			} else if ( texture.isDataTexture ) {

  				// 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 ) {

  					if ( useTexStorage && allocateMemory ) {

  						state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );

  					}

  					for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

  						mipmap = mipmaps[ i ];

  						if ( useTexStorage ) {

  							if ( dataReady ) {

  								state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );

  							}

  						} else {

  							state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

  						}

  					}

  					texture.generateMipmaps = false;

  				} else {

  					if ( useTexStorage ) {

  						if ( allocateMemory ) {

  							state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );

  						}

  						if ( dataReady ) {

  							updateTexture( texture, image, glFormat, glType );

  						}

  					} else {

  						state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );

  					}

  				}

  			} else if ( texture.isCompressedTexture ) {

  				if ( texture.isCompressedArrayTexture ) {

  					if ( useTexStorage && allocateMemory ) {

  						state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );

  					}

  					for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

  						mipmap = mipmaps[ i ];

  						if ( texture.format !== RGBAFormat ) {

  							if ( glFormat !== null ) {

  								if ( useTexStorage ) {

  									if ( dataReady ) {

  										if ( texture.layerUpdates.size > 0 ) {

  											const layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type );

  											for ( const layerIndex of texture.layerUpdates ) {

  												const layerData = mipmap.data.subarray(
  													layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT,
  													( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT
  												);
  												state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData );

  											}

  											texture.clearLayerUpdates();

  										} else {

  											state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data );

  										}

  									}

  								} else {

  									state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );

  								}

  							} else {

  								warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

  							}

  						} else {

  							if ( useTexStorage ) {

  								if ( dataReady ) {

  									state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );

  								}

  							} else {

  								state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );

  							}

  						}

  					}

  				} else {

  					if ( useTexStorage && allocateMemory ) {

  						state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );

  					}

  					for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

  						mipmap = mipmaps[ i ];

  						if ( texture.format !== RGBAFormat ) {

  							if ( glFormat !== null ) {

  								if ( useTexStorage ) {

  									if ( dataReady ) {

  										state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );

  									}

  								} else {

  									state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

  								}

  							} else {

  								warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );

  							}

  						} else {

  							if ( useTexStorage ) {

  								if ( dataReady ) {

  									state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );

  								}

  							} else {

  								state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

  							}

  						}

  					}

  				}

  			} else if ( texture.isDataArrayTexture ) {

  				if ( useTexStorage ) {

  					if ( allocateMemory ) {

  						state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );

  					}

  					if ( dataReady ) {

  						if ( texture.layerUpdates.size > 0 ) {

  							const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type );

  							for ( const layerIndex of texture.layerUpdates ) {

  								const layerData = image.data.subarray(
  									layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT,
  									( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT
  								);
  								state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData );

  							}

  							texture.clearLayerUpdates();

  						} else {

  							state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );

  						}

  					}

  				} else {

  					state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );

  				}

  			} else if ( texture.isData3DTexture ) {

  				if ( useTexStorage ) {

  					if ( allocateMemory ) {

  						state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );

  					}

  					if ( dataReady ) {

  						state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );

  					}

  				} else {

  					state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );

  				}

  			} else if ( texture.isFramebufferTexture ) {

  				if ( allocateMemory ) {

  					if ( useTexStorage ) {

  						state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );

  					} else {

  						let width = image.width, height = image.height;

  						for ( let i = 0; i < levels; i ++ ) {

  							state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );

  							width >>= 1;
  							height >>= 1;

  						}

  					}

  				}

  			} else {

  				// 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 ) {

  					if ( useTexStorage && allocateMemory ) {

  						const dimensions = getDimensions( mipmaps[ 0 ] );

  						state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );

  					}

  					for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

  						mipmap = mipmaps[ i ];

  						if ( useTexStorage ) {

  							if ( dataReady ) {

  								state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );

  							}

  						} else {

  							state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );

  						}

  					}

  					texture.generateMipmaps = false;

  				} else {

  					if ( useTexStorage ) {

  						if ( allocateMemory ) {

  							const dimensions = getDimensions( image );

  							state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );

  						}

  						if ( dataReady ) {

  							state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );

  						}

  					} else {

  						state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );

  					}

  				}

  			}

  			if ( textureNeedsGenerateMipmaps( texture ) ) {

  				generateMipmap( textureType );

  			}

  			sourceProperties.__version = source.version;

  			if ( texture.onUpdate ) texture.onUpdate( texture );

  		}

  		textureProperties.__version = texture.version;

  	}

  	function uploadCubeTexture( textureProperties, texture, slot ) {

  		if ( texture.image.length !== 6 ) return;

  		const forceUpload = initTexture( textureProperties, texture );
  		const source = texture.source;

  		state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  		const sourceProperties = properties.get( source );

  		if ( source.version !== sourceProperties.__version || forceUpload === true ) {

  			state.activeTexture( _gl.TEXTURE0 + slot );

  			const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
  			const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
  			const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;

  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  			_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );

  			const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
  			const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

  			const cubeImage = [];

  			for ( let i = 0; i < 6; i ++ ) {

  				if ( ! isCompressed && ! isDataTexture ) {

  					cubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize );

  				} else {

  					cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

  				}

  				cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );

  			}

  			const image = cubeImage[ 0 ],
  				glFormat = utils.convert( texture.format, texture.colorSpace ),
  				glType = utils.convert( texture.type ),
  				glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );

  			const useTexStorage = ( texture.isVideoTexture !== true );
  			const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );
  			const dataReady = source.dataReady;
  			let levels = getMipLevels( texture, image );

  			setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );

  			let mipmaps;

  			if ( isCompressed ) {

  				if ( useTexStorage && allocateMemory ) {

  					state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );

  				}

  				for ( let i = 0; i < 6; i ++ ) {

  					mipmaps = cubeImage[ i ].mipmaps;

  					for ( let j = 0; j < mipmaps.length; j ++ ) {

  						const mipmap = mipmaps[ j ];

  						if ( texture.format !== RGBAFormat ) {

  							if ( glFormat !== null ) {

  								if ( useTexStorage ) {

  									if ( dataReady ) {

  										state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );

  									}

  								} else {

  									state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );

  								}

  							} else {

  								warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );

  							}

  						} else {

  							if ( useTexStorage ) {

  								if ( dataReady ) {

  									state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );

  								}

  							} else {

  								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

  							}

  						}

  					}

  				}

  			} else {

  				mipmaps = texture.mipmaps;

  				if ( useTexStorage && allocateMemory ) {

  					// TODO: Uniformly handle mipmap definitions
  					// Normal textures and compressed cube textures define base level + mips with their mipmap array
  					// Uncompressed cube textures use their mipmap array only for mips (no base level)

  					if ( mipmaps.length > 0 ) levels ++;

  					const dimensions = getDimensions( cubeImage[ 0 ] );

  					state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height );

  				}

  				for ( let i = 0; i < 6; i ++ ) {

  					if ( isDataTexture ) {

  						if ( useTexStorage ) {

  							if ( dataReady ) {

  								state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );

  							}

  						} else {

  							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

  						}

  						for ( let j = 0; j < mipmaps.length; j ++ ) {

  							const mipmap = mipmaps[ j ];
  							const mipmapImage = mipmap.image[ i ].image;

  							if ( useTexStorage ) {

  								if ( dataReady ) {

  									state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );

  								}

  							} else {

  								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );

  							}

  						}

  					} else {

  						if ( useTexStorage ) {

  							if ( dataReady ) {

  								state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );

  							}

  						} else {

  							state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );

  						}

  						for ( let j = 0; j < mipmaps.length; j ++ ) {

  							const mipmap = mipmaps[ j ];

  							if ( useTexStorage ) {

  								if ( dataReady ) {

  									state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );

  								}

  							} else {

  								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );

  							}

  						}

  					}

  				}

  			}

  			if ( textureNeedsGenerateMipmaps( texture ) ) {

  				// We assume images for cube map have the same size.
  				generateMipmap( _gl.TEXTURE_CUBE_MAP );

  			}

  			sourceProperties.__version = source.version;

  			if ( texture.onUpdate ) texture.onUpdate( texture );

  		}

  		textureProperties.__version = texture.version;

  	}

  	// Render targets

  	// Setup storage for target texture and bind it to correct framebuffer
  	function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {

  		const glFormat = utils.convert( texture.format, texture.colorSpace );
  		const glType = utils.convert( texture.type );
  		const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
  		const renderTargetProperties = properties.get( renderTarget );
  		const textureProperties = properties.get( texture );

  		textureProperties.__renderTarget = renderTarget;

  		if ( ! renderTargetProperties.__hasExternalTextures ) {

  			const width = Math.max( 1, renderTarget.width >> level );
  			const height = Math.max( 1, renderTarget.height >> level );

  			if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {

  				state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );

  			} else {

  				state.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );

  			}

  		}

  		state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  		if ( useMultisampledRTT( renderTarget ) ) {

  			multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples( renderTarget ) );

  		} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753

  			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level );

  		}

  		state.bindFramebuffer( _gl.FRAMEBUFFER, null );

  	}

  	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  	function setupRenderBufferStorage( renderbuffer, renderTarget, useMultisample ) {

  		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

  		if ( renderTarget.depthBuffer ) {

  			// retrieve the depth attachment types
  			const depthTexture = renderTarget.depthTexture;
  			const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null;
  			const glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType );
  			const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;

  			// set up the attachment
  			if ( useMultisampledRTT( renderTarget ) ) {

  				multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height );

  			} else if ( useMultisample ) {

  				_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height );

  			} else {

  				_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );

  			}

  			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );

  		} else {

  			const textures = renderTarget.textures;

  			for ( let i = 0; i < textures.length; i ++ ) {

  				const texture = textures[ i ];

  				const glFormat = utils.convert( texture.format, texture.colorSpace );
  				const glType = utils.convert( texture.type );
  				const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );

  				if ( useMultisampledRTT( renderTarget ) ) {

  					multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height );

  				} else if ( useMultisample ) {

  					_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height );

  				} else {

  					_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );

  				}

  			}

  		}

  		_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

  	}

  	// Setup resources for a Depth Texture for a FBO (needs an extension)
  	function setupDepthTexture( framebuffer, renderTarget, cubeFace ) {

  		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

  		state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  		if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

  			throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

  		}

  		const textureProperties = properties.get( renderTarget.depthTexture );
  		textureProperties.__renderTarget = renderTarget;

  		// upload an empty depth texture with framebuffer size
  		if ( ! textureProperties.__webglTexture ||
  				renderTarget.depthTexture.image.width !== renderTarget.width ||
  				renderTarget.depthTexture.image.height !== renderTarget.height ) {

  			renderTarget.depthTexture.image.width = renderTarget.width;
  			renderTarget.depthTexture.image.height = renderTarget.height;
  			renderTarget.depthTexture.needsUpdate = true;

  		}

  		if ( isCube ) {

  			// For cube depth textures, initialize and bind without uploading image data
  			if ( textureProperties.__webglInit === undefined ) {

  				textureProperties.__webglInit = true;
  				renderTarget.depthTexture.addEventListener( 'dispose', onTextureDispose );

  			}

  			// Only create and allocate storage once
  			if ( textureProperties.__webglTexture === undefined ) {

  				textureProperties.__webglTexture = _gl.createTexture();

  				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.depthTexture );

  				// Allocate storage for all 6 faces with correct depth texture format
  				const glFormat = utils.convert( renderTarget.depthTexture.format );
  				const glType = utils.convert( renderTarget.depthTexture.type );

  				// Use proper internal format for depth textures
  				let glInternalFormat;
  				if ( renderTarget.depthTexture.format === DepthFormat ) {

  					glInternalFormat = _gl.DEPTH_COMPONENT24;

  				} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

  					glInternalFormat = _gl.DEPTH24_STENCIL8;

  				}

  				for ( let i = 0; i < 6; i ++ ) {

  					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

  				}

  			}

  		} else {

  			setTexture2D( renderTarget.depthTexture, 0 );

  		}

  		const webglDepthTexture = textureProperties.__webglTexture;
  		const samples = getRenderTargetSamples( renderTarget );

  		const glTextureType = isCube ? _gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace : _gl.TEXTURE_2D;
  		const glAttachmentType = renderTarget.depthTexture.format === DepthStencilFormat ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;

  		if ( renderTarget.depthTexture.format === DepthFormat ) {

  			if ( useMultisampledRTT( renderTarget ) ) {

  				multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples );

  			} else {

  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 );

  			}

  		} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

  			if ( useMultisampledRTT( renderTarget ) ) {

  				multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples );

  			} else {

  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 );

  			}

  		} else {

  			throw new Error( 'Unknown depthTexture format' );

  		}

  	}

  	// Setup GL resources for a non-texture depth buffer
  	function setupDepthRenderbuffer( renderTarget ) {

  		const renderTargetProperties = properties.get( renderTarget );
  		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

  		// if the bound depth texture has changed
  		if ( renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture ) {

  			// fire the dispose event to get rid of stored state associated with the previously bound depth buffer
  			const depthTexture = renderTarget.depthTexture;
  			if ( renderTargetProperties.__depthDisposeCallback ) {

  				renderTargetProperties.__depthDisposeCallback();

  			}

  			// set up dispose listeners to track when the currently attached buffer is implicitly unbound
  			if ( depthTexture ) {

  				const disposeEvent = () => {

  					delete renderTargetProperties.__boundDepthTexture;
  					delete renderTargetProperties.__depthDisposeCallback;
  					depthTexture.removeEventListener( 'dispose', disposeEvent );

  				};

  				depthTexture.addEventListener( 'dispose', disposeEvent );
  				renderTargetProperties.__depthDisposeCallback = disposeEvent;

  			}

  			renderTargetProperties.__boundDepthTexture = depthTexture;

  		}

  		if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {

  			if ( isCube ) {

  				// For cube render targets with depth texture, setup each face
  				for ( let i = 0; i < 6; i ++ ) {

  					setupDepthTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, i );

  				}

  			} else {

  				const mipmaps = renderTarget.texture.mipmaps;

  				if ( mipmaps && mipmaps.length > 0 ) {

  					setupDepthTexture( renderTargetProperties.__webglFramebuffer[ 0 ], renderTarget, 0 );

  				} else {

  					setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 0 );

  				}

  			}

  		} else {

  			if ( isCube ) {

  				renderTargetProperties.__webglDepthbuffer = [];

  				for ( let i = 0; i < 6; i ++ ) {

  					state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );

  					if ( renderTargetProperties.__webglDepthbuffer[ i ] === undefined ) {

  						renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  						setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

  					} else {

  						// attach buffer if it's been created already
  						const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
  						const renderbuffer = renderTargetProperties.__webglDepthbuffer[ i ];
  						_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );

  					}

  				}

  			} else {

  				const mipmaps = renderTarget.texture.mipmaps;

  				if ( mipmaps && mipmaps.length > 0 ) {

  					state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] );

  				} else {

  					state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );

  				}

  				if ( renderTargetProperties.__webglDepthbuffer === undefined ) {

  					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

  				} else {

  					// attach buffer if it's been created already
  					const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
  					const renderbuffer = renderTargetProperties.__webglDepthbuffer;
  					_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  					_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );

  				}

  			}

  		}

  		state.bindFramebuffer( _gl.FRAMEBUFFER, null );

  	}

  	// rebind framebuffer with external textures
  	function rebindTextures( renderTarget, colorTexture, depthTexture ) {

  		const renderTargetProperties = properties.get( renderTarget );

  		if ( colorTexture !== undefined ) {

  			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );

  		}

  		if ( depthTexture !== undefined ) {

  			setupDepthRenderbuffer( renderTarget );

  		}

  	}

  	// Set up GL resources for the render target
  	function setupRenderTarget( renderTarget ) {

  		const texture = renderTarget.texture;

  		const renderTargetProperties = properties.get( renderTarget );
  		const textureProperties = properties.get( texture );

  		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

  		const textures = renderTarget.textures;

  		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  		const isMultipleRenderTargets = ( textures.length > 1 );

  		if ( ! isMultipleRenderTargets ) {

  			if ( textureProperties.__webglTexture === undefined ) {

  				textureProperties.__webglTexture = _gl.createTexture();

  			}

  			textureProperties.__version = texture.version;
  			info.memory.textures ++;

  		}

  		// Setup framebuffer

  		if ( isCube ) {

  			renderTargetProperties.__webglFramebuffer = [];

  			for ( let i = 0; i < 6; i ++ ) {

  				if ( texture.mipmaps && texture.mipmaps.length > 0 ) {

  					renderTargetProperties.__webglFramebuffer[ i ] = [];

  					for ( let level = 0; level < texture.mipmaps.length; level ++ ) {

  						renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();

  					}

  				} else {

  					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

  				}

  			}

  		} else {

  			if ( texture.mipmaps && texture.mipmaps.length > 0 ) {

  				renderTargetProperties.__webglFramebuffer = [];

  				for ( let level = 0; level < texture.mipmaps.length; level ++ ) {

  					renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();

  				}

  			} else {

  				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

  			}

  			if ( isMultipleRenderTargets ) {

  				for ( let i = 0, il = textures.length; i < il; i ++ ) {

  					const attachmentProperties = properties.get( textures[ i ] );

  					if ( attachmentProperties.__webglTexture === undefined ) {

  						attachmentProperties.__webglTexture = _gl.createTexture();

  						info.memory.textures ++;

  					}

  				}

  			}

  			if ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {

  				renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  				renderTargetProperties.__webglColorRenderbuffer = [];

  				state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );

  				for ( let i = 0; i < textures.length; i ++ ) {

  					const texture = textures[ i ];
  					renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();

  					_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );

  					const glFormat = utils.convert( texture.format, texture.colorSpace );
  					const glType = utils.convert( texture.type );
  					const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );
  					const samples = getRenderTargetSamples( renderTarget );
  					_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );

  					_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );

  				}

  				_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

  				if ( renderTarget.depthBuffer ) {

  					renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  					setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );

  				}

  				state.bindFramebuffer( _gl.FRAMEBUFFER, null );

  			}

  		}

  		// Setup color buffer

  		if ( isCube ) {

  			state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  			setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );

  			for ( let i = 0; i < 6; i ++ ) {

  				if ( texture.mipmaps && texture.mipmaps.length > 0 ) {

  					for ( let level = 0; level < texture.mipmaps.length; level ++ ) {

  						setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );

  					}

  				} else {

  					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );

  				}

  			}

  			if ( textureNeedsGenerateMipmaps( texture ) ) {

  				generateMipmap( _gl.TEXTURE_CUBE_MAP );

  			}

  			state.unbindTexture();

  		} else if ( isMultipleRenderTargets ) {

  			for ( let i = 0, il = textures.length; i < il; i ++ ) {

  				const attachment = textures[ i ];
  				const attachmentProperties = properties.get( attachment );

  				let glTextureType = _gl.TEXTURE_2D;

  				if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {

  					glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;

  				}

  				state.bindTexture( glTextureType, attachmentProperties.__webglTexture );
  				setTextureParameters( glTextureType, attachment );
  				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, glTextureType, 0 );

  				if ( textureNeedsGenerateMipmaps( attachment ) ) {

  					generateMipmap( glTextureType );

  				}

  			}

  			state.unbindTexture();

  		} else {

  			let glTextureType = _gl.TEXTURE_2D;

  			if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {

  				glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;

  			}

  			state.bindTexture( glTextureType, textureProperties.__webglTexture );
  			setTextureParameters( glTextureType, texture );

  			if ( texture.mipmaps && texture.mipmaps.length > 0 ) {

  				for ( let level = 0; level < texture.mipmaps.length; level ++ ) {

  					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );

  				}

  			} else {

  				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );

  			}

  			if ( textureNeedsGenerateMipmaps( texture ) ) {

  				generateMipmap( glTextureType );

  			}

  			state.unbindTexture();

  		}

  		// Setup depth and stencil buffers

  		if ( renderTarget.depthBuffer ) {

  			setupDepthRenderbuffer( renderTarget );

  		}

  	}

  	function updateRenderTargetMipmap( renderTarget ) {

  		const textures = renderTarget.textures;

  		for ( let i = 0, il = textures.length; i < il; i ++ ) {

  			const texture = textures[ i ];

  			if ( textureNeedsGenerateMipmaps( texture ) ) {

  				const targetType = getTargetType( renderTarget );
  				const webglTexture = properties.get( texture ).__webglTexture;

  				state.bindTexture( targetType, webglTexture );
  				generateMipmap( targetType );
  				state.unbindTexture();

  			}

  		}

  	}

  	const invalidationArrayRead = [];
  	const invalidationArrayDraw = [];

  	function updateMultisampleRenderTarget( renderTarget ) {

  		if ( renderTarget.samples > 0 ) {

  			if ( useMultisampledRTT( renderTarget ) === false ) {

  				const textures = renderTarget.textures;
  				const width = renderTarget.width;
  				const height = renderTarget.height;
  				let mask = _gl.COLOR_BUFFER_BIT;
  				const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
  				const renderTargetProperties = properties.get( renderTarget );
  				const isMultipleRenderTargets = ( textures.length > 1 );

  				// If MRT we need to remove FBO attachments
  				if ( isMultipleRenderTargets ) {

  					for ( let i = 0; i < textures.length; i ++ ) {

  						state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );

  						state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  						_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );

  					}

  				}

  				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );

  				const mipmaps = renderTarget.texture.mipmaps;

  				if ( mipmaps && mipmaps.length > 0 ) {

  					state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] );

  				} else {

  					state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );

  				}

  				for ( let i = 0; i < textures.length; i ++ ) {

  					if ( renderTarget.resolveDepthBuffer ) {

  						if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;

  						// resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799)

  						if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;

  					}

  					if ( isMultipleRenderTargets ) {

  						_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );

  						const webglTexture = properties.get( textures[ i ] ).__webglTexture;
  						_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );

  					}

  					_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );

  					if ( supportsInvalidateFramebuffer === true ) {

  						invalidationArrayRead.length = 0;
  						invalidationArrayDraw.length = 0;

  						invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i );

  						if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) {

  							invalidationArrayRead.push( depthStyle );
  							invalidationArrayDraw.push( depthStyle );

  							_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw );

  						}

  						_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead );

  					}

  				}

  				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
  				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );

  				// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments
  				if ( isMultipleRenderTargets ) {

  					for ( let i = 0; i < textures.length; i ++ ) {

  						state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
  						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );

  						const webglTexture = properties.get( textures[ i ] ).__webglTexture;

  						state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  						_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );

  					}

  				}

  				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );

  			} else {

  				if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) {

  					const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;

  					_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );

  				}

  			}

  		}

  	}

  	function getRenderTargetSamples( renderTarget ) {

  		return Math.min( capabilities.maxSamples, renderTarget.samples );

  	}

  	function useMultisampledRTT( renderTarget ) {

  		const renderTargetProperties = properties.get( renderTarget );

  		return renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;

  	}

  	function updateVideoTexture( texture ) {

  		const frame = info.render.frame;

  		// Check the last frame we updated the VideoTexture

  		if ( _videoTextures.get( texture ) !== frame ) {

  			_videoTextures.set( texture, frame );
  			texture.update();

  		}

  	}

  	function verifyColorSpace( texture, image ) {

  		const colorSpace = texture.colorSpace;
  		const format = texture.format;
  		const type = texture.type;

  		if ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image;

  		if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {

  			// sRGB

  			if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {

  				// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format

  				if ( format !== RGBAFormat || type !== UnsignedByteType ) {

  					warn( 'WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );

  				}

  			} else {

  				error( 'WebGLTextures: Unsupported texture color space:', colorSpace );

  			}

  		}

  		return image;

  	}

  	function getDimensions( image ) {

  		if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) {

  			// if intrinsic data are not available, fallback to width/height

  			_imageDimensions.width = image.naturalWidth || image.width;
  			_imageDimensions.height = image.naturalHeight || image.height;

  		} else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) {

  			_imageDimensions.width = image.displayWidth;
  			_imageDimensions.height = image.displayHeight;

  		} else {

  			_imageDimensions.width = image.width;
  			_imageDimensions.height = image.height;

  		}

  		return _imageDimensions;

  	}

  	//

  	this.allocateTextureUnit = allocateTextureUnit;
  	this.resetTextureUnits = resetTextureUnits;

  	this.setTexture2D = setTexture2D;
  	this.setTexture2DArray = setTexture2DArray;
  	this.setTexture3D = setTexture3D;
  	this.setTextureCube = setTextureCube;
  	this.rebindTextures = rebindTextures;
  	this.setupRenderTarget = setupRenderTarget;
  	this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  	this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  	this.setupDepthRenderbuffer = setupDepthRenderbuffer;
  	this.setupFrameBufferTexture = setupFrameBufferTexture;
  	this.useMultisampledRTT = useMultisampledRTT;

  	this.isReversedDepthBuffer = function () {

  		return state.buffers.depth.getReversed();

  	};

  }

  function WebGLUtils$1( gl, extensions ) {

  	function convert( p, colorSpace = NoColorSpace ) {

  		let extension;

  		const transfer = ColorManagement.getTransfer( colorSpace );

  		if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  		if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  		if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
  		if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
  		if ( p === UnsignedInt101111Type ) return gl.UNSIGNED_INT_10F_11F_11F_REV;

  		if ( p === ByteType ) return gl.BYTE;
  		if ( p === ShortType ) return gl.SHORT;
  		if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  		if ( p === IntType ) return gl.INT;
  		if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  		if ( p === FloatType ) return gl.FLOAT;
  		if ( p === HalfFloatType ) return gl.HALF_FLOAT;

  		if ( p === AlphaFormat ) return gl.ALPHA;
  		if ( p === RGBFormat ) return gl.RGB;
  		if ( p === RGBAFormat ) return gl.RGBA;
  		if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  		if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;

  		// WebGL2 formats.

  		if ( p === RedFormat ) return gl.RED;
  		if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  		if ( p === RGFormat ) return gl.RG;
  		if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  		if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;

  		// S3TC

  		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

  			if ( transfer === SRGBTransfer ) {

  				extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );

  				if ( extension !== null ) {

  					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;

  				} else {

  					return null;

  				}

  			} else {

  				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

  				if ( extension !== null ) {

  					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

  				} else {

  					return null;

  				}

  			}

  		}

  		// PVRTC

  		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

  			if ( extension !== null ) {

  				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

  			} else {

  				return null;

  			}

  		}

  		// ETC

  		if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format || p === R11_EAC_Format || p === SIGNED_R11_EAC_Format || p === RG11_EAC_Format || p === SIGNED_RG11_EAC_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_etc' );

  			if ( extension !== null ) {

  				if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  				if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
  				if ( p === R11_EAC_Format ) return extension.COMPRESSED_R11_EAC;
  				if ( p === SIGNED_R11_EAC_Format ) return extension.COMPRESSED_SIGNED_R11_EAC;
  				if ( p === RG11_EAC_Format ) return extension.COMPRESSED_RG11_EAC;
  				if ( p === SIGNED_RG11_EAC_Format ) return extension.COMPRESSED_SIGNED_RG11_EAC;

  			} else {

  				return null;

  			}

  		}

  		// ASTC

  		if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  			p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  			p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  			p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  			p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_astc' );

  			if ( extension !== null ) {

  				if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  				if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  				if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  				if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  				if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  				if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  				if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  				if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  				if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  				if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  				if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  				if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  				if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  				if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;

  			} else {

  				return null;

  			}

  		}

  		// BPTC

  		if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {

  			extension = extensions.get( 'EXT_texture_compression_bptc' );

  			if ( extension !== null ) {

  				if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
  				if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
  				if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;

  			} else {

  				return null;

  			}

  		}

  		// RGTC

  		if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {

  			extension = extensions.get( 'EXT_texture_compression_rgtc' );

  			if ( extension !== null ) {

  				if ( p === RED_RGTC1_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  				if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  				if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  				if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;

  			} else {

  				return null;

  			}

  		}

  		//

  		if ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8;

  		// if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)

  		return ( gl[ p ] !== undefined ) ? gl[ p ] : null;

  	}

  	return { convert: convert };

  }

  const _occlusion_vertex = `
void main() {

	gl_Position = vec4( position, 1.0 );

}`;

  const _occlusion_fragment = `
uniform sampler2DArray depthColor;
uniform float depthWidth;
uniform float depthHeight;

void main() {

	vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );

	if ( coord.x >= 1.0 ) {

		gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;

	} else {

		gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;

	}

}`;

  /**
   * A XR module that manages the access to the Depth Sensing API.
   */
  class WebXRDepthSensing {

  	/**
  	 * Constructs a new depth sensing module.
  	 */
  	constructor() {

  		/**
  		 * An opaque texture representing the depth of the user's environment.
  		 *
  		 * @type {?ExternalTexture}
  		 */
  		this.texture = null;

  		/**
  		 * A plane mesh for visualizing the depth texture.
  		 *
  		 * @type {?Mesh}
  		 */
  		this.mesh = null;

  		/**
  		 * The depth near value.
  		 *
  		 * @type {number}
  		 */
  		this.depthNear = 0;

  		/**
  		 * The depth near far.
  		 *
  		 * @type {number}
  		 */
  		this.depthFar = 0;

  	}

  	/**
  	 * Inits the depth sensing module
  	 *
  	 * @param {XRWebGLDepthInformation} depthData - The XR depth data.
  	 * @param {XRRenderState} renderState - The XR render state.
  	 */
  	init( depthData, renderState ) {

  		if ( this.texture === null ) {

  			const texture = new ExternalTexture( depthData.texture );

  			if ( ( depthData.depthNear !== renderState.depthNear ) || ( depthData.depthFar !== renderState.depthFar ) ) {

  				this.depthNear = depthData.depthNear;
  				this.depthFar = depthData.depthFar;

  			}

  			this.texture = texture;

  		}

  	}

  	/**
  	 * Returns a plane mesh that visualizes the depth texture.
  	 *
  	 * @param {ArrayCamera} cameraXR - The XR camera.
  	 * @return {?Mesh} The plane mesh.
  	 */
  	getMesh( cameraXR ) {

  		if ( this.texture !== null ) {

  			if ( this.mesh === null ) {

  				const viewport = cameraXR.cameras[ 0 ].viewport;
  				const material = new ShaderMaterial( {
  					vertexShader: _occlusion_vertex,
  					fragmentShader: _occlusion_fragment,
  					uniforms: {
  						depthColor: { value: this.texture },
  						depthWidth: { value: viewport.z },
  						depthHeight: { value: viewport.w }
  					}
  				} );

  				this.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );

  			}

  		}

  		return this.mesh;

  	}

  	/**
  	 * Resets the module
  	 */
  	reset() {

  		this.texture = null;
  		this.mesh = null;

  	}

  	/**
  	 * Returns a texture representing the depth of the user's environment.
  	 *
  	 * @return {?ExternalTexture} The depth texture.
  	 */
  	getDepthTexture() {

  		return this.texture;

  	}

  }

  /**
   * This class represents an abstraction of the WebXR Device API and is
   * internally used by {@link WebGLRenderer}. `WebXRManager` also provides a public
   * interface that allows users to enable/disable XR and perform XR related
   * tasks like for instance retrieving controllers.
   *
   * @augments EventDispatcher
   * @hideconstructor
   */
  class WebXRManager extends EventDispatcher {

  	/**
  	 * Constructs a new WebGL renderer.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {WebGL2RenderingContext} gl - The rendering context.
  	 */
  	constructor( renderer, gl ) {

  		super();

  		const scope = this;

  		let session = null;

  		let framebufferScaleFactor = 1.0;

  		let referenceSpace = null;
  		let referenceSpaceType = 'local-floor';
  		// Set default foveation to maximum.
  		let foveation = 1.0;
  		let customReferenceSpace = null;

  		let pose = null;
  		let glBinding = null;
  		let glProjLayer = null;
  		let glBaseLayer = null;
  		let xrFrame = null;

  		const supportsGlBinding = typeof XRWebGLBinding !== 'undefined';

  		const depthSensing = new WebXRDepthSensing();
  		const cameraAccessTextures = {};
  		const attributes = gl.getContextAttributes();

  		let initialRenderTarget = null;
  		let newRenderTarget = null;

  		const controllers = [];
  		const controllerInputSources = [];

  		const currentSize = new Vector2();
  		let currentPixelRatio = null;

  		//

  		const cameraL = new PerspectiveCamera();
  		cameraL.viewport = new Vector4();

  		const cameraR = new PerspectiveCamera();
  		cameraR.viewport = new Vector4();

  		const cameras = [ cameraL, cameraR ];

  		const cameraXR = new ArrayCamera();

  		let _currentDepthNear = null;
  		let _currentDepthFar = null;

  		//

  		/**
  		 * Whether the manager's XR camera should be automatically updated or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.cameraAutoUpdate = true;

  		/**
  		 * This flag notifies the renderer to be ready for XR rendering. Set it to `true`
  		 * if you are going to use XR in your app.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.enabled = false;

  		/**
  		 * Whether XR presentation is active or not.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default false
  		 */
  		this.isPresenting = false;

  		/**
  		 * Returns a group representing the `target ray` space of the XR controller.
  		 * Use this space for visualizing 3D objects that support the user in pointing
  		 * tasks like UI interaction.
  		 *
  		 * @param {number} index - The index of the controller.
  		 * @return {Group} A group representing the `target ray` space.
  		 */
  		this.getController = function ( index ) {

  			let controller = controllers[ index ];

  			if ( controller === undefined ) {

  				controller = new WebXRController();
  				controllers[ index ] = controller;

  			}

  			return controller.getTargetRaySpace();

  		};

  		/**
  		 * Returns a group representing the `grip` space of the XR controller.
  		 * Use this space for visualizing 3D objects that support the user in pointing
  		 * tasks like UI interaction.
  		 *
  		 * Note: If you want to show something in the user's hand AND offer a
  		 * pointing ray at the same time, you'll want to attached the handheld object
  		 * to the group returned by `getControllerGrip()` and the ray to the
  		 * group returned by `getController()`. The idea is to have two
  		 * different groups in two different coordinate spaces for the same WebXR
  		 * controller.
  		 *
  		 * @param {number} index - The index of the controller.
  		 * @return {Group} A group representing the `grip` space.
  		 */
  		this.getControllerGrip = function ( index ) {

  			let controller = controllers[ index ];

  			if ( controller === undefined ) {

  				controller = new WebXRController();
  				controllers[ index ] = controller;

  			}

  			return controller.getGripSpace();

  		};

  		/**
  		 * Returns a group representing the `hand` space of the XR controller.
  		 * Use this space for visualizing 3D objects that support the user in pointing
  		 * tasks like UI interaction.
  		 *
  		 * @param {number} index - The index of the controller.
  		 * @return {Group} A group representing the `hand` space.
  		 */
  		this.getHand = function ( index ) {

  			let controller = controllers[ index ];

  			if ( controller === undefined ) {

  				controller = new WebXRController();
  				controllers[ index ] = controller;

  			}

  			return controller.getHandSpace();

  		};

  		//

  		function onSessionEvent( event ) {

  			const controllerIndex = controllerInputSources.indexOf( event.inputSource );

  			if ( controllerIndex === -1 ) {

  				return;

  			}

  			const controller = controllers[ controllerIndex ];

  			if ( controller !== undefined ) {

  				controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );
  				controller.dispatchEvent( { type: event.type, data: event.inputSource } );

  			}

  		}

  		function onSessionEnd() {

  			session.removeEventListener( 'select', onSessionEvent );
  			session.removeEventListener( 'selectstart', onSessionEvent );
  			session.removeEventListener( 'selectend', onSessionEvent );
  			session.removeEventListener( 'squeeze', onSessionEvent );
  			session.removeEventListener( 'squeezestart', onSessionEvent );
  			session.removeEventListener( 'squeezeend', onSessionEvent );
  			session.removeEventListener( 'end', onSessionEnd );
  			session.removeEventListener( 'inputsourceschange', onInputSourcesChange );

  			for ( let i = 0; i < controllers.length; i ++ ) {

  				const inputSource = controllerInputSources[ i ];

  				if ( inputSource === null ) continue;

  				controllerInputSources[ i ] = null;

  				controllers[ i ].disconnect( inputSource );

  			}

  			_currentDepthNear = null;
  			_currentDepthFar = null;

  			depthSensing.reset();
  			for ( const key in cameraAccessTextures ) {

  				delete cameraAccessTextures[ key ];

  			}

  			// restore framebuffer/rendering state

  			renderer.setRenderTarget( initialRenderTarget );

  			glBaseLayer = null;
  			glProjLayer = null;
  			glBinding = null;
  			session = null;
  			newRenderTarget = null;

  			//

  			animation.stop();

  			scope.isPresenting = false;

  			renderer.setPixelRatio( currentPixelRatio );
  			renderer.setSize( currentSize.width, currentSize.height, false );

  			scope.dispatchEvent( { type: 'sessionend' } );

  		}

  		/**
  		 * Sets the framebuffer scale factor.
  		 *
  		 * This method can not be used during a XR session.
  		 *
  		 * @param {number} value - The framebuffer scale factor.
  		 */
  		this.setFramebufferScaleFactor = function ( value ) {

  			framebufferScaleFactor = value;

  			if ( scope.isPresenting === true ) {

  				warn( 'WebXRManager: Cannot change framebuffer scale while presenting.' );

  			}

  		};

  		/**
  		 * Sets the reference space type. Can be used to configure a spatial relationship with the user's physical
  		 * environment. Depending on how the user moves in 3D space, setting an appropriate reference space can
  		 * improve tracking. Default is `local-floor`. Valid values can be found here
  		 * https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace#reference_space_types.
  		 *
  		 * This method can not be used during a XR session.
  		 *
  		 * @param {string} value - The reference space type.
  		 */
  		this.setReferenceSpaceType = function ( value ) {

  			referenceSpaceType = value;

  			if ( scope.isPresenting === true ) {

  				warn( 'WebXRManager: Cannot change reference space type while presenting.' );

  			}

  		};

  		/**
  		 * Returns the XR reference space.
  		 *
  		 * @return {XRReferenceSpace} The XR reference space.
  		 */
  		this.getReferenceSpace = function () {

  			return customReferenceSpace || referenceSpace;

  		};

  		/**
  		 * Sets a custom XR reference space.
  		 *
  		 * @param {XRReferenceSpace} space - The XR reference space.
  		 */
  		this.setReferenceSpace = function ( space ) {

  			customReferenceSpace = space;

  		};

  		/**
  		 * Returns the current base layer.
  		 *
  		 * This is an `XRProjectionLayer` when the targeted XR device supports the
  		 * WebXR Layers API, or an `XRWebGLLayer` otherwise.
  		 *
  		 * @return {?(XRWebGLLayer|XRProjectionLayer)} The XR base layer.
  		 */
  		this.getBaseLayer = function () {

  			return glProjLayer !== null ? glProjLayer : glBaseLayer;

  		};

  		/**
  		 * Returns the current XR binding.
  		 *
  		 * Creates a new binding if needed and the browser is
  		 * capable of doing so.
  		 *
  		 * @return {?XRWebGLBinding} The XR binding. Returns `null` if one cannot be created.
  		 */
  		this.getBinding = function () {

  			if ( glBinding === null && supportsGlBinding ) {

  				glBinding = new XRWebGLBinding( session, gl );

  			}

  			return glBinding;

  		};

  		/**
  		 * Returns the current XR frame.
  		 *
  		 * @return {?XRFrame} The XR frame. Returns `null` when used outside a XR session.
  		 */
  		this.getFrame = function () {

  			return xrFrame;

  		};

  		/**
  		 * Returns the current XR session.
  		 *
  		 * @return {?XRSession} The XR session. Returns `null` when used outside a XR session.
  		 */
  		this.getSession = function () {

  			return session;

  		};

  		/**
  		 * After a XR session has been requested usually with one of the `*Button` modules, it
  		 * is injected into the renderer with this method. This method triggers the start of
  		 * the actual XR rendering.
  		 *
  		 * @async
  		 * @param {XRSession} value - The XR session to set.
  		 * @return {Promise} A Promise that resolves when the session has been set.
  		 */
  		this.setSession = async function ( value ) {

  			session = value;

  			if ( session !== null ) {

  				initialRenderTarget = renderer.getRenderTarget();

  				session.addEventListener( 'select', onSessionEvent );
  				session.addEventListener( 'selectstart', onSessionEvent );
  				session.addEventListener( 'selectend', onSessionEvent );
  				session.addEventListener( 'squeeze', onSessionEvent );
  				session.addEventListener( 'squeezestart', onSessionEvent );
  				session.addEventListener( 'squeezeend', onSessionEvent );
  				session.addEventListener( 'end', onSessionEnd );
  				session.addEventListener( 'inputsourceschange', onInputSourcesChange );

  				if ( attributes.xrCompatible !== true ) {

  					await gl.makeXRCompatible();

  				}

  				currentPixelRatio = renderer.getPixelRatio();
  				renderer.getSize( currentSize );


  				// Check that the browser implements the necessary APIs to use an
  				// XRProjectionLayer rather than an XRWebGLLayer
  				const supportsLayers = supportsGlBinding && 'createProjectionLayer' in XRWebGLBinding.prototype;

  				if ( ! supportsLayers ) {

  					const layerInit = {
  						antialias: attributes.antialias,
  						alpha: true,
  						depth: attributes.depth,
  						stencil: attributes.stencil,
  						framebufferScaleFactor: framebufferScaleFactor
  					};

  					glBaseLayer = new XRWebGLLayer( session, gl, layerInit );

  					session.updateRenderState( { baseLayer: glBaseLayer } );

  					renderer.setPixelRatio( 1 );
  					renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );

  					newRenderTarget = new WebGLRenderTarget(
  						glBaseLayer.framebufferWidth,
  						glBaseLayer.framebufferHeight,
  						{
  							format: RGBAFormat,
  							type: UnsignedByteType,
  							colorSpace: renderer.outputColorSpace,
  							stencilBuffer: attributes.stencil,
  							resolveDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ),
  							resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false )

  						}
  					);

  				} else {

  					let depthFormat = null;
  					let depthType = null;
  					let glDepthFormat = null;

  					if ( attributes.depth ) {

  						glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
  						depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;
  						depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;

  					}

  					const projectionlayerInit = {
  						colorFormat: gl.RGBA8,
  						depthFormat: glDepthFormat,
  						scaleFactor: framebufferScaleFactor
  					};

  					glBinding = this.getBinding();

  					glProjLayer = glBinding.createProjectionLayer( projectionlayerInit );

  					session.updateRenderState( { layers: [ glProjLayer ] } );

  					renderer.setPixelRatio( 1 );
  					renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );

  					newRenderTarget = new WebGLRenderTarget(
  						glProjLayer.textureWidth,
  						glProjLayer.textureHeight,
  						{
  							format: RGBAFormat,
  							type: UnsignedByteType,
  							depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),
  							stencilBuffer: attributes.stencil,
  							colorSpace: renderer.outputColorSpace,
  							samples: attributes.antialias ? 4 : 0,
  							resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ),
  							resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false )
  						} );

  				}

  				newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278

  				this.setFoveation( foveation );

  				customReferenceSpace = null;
  				referenceSpace = await session.requestReferenceSpace( referenceSpaceType );

  				animation.setContext( session );
  				animation.start();

  				scope.isPresenting = true;

  				scope.dispatchEvent( { type: 'sessionstart' } );

  			}

  		};

  		/**
  		 * Returns the environment blend mode from the current XR session.
  		 *
  		 * @return {'opaque'|'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session.
  		 */
  		this.getEnvironmentBlendMode = function () {

  			if ( session !== null ) {

  				return session.environmentBlendMode;

  			}

  		};

  		/**
  		 * Returns the current depth texture computed via depth sensing.
  		 *
  		 * See {@link WebXRDepthSensing#getDepthTexture}.
  		 *
  		 * @return {?Texture} The depth texture.
  		 */
  		this.getDepthTexture = function () {

  			return depthSensing.getDepthTexture();

  		};

  		function onInputSourcesChange( event ) {

  			// Notify disconnected

  			for ( let i = 0; i < event.removed.length; i ++ ) {

  				const inputSource = event.removed[ i ];
  				const index = controllerInputSources.indexOf( inputSource );

  				if ( index >= 0 ) {

  					controllerInputSources[ index ] = null;
  					controllers[ index ].disconnect( inputSource );

  				}

  			}

  			// Notify connected

  			for ( let i = 0; i < event.added.length; i ++ ) {

  				const inputSource = event.added[ i ];

  				let controllerIndex = controllerInputSources.indexOf( inputSource );

  				if ( controllerIndex === -1 ) {

  					// Assign input source a controller that currently has no input source

  					for ( let i = 0; i < controllers.length; i ++ ) {

  						if ( i >= controllerInputSources.length ) {

  							controllerInputSources.push( inputSource );
  							controllerIndex = i;
  							break;

  						} else if ( controllerInputSources[ i ] === null ) {

  							controllerInputSources[ i ] = inputSource;
  							controllerIndex = i;
  							break;

  						}

  					}

  					// If all controllers do currently receive input we ignore new ones

  					if ( controllerIndex === -1 ) break;

  				}

  				const controller = controllers[ controllerIndex ];

  				if ( controller ) {

  					controller.connect( inputSource );

  				}

  			}

  		}

  		//

  		const cameraLPos = new Vector3();
  		const cameraRPos = new Vector3();

  		/**
  		 * Assumes 2 cameras that are parallel and share an X-axis, and that
  		 * the cameras' projection and world matrices have already been set.
  		 * And that near and far planes are identical for both cameras.
  		 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  		 *
  		 * @param {ArrayCamera} camera - The camera to update.
  		 * @param {PerspectiveCamera} cameraL - The left camera.
  		 * @param {PerspectiveCamera} cameraR - The right camera.
  		 */
  		function setProjectionFromUnion( camera, cameraL, cameraR ) {

  			cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  			cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );

  			const ipd = cameraLPos.distanceTo( cameraRPos );

  			const projL = cameraL.projectionMatrix.elements;
  			const projR = cameraR.projectionMatrix.elements;

  			// VR systems will have identical far and near planes, and
  			// most likely identical top and bottom frustum extents.
  			// Use the left camera for these values.
  			const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  			const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  			const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  			const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];

  			const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  			const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  			const left = near * leftFov;
  			const right = near * rightFov;

  			// Calculate the new camera's position offset from the
  			// left camera. xOffset should be roughly half `ipd`.
  			const zOffset = ipd / ( - leftFov + rightFov );
  			const xOffset = zOffset * - leftFov;

  			// TODO: Better way to apply this offset?
  			cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  			camera.translateX( xOffset );
  			camera.translateZ( zOffset );
  			camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  			camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

  			// Check if the projection uses an infinite far plane.
  			if ( projL[ 10 ] === -1 ) {

  				// Use the projection matrix from the left eye.
  				// The camera offset is sufficient to include the view volumes
  				// of both eyes (assuming symmetric projections).
  				camera.projectionMatrix.copy( cameraL.projectionMatrix );
  				camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse );

  			} else {

  				// Find the union of the frustum values of the cameras and scale
  				// the values so that the near plane's position does not change in world space,
  				// although must now be relative to the new union camera.
  				const near2 = near + zOffset;
  				const far2 = far + zOffset;
  				const left2 = left - xOffset;
  				const right2 = right + ( ipd - xOffset );
  				const top2 = topFov * far / far2 * near2;
  				const bottom2 = bottomFov * far / far2 * near2;

  				camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  				camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();

  			}

  		}

  		function updateCamera( camera, parent ) {

  			if ( parent === null ) {

  				camera.matrixWorld.copy( camera.matrix );

  			} else {

  				camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

  			}

  			camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

  		}

  		/**
  		 * Updates the state of the XR camera. Use this method on app level if you
  		 * set `cameraAutoUpdate` to `false`. The method requires the non-XR
  		 * camera of the scene as a parameter. The passed in camera's transformation
  		 * is automatically adjusted to the position of the XR camera when calling
  		 * this method.
  		 *
  		 * @param {Camera} camera - The camera.
  		 */
  		this.updateCamera = function ( camera ) {

  			if ( session === null ) return;

  			let depthNear = camera.near;
  			let depthFar = camera.far;

  			if ( depthSensing.texture !== null ) {

  				if ( depthSensing.depthNear > 0 ) depthNear = depthSensing.depthNear;
  				if ( depthSensing.depthFar > 0 ) depthFar = depthSensing.depthFar;

  			}

  			cameraXR.near = cameraR.near = cameraL.near = depthNear;
  			cameraXR.far = cameraR.far = cameraL.far = depthFar;

  			if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {

  				// Note that the new renderState won't apply until the next frame. See #18320

  				session.updateRenderState( {
  					depthNear: cameraXR.near,
  					depthFar: cameraXR.far
  				} );

  				_currentDepthNear = cameraXR.near;
  				_currentDepthFar = cameraXR.far;

  			}

  			// inherit camera layers and enable eye layers (1 = left, 2 = right)
  			cameraXR.layers.mask = camera.layers.mask | 0b110;
  			cameraL.layers.mask = cameraXR.layers.mask & -5;
  			cameraR.layers.mask = cameraXR.layers.mask & -3;

  			const parent = camera.parent;
  			const cameras = cameraXR.cameras;

  			updateCamera( cameraXR, parent );

  			for ( let i = 0; i < cameras.length; i ++ ) {

  				updateCamera( cameras[ i ], parent );

  			}

  			// update projection matrix for proper view frustum culling

  			if ( cameras.length === 2 ) {

  				setProjectionFromUnion( cameraXR, cameraL, cameraR );

  			} else {

  				// assume single camera setup (AR)

  				cameraXR.projectionMatrix.copy( cameraL.projectionMatrix );

  			}

  			// update user camera and its children

  			updateUserCamera( camera, cameraXR, parent );

  		};

  		function updateUserCamera( camera, cameraXR, parent ) {

  			if ( parent === null ) {

  				camera.matrix.copy( cameraXR.matrixWorld );

  			} else {

  				camera.matrix.copy( parent.matrixWorld );
  				camera.matrix.invert();
  				camera.matrix.multiply( cameraXR.matrixWorld );

  			}

  			camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
  			camera.updateMatrixWorld( true );

  			camera.projectionMatrix.copy( cameraXR.projectionMatrix );
  			camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );

  			if ( camera.isPerspectiveCamera ) {

  				camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );
  				camera.zoom = 1;

  			}

  		}

  		/**
  		 * Returns an instance of {@link ArrayCamera} which represents the XR camera
  		 * of the active XR session. For each view it holds a separate camera object.
  		 *
  		 * The camera's `fov` is currently not used and does not reflect the fov of
  		 * the XR camera. If you need the fov on app level, you have to compute in
  		 * manually from the XR camera's projection matrices.
  		 *
  		 * @return {ArrayCamera} The XR camera.
  		 */
  		this.getCamera = function () {

  			return cameraXR;

  		};

  		/**
  		 * Returns the amount of foveation used by the XR compositor for the projection layer.
  		 *
  		 * @return {number|undefined} The amount of foveation.
  		 */
  		this.getFoveation = function () {

  			if ( glProjLayer === null && glBaseLayer === null ) {

  				return undefined;

  			}

  			return foveation;

  		};

  		/**
  		 * Sets the foveation value.
  		 *
  		 * @param {number} value - A number in the range `[0,1]` where `0` means no foveation (full resolution)
  		 * and `1` means maximum foveation (the edges render at lower resolution).
  		 */
  		this.setFoveation = function ( value ) {

  			// 0 = no foveation = full resolution
  			// 1 = maximum foveation = the edges render at lower resolution

  			foveation = value;

  			if ( glProjLayer !== null ) {

  				glProjLayer.fixedFoveation = value;

  			}

  			if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {

  				glBaseLayer.fixedFoveation = value;

  			}

  		};

  		/**
  		 * Returns `true` if depth sensing is supported.
  		 *
  		 * @return {boolean} Whether depth sensing is supported or not.
  		 */
  		this.hasDepthSensing = function () {

  			return depthSensing.texture !== null;

  		};

  		/**
  		 * Returns the depth sensing mesh.
  		 *
  		 * See {@link WebXRDepthSensing#getMesh}.
  		 *
  		 * @return {Mesh} The depth sensing mesh.
  		 */
  		this.getDepthSensingMesh = function () {

  			return depthSensing.getMesh( cameraXR );

  		};

  		/**
  		 * Retrieves an opaque texture from the view-aligned {@link XRCamera}.
  		 * Only available during the current animation loop.
  		 *
  		 * @param {XRCamera} xrCamera - The camera to query.
  		 * @return {?Texture} An opaque texture representing the current raw camera frame.
  		 */
  		this.getCameraTexture = function ( xrCamera ) {

  			return cameraAccessTextures[ xrCamera ];

  		};

  		// Animation Loop

  		let onAnimationFrameCallback = null;

  		function onAnimationFrame( time, frame ) {

  			pose = frame.getViewerPose( customReferenceSpace || referenceSpace );
  			xrFrame = frame;

  			if ( pose !== null ) {

  				const views = pose.views;

  				if ( glBaseLayer !== null ) {

  					renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );
  					renderer.setRenderTarget( newRenderTarget );

  				}

  				let cameraXRNeedsUpdate = false;

  				// check if it's necessary to rebuild cameraXR's camera list

  				if ( views.length !== cameraXR.cameras.length ) {

  					cameraXR.cameras.length = 0;
  					cameraXRNeedsUpdate = true;

  				}

  				for ( let i = 0; i < views.length; i ++ ) {

  					const view = views[ i ];

  					let viewport = null;

  					if ( glBaseLayer !== null ) {

  						viewport = glBaseLayer.getViewport( view );

  					} else {

  						const glSubImage = glBinding.getViewSubImage( glProjLayer, view );
  						viewport = glSubImage.viewport;

  						// For side-by-side projection, we only produce a single texture for both eyes.
  						if ( i === 0 ) {

  							renderer.setRenderTargetTextures(
  								newRenderTarget,
  								glSubImage.colorTexture,
  								glSubImage.depthStencilTexture );

  							renderer.setRenderTarget( newRenderTarget );

  						}

  					}

  					let camera = cameras[ i ];

  					if ( camera === undefined ) {

  						camera = new PerspectiveCamera();
  						camera.layers.enable( i );
  						camera.viewport = new Vector4();
  						cameras[ i ] = camera;

  					}

  					camera.matrix.fromArray( view.transform.matrix );
  					camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
  					camera.projectionMatrix.fromArray( view.projectionMatrix );
  					camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
  					camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

  					if ( i === 0 ) {

  						cameraXR.matrix.copy( camera.matrix );
  						cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );

  					}

  					if ( cameraXRNeedsUpdate === true ) {

  						cameraXR.cameras.push( camera );

  					}

  				}

  				//

  				const enabledFeatures = session.enabledFeatures;
  				const gpuDepthSensingEnabled = enabledFeatures &&
  					enabledFeatures.includes( 'depth-sensing' ) &&
  					session.depthUsage == 'gpu-optimized';

  				if ( gpuDepthSensingEnabled && supportsGlBinding ) {

  					glBinding = scope.getBinding();

  					const depthData = glBinding.getDepthInformation( views[ 0 ] );

  					if ( depthData && depthData.isValid && depthData.texture ) {

  						depthSensing.init( depthData, session.renderState );

  					}

  				}

  				const cameraAccessEnabled = enabledFeatures &&
  				    enabledFeatures.includes( 'camera-access' );

  				if ( cameraAccessEnabled && supportsGlBinding ) {

  					renderer.state.unbindTexture();

  					glBinding = scope.getBinding();

  					for ( let i = 0; i < views.length; i ++ ) {

  						const camera = views[ i ].camera;

  						if ( camera ) {

  							let cameraTex = cameraAccessTextures[ camera ];

  							if ( ! cameraTex ) {

  								cameraTex = new ExternalTexture();
  								cameraAccessTextures[ camera ] = cameraTex;

  							}

  							const glTexture = glBinding.getCameraImage( camera );
  							cameraTex.sourceTexture = glTexture;

  						}

  					}

  				}

  			}

  			//

  			for ( let i = 0; i < controllers.length; i ++ ) {

  				const inputSource = controllerInputSources[ i ];
  				const controller = controllers[ i ];

  				if ( inputSource !== null && controller !== undefined ) {

  					controller.update( inputSource, frame, customReferenceSpace || referenceSpace );

  				}

  			}

  			if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );

  			if ( frame.detectedPlanes ) {

  				scope.dispatchEvent( { type: 'planesdetected', data: frame } );

  			}

  			xrFrame = null;

  		}

  		const animation = new WebGLAnimation();

  		animation.setAnimationLoop( onAnimationFrame );

  		this.setAnimationLoop = function ( callback ) {

  			onAnimationFrameCallback = callback;

  		};

  		this.dispose = function () {};

  	}

  }

  const _e1$2 = /*@__PURE__*/ new Euler();
  const _m1$2 = /*@__PURE__*/ new Matrix4();

  function WebGLMaterials( renderer, properties ) {

  	function refreshTransformUniform( map, uniform ) {

  		if ( map.matrixAutoUpdate === true ) {

  			map.updateMatrix();

  		}

  		uniform.value.copy( map.matrix );

  	}

  	function refreshFogUniforms( uniforms, fog ) {

  		fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );

  		if ( fog.isFog ) {

  			uniforms.fogNear.value = fog.near;
  			uniforms.fogFar.value = fog.far;

  		} else if ( fog.isFogExp2 ) {

  			uniforms.fogDensity.value = fog.density;

  		}

  	}

  	function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {

  		if ( material.isMeshBasicMaterial ) {

  			refreshUniformsCommon( uniforms, material );

  		} else if ( material.isMeshLambertMaterial ) {

  			refreshUniformsCommon( uniforms, material );

  			if ( material.envMap ) {

  				uniforms.envMapIntensity.value = material.envMapIntensity;

  			}

  		} else if ( material.isMeshToonMaterial ) {

  			refreshUniformsCommon( uniforms, material );
  			refreshUniformsToon( uniforms, material );

  		} else if ( material.isMeshPhongMaterial ) {

  			refreshUniformsCommon( uniforms, material );
  			refreshUniformsPhong( uniforms, material );

  			if ( material.envMap ) {

  				uniforms.envMapIntensity.value = material.envMapIntensity;

  			}

  		} else if ( material.isMeshStandardMaterial ) {

  			refreshUniformsCommon( uniforms, material );
  			refreshUniformsStandard( uniforms, material );

  			if ( material.isMeshPhysicalMaterial ) {

  				refreshUniformsPhysical( uniforms, material, transmissionRenderTarget );

  			}

  		} else if ( material.isMeshMatcapMaterial ) {

  			refreshUniformsCommon( uniforms, material );
  			refreshUniformsMatcap( uniforms, material );

  		} else if ( material.isMeshDepthMaterial ) {

  			refreshUniformsCommon( uniforms, material );

  		} else if ( material.isMeshDistanceMaterial ) {

  			refreshUniformsCommon( uniforms, material );
  			refreshUniformsDistance( uniforms, material );

  		} else if ( material.isMeshNormalMaterial ) {

  			refreshUniformsCommon( uniforms, material );

  		} else if ( material.isLineBasicMaterial ) {

  			refreshUniformsLine( uniforms, material );

  			if ( material.isLineDashedMaterial ) {

  				refreshUniformsDash( uniforms, material );

  			}

  		} else if ( material.isPointsMaterial ) {

  			refreshUniformsPoints( uniforms, material, pixelRatio, height );

  		} else if ( material.isSpriteMaterial ) {

  			refreshUniformsSprites( uniforms, material );

  		} else if ( material.isShadowMaterial ) {

  			uniforms.color.value.copy( material.color );
  			uniforms.opacity.value = material.opacity;

  		} else if ( material.isShaderMaterial ) {

  			material.uniformsNeedUpdate = false; // #15581

  		}

  	}

  	function refreshUniformsCommon( uniforms, material ) {

  		uniforms.opacity.value = material.opacity;

  		if ( material.color ) {

  			uniforms.diffuse.value.copy( material.color );

  		}

  		if ( material.emissive ) {

  			uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

  		}

  		if ( material.map ) {

  			uniforms.map.value = material.map;

  			refreshTransformUniform( material.map, uniforms.mapTransform );

  		}

  		if ( material.alphaMap ) {

  			uniforms.alphaMap.value = material.alphaMap;

  			refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );

  		}

  		if ( material.bumpMap ) {

  			uniforms.bumpMap.value = material.bumpMap;

  			refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );

  			uniforms.bumpScale.value = material.bumpScale;

  			if ( material.side === BackSide ) {

  				uniforms.bumpScale.value *= -1;

  			}

  		}

  		if ( material.normalMap ) {

  			uniforms.normalMap.value = material.normalMap;

  			refreshTransformUniform( material.normalMap, uniforms.normalMapTransform );

  			uniforms.normalScale.value.copy( material.normalScale );

  			if ( material.side === BackSide ) {

  				uniforms.normalScale.value.negate();

  			}

  		}

  		if ( material.displacementMap ) {

  			uniforms.displacementMap.value = material.displacementMap;

  			refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );

  			uniforms.displacementScale.value = material.displacementScale;
  			uniforms.displacementBias.value = material.displacementBias;

  		}

  		if ( material.emissiveMap ) {

  			uniforms.emissiveMap.value = material.emissiveMap;

  			refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );

  		}

  		if ( material.specularMap ) {

  			uniforms.specularMap.value = material.specularMap;

  			refreshTransformUniform( material.specularMap, uniforms.specularMapTransform );

  		}

  		if ( material.alphaTest > 0 ) {

  			uniforms.alphaTest.value = material.alphaTest;

  		}

  		const materialProperties = properties.get( material );

  		const envMap = materialProperties.envMap;
  		const envMapRotation = materialProperties.envMapRotation;

  		if ( envMap ) {

  			uniforms.envMap.value = envMap;

  			_e1$2.copy( envMapRotation );

  			// accommodate left-handed frame
  			_e1$2.x *= -1; _e1$2.y *= -1; _e1$2.z *= -1;

  			if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {

  				// environment maps which are not cube render targets or PMREMs follow a different convention
  				_e1$2.y *= -1;
  				_e1$2.z *= -1;

  			}

  			uniforms.envMapRotation.value.setFromMatrix4( _m1$2.makeRotationFromEuler( _e1$2 ) );

  			uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;

  			uniforms.reflectivity.value = material.reflectivity;
  			uniforms.ior.value = material.ior;
  			uniforms.refractionRatio.value = material.refractionRatio;

  		}

  		if ( material.lightMap ) {

  			uniforms.lightMap.value = material.lightMap;
  			uniforms.lightMapIntensity.value = material.lightMapIntensity;

  			refreshTransformUniform( material.lightMap, uniforms.lightMapTransform );

  		}

  		if ( material.aoMap ) {

  			uniforms.aoMap.value = material.aoMap;
  			uniforms.aoMapIntensity.value = material.aoMapIntensity;

  			refreshTransformUniform( material.aoMap, uniforms.aoMapTransform );

  		}

  	}

  	function refreshUniformsLine( uniforms, material ) {

  		uniforms.diffuse.value.copy( material.color );
  		uniforms.opacity.value = material.opacity;

  		if ( material.map ) {

  			uniforms.map.value = material.map;

  			refreshTransformUniform( material.map, uniforms.mapTransform );

  		}

  	}

  	function refreshUniformsDash( uniforms, material ) {

  		uniforms.dashSize.value = material.dashSize;
  		uniforms.totalSize.value = material.dashSize + material.gapSize;
  		uniforms.scale.value = material.scale;

  	}

  	function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {

  		uniforms.diffuse.value.copy( material.color );
  		uniforms.opacity.value = material.opacity;
  		uniforms.size.value = material.size * pixelRatio;
  		uniforms.scale.value = height * 0.5;

  		if ( material.map ) {

  			uniforms.map.value = material.map;

  			refreshTransformUniform( material.map, uniforms.uvTransform );

  		}

  		if ( material.alphaMap ) {

  			uniforms.alphaMap.value = material.alphaMap;

  			refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );

  		}

  		if ( material.alphaTest > 0 ) {

  			uniforms.alphaTest.value = material.alphaTest;

  		}

  	}

  	function refreshUniformsSprites( uniforms, material ) {

  		uniforms.diffuse.value.copy( material.color );
  		uniforms.opacity.value = material.opacity;
  		uniforms.rotation.value = material.rotation;

  		if ( material.map ) {

  			uniforms.map.value = material.map;

  			refreshTransformUniform( material.map, uniforms.mapTransform );

  		}

  		if ( material.alphaMap ) {

  			uniforms.alphaMap.value = material.alphaMap;

  			refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );

  		}

  		if ( material.alphaTest > 0 ) {

  			uniforms.alphaTest.value = material.alphaTest;

  		}

  	}

  	function refreshUniformsPhong( uniforms, material ) {

  		uniforms.specular.value.copy( material.specular );
  		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

  	}

  	function refreshUniformsToon( uniforms, material ) {

  		if ( material.gradientMap ) {

  			uniforms.gradientMap.value = material.gradientMap;

  		}

  	}

  	function refreshUniformsStandard( uniforms, material ) {

  		uniforms.metalness.value = material.metalness;

  		if ( material.metalnessMap ) {

  			uniforms.metalnessMap.value = material.metalnessMap;

  			refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );

  		}

  		uniforms.roughness.value = material.roughness;

  		if ( material.roughnessMap ) {

  			uniforms.roughnessMap.value = material.roughnessMap;

  			refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );

  		}

  		if ( material.envMap ) {

  			//uniforms.envMap.value = material.envMap; // part of uniforms common

  			uniforms.envMapIntensity.value = material.envMapIntensity;

  		}

  	}

  	function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {

  		uniforms.ior.value = material.ior; // also part of uniforms common

  		if ( material.sheen > 0 ) {

  			uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );

  			uniforms.sheenRoughness.value = material.sheenRoughness;

  			if ( material.sheenColorMap ) {

  				uniforms.sheenColorMap.value = material.sheenColorMap;

  				refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );

  			}

  			if ( material.sheenRoughnessMap ) {

  				uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;

  				refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );

  			}

  		}

  		if ( material.clearcoat > 0 ) {

  			uniforms.clearcoat.value = material.clearcoat;
  			uniforms.clearcoatRoughness.value = material.clearcoatRoughness;

  			if ( material.clearcoatMap ) {

  				uniforms.clearcoatMap.value = material.clearcoatMap;

  				refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );

  			}

  			if ( material.clearcoatRoughnessMap ) {

  				uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;

  				refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );

  			}

  			if ( material.clearcoatNormalMap ) {

  				uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;

  				refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );

  				uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );

  				if ( material.side === BackSide ) {

  					uniforms.clearcoatNormalScale.value.negate();

  				}

  			}

  		}

  		if ( material.dispersion > 0 ) {

  			uniforms.dispersion.value = material.dispersion;

  		}

  		if ( material.iridescence > 0 ) {

  			uniforms.iridescence.value = material.iridescence;
  			uniforms.iridescenceIOR.value = material.iridescenceIOR;
  			uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];
  			uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];

  			if ( material.iridescenceMap ) {

  				uniforms.iridescenceMap.value = material.iridescenceMap;

  				refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );

  			}

  			if ( material.iridescenceThicknessMap ) {

  				uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;

  				refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );

  			}

  		}

  		if ( material.transmission > 0 ) {

  			uniforms.transmission.value = material.transmission;
  			uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
  			uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );

  			if ( material.transmissionMap ) {

  				uniforms.transmissionMap.value = material.transmissionMap;

  				refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );

  			}

  			uniforms.thickness.value = material.thickness;

  			if ( material.thicknessMap ) {

  				uniforms.thicknessMap.value = material.thicknessMap;

  				refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );

  			}

  			uniforms.attenuationDistance.value = material.attenuationDistance;
  			uniforms.attenuationColor.value.copy( material.attenuationColor );

  		}

  		if ( material.anisotropy > 0 ) {

  			uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );

  			if ( material.anisotropyMap ) {

  				uniforms.anisotropyMap.value = material.anisotropyMap;

  				refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );

  			}

  		}

  		uniforms.specularIntensity.value = material.specularIntensity;
  		uniforms.specularColor.value.copy( material.specularColor );

  		if ( material.specularColorMap ) {

  			uniforms.specularColorMap.value = material.specularColorMap;

  			refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );

  		}

  		if ( material.specularIntensityMap ) {

  			uniforms.specularIntensityMap.value = material.specularIntensityMap;

  			refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );

  		}

  	}

  	function refreshUniformsMatcap( uniforms, material ) {

  		if ( material.matcap ) {

  			uniforms.matcap.value = material.matcap;

  		}

  	}

  	function refreshUniformsDistance( uniforms, material ) {

  		const light = properties.get( material ).light;

  		uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );
  		uniforms.nearDistance.value = light.shadow.camera.near;
  		uniforms.farDistance.value = light.shadow.camera.far;

  	}

  	return {
  		refreshFogUniforms: refreshFogUniforms,
  		refreshMaterialUniforms: refreshMaterialUniforms
  	};

  }

  function WebGLUniformsGroups( gl, info, capabilities, state ) {

  	let buffers = {};
  	let updateList = {};
  	let allocatedBindingPoints = [];

  	const maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program

  	function bind( uniformsGroup, program ) {

  		const webglProgram = program.program;
  		state.uniformBlockBinding( uniformsGroup, webglProgram );

  	}

  	function update( uniformsGroup, program ) {

  		let buffer = buffers[ uniformsGroup.id ];

  		if ( buffer === undefined ) {

  			prepareUniformsGroup( uniformsGroup );

  			buffer = createBuffer( uniformsGroup );
  			buffers[ uniformsGroup.id ] = buffer;

  			uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );

  		}

  		// ensure to update the binding points/block indices mapping for this program

  		const webglProgram = program.program;
  		state.updateUBOMapping( uniformsGroup, webglProgram );

  		// update UBO once per frame

  		const frame = info.render.frame;

  		if ( updateList[ uniformsGroup.id ] !== frame ) {

  			updateBufferData( uniformsGroup );

  			updateList[ uniformsGroup.id ] = frame;

  		}

  	}

  	function createBuffer( uniformsGroup ) {

  		// the setup of an UBO is independent of a particular shader program but global

  		const bindingPointIndex = allocateBindingPointIndex();
  		uniformsGroup.__bindingPointIndex = bindingPointIndex;

  		const buffer = gl.createBuffer();
  		const size = uniformsGroup.__size;
  		const usage = uniformsGroup.usage;

  		gl.bindBuffer( gl.UNIFORM_BUFFER, buffer );
  		gl.bufferData( gl.UNIFORM_BUFFER, size, usage );
  		gl.bindBuffer( gl.UNIFORM_BUFFER, null );
  		gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );

  		return buffer;

  	}

  	function allocateBindingPointIndex() {

  		for ( let i = 0; i < maxBindingPoints; i ++ ) {

  			if ( allocatedBindingPoints.indexOf( i ) === -1 ) {

  				allocatedBindingPoints.push( i );
  				return i;

  			}

  		}

  		error( 'WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );

  		return 0;

  	}

  	function updateBufferData( uniformsGroup ) {

  		const buffer = buffers[ uniformsGroup.id ];
  		const uniforms = uniformsGroup.uniforms;
  		const cache = uniformsGroup.__cache;

  		gl.bindBuffer( gl.UNIFORM_BUFFER, buffer );

  		for ( let i = 0, il = uniforms.length; i < il; i ++ ) {

  			const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];

  			for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {

  				const uniform = uniformArray[ j ];

  				if ( hasUniformChanged( uniform, i, j, cache ) === true ) {

  					const offset = uniform.__offset;

  					const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];

  					let arrayOffset = 0;

  					for ( let k = 0; k < values.length; k ++ ) {

  						const value = values[ k ];

  						const info = getUniformSize( value );

  						// TODO add integer and struct support
  						if ( typeof value === 'number' || typeof value === 'boolean' ) {

  							uniform.__data[ 0 ] = value;
  							gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );

  						} else if ( value.isMatrix3 ) {

  							// manually converting 3x3 to 3x4

  							uniform.__data[ 0 ] = value.elements[ 0 ];
  							uniform.__data[ 1 ] = value.elements[ 1 ];
  							uniform.__data[ 2 ] = value.elements[ 2 ];
  							uniform.__data[ 3 ] = 0;
  							uniform.__data[ 4 ] = value.elements[ 3 ];
  							uniform.__data[ 5 ] = value.elements[ 4 ];
  							uniform.__data[ 6 ] = value.elements[ 5 ];
  							uniform.__data[ 7 ] = 0;
  							uniform.__data[ 8 ] = value.elements[ 6 ];
  							uniform.__data[ 9 ] = value.elements[ 7 ];
  							uniform.__data[ 10 ] = value.elements[ 8 ];
  							uniform.__data[ 11 ] = 0;

  						} else {

  							value.toArray( uniform.__data, arrayOffset );

  							arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;

  						}

  					}

  					gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );

  				}

  			}

  		}

  		gl.bindBuffer( gl.UNIFORM_BUFFER, null );

  	}

  	function hasUniformChanged( uniform, index, indexArray, cache ) {

  		const value = uniform.value;
  		const indexString = index + '_' + indexArray;

  		if ( cache[ indexString ] === undefined ) {

  			// cache entry does not exist so far

  			if ( typeof value === 'number' || typeof value === 'boolean' ) {

  				cache[ indexString ] = value;

  			} else {

  				cache[ indexString ] = value.clone();

  			}

  			return true;

  		} else {

  			const cachedObject = cache[ indexString ];

  			// compare current value with cached entry

  			if ( typeof value === 'number' || typeof value === 'boolean' ) {

  				if ( cachedObject !== value ) {

  					cache[ indexString ] = value;
  					return true;

  				}

  			} else {

  				if ( cachedObject.equals( value ) === false ) {

  					cachedObject.copy( value );
  					return true;

  				}

  			}

  		}

  		return false;

  	}

  	function prepareUniformsGroup( uniformsGroup ) {

  		// determine total buffer size according to the STD140 layout
  		// Hint: STD140 is the only supported layout in WebGL 2

  		const uniforms = uniformsGroup.uniforms;

  		let offset = 0; // global buffer offset in bytes
  		const chunkSize = 16; // size of a chunk in bytes

  		for ( let i = 0, l = uniforms.length; i < l; i ++ ) {

  			const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];

  			for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {

  				const uniform = uniformArray[ j ];

  				const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];

  				for ( let k = 0, kl = values.length; k < kl; k ++ ) {

  					const value = values[ k ];

  					const info = getUniformSize( value );

  					const chunkOffset = offset % chunkSize; // offset in the current chunk
  					const chunkPadding = chunkOffset % info.boundary; // required padding to match boundary
  					const chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data

  					offset += chunkPadding;

  					// Check for chunk overflow
  					if ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) {

  						// Add padding and adjust offset
  						offset += ( chunkSize - chunkStart );

  					}

  					// the following two properties will be used for partial buffer updates
  					uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );
  					uniform.__offset = offset;

  					// Update the global offset
  					offset += info.storage;

  				}

  			}

  		}

  		// ensure correct final padding

  		const chunkOffset = offset % chunkSize;

  		if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );

  		//

  		uniformsGroup.__size = offset;
  		uniformsGroup.__cache = {};

  		return this;

  	}

  	function getUniformSize( value ) {

  		const info = {
  			boundary: 0, // bytes
  			storage: 0 // bytes
  		};

  		// determine sizes according to STD140

  		if ( typeof value === 'number' || typeof value === 'boolean' ) {

  			// float/int/bool

  			info.boundary = 4;
  			info.storage = 4;

  		} else if ( value.isVector2 ) {

  			// vec2

  			info.boundary = 8;
  			info.storage = 8;

  		} else if ( value.isVector3 || value.isColor ) {

  			// vec3

  			info.boundary = 16;
  			info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes

  		} else if ( value.isVector4 ) {

  			// vec4

  			info.boundary = 16;
  			info.storage = 16;

  		} else if ( value.isMatrix3 ) {

  			// mat3 (in STD140 a 3x3 matrix is represented as 3x4)

  			info.boundary = 48;
  			info.storage = 48;

  		} else if ( value.isMatrix4 ) {

  			// mat4

  			info.boundary = 64;
  			info.storage = 64;

  		} else if ( value.isTexture ) {

  			warn( 'WebGLRenderer: Texture samplers can not be part of an uniforms group.' );

  		} else {

  			warn( 'WebGLRenderer: Unsupported uniform value type.', value );

  		}

  		return info;

  	}

  	function onUniformsGroupsDispose( event ) {

  		const uniformsGroup = event.target;

  		uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );

  		const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );
  		allocatedBindingPoints.splice( index, 1 );

  		gl.deleteBuffer( buffers[ uniformsGroup.id ] );

  		delete buffers[ uniformsGroup.id ];
  		delete updateList[ uniformsGroup.id ];

  	}

  	function dispose() {

  		for ( const id in buffers ) {

  			gl.deleteBuffer( buffers[ id ] );

  		}

  		allocatedBindingPoints = [];
  		buffers = {};
  		updateList = {};

  	}

  	return {

  		bind: bind,
  		update: update,

  		dispose: dispose

  	};

  }

  /**
   * Precomputed DFG LUT for Image-Based Lighting
   * Resolution: 16x16
   * Samples: 4096 per texel
   * Format: RG16F (2 half floats per texel: scale, bias)
   */


  const DATA$1 = new Uint16Array( [
  	0x30b5, 0x3ad1, 0x314c, 0x3a4d, 0x33d2, 0x391c, 0x35ef, 0x3828, 0x37f3, 0x36a6, 0x38d1, 0x3539, 0x3979, 0x3410, 0x39f8, 0x3252, 0x3a53, 0x30f0, 0x3a94, 0x2fc9, 0x3abf, 0x2e35, 0x3ada, 0x2d05, 0x3ae8, 0x2c1f, 0x3aed, 0x2ae0, 0x3aea, 0x29d1, 0x3ae1, 0x28ff,
  	0x3638, 0x38e4, 0x364a, 0x38ce, 0x3699, 0x385e, 0x374e, 0x372c, 0x3839, 0x35a4, 0x38dc, 0x3462, 0x396e, 0x32c4, 0x39de, 0x3134, 0x3a2b, 0x3003, 0x3a59, 0x2e3a, 0x3a6d, 0x2ce1, 0x3a6e, 0x2bba, 0x3a5f, 0x2a33, 0x3a49, 0x290a, 0x3a2d, 0x2826, 0x3a0a, 0x26e8,
  	0x3894, 0x36d7, 0x3897, 0x36c9, 0x38a3, 0x3675, 0x38bc, 0x35ac, 0x38ee, 0x349c, 0x393e, 0x3332, 0x3997, 0x3186, 0x39e2, 0x3038, 0x3a13, 0x2e75, 0x3a29, 0x2cf5, 0x3a2d, 0x2bac, 0x3a21, 0x29ff, 0x3a04, 0x28bc, 0x39dc, 0x2790, 0x39ad, 0x261a, 0x3978, 0x24fa,
  	0x39ac, 0x34a8, 0x39ac, 0x34a3, 0x39ae, 0x3480, 0x39ae, 0x3423, 0x39b1, 0x330e, 0x39c2, 0x31a9, 0x39e0, 0x3063, 0x39fc, 0x2eb5, 0x3a0c, 0x2d1d, 0x3a14, 0x2bcf, 0x3a07, 0x29ff, 0x39e9, 0x28a3, 0x39be, 0x273c, 0x3989, 0x25b3, 0x394a, 0x2488, 0x3907, 0x2345,
  	0x3a77, 0x3223, 0x3a76, 0x321f, 0x3a73, 0x3204, 0x3a6a, 0x31b3, 0x3a58, 0x3114, 0x3a45, 0x303b, 0x3a34, 0x2eb6, 0x3a26, 0x2d31, 0x3a1e, 0x2bef, 0x3a0b, 0x2a0d, 0x39ec, 0x28a1, 0x39c0, 0x271b, 0x3987, 0x2580, 0x3944, 0x2449, 0x38fa, 0x22bd, 0x38ac, 0x2155,
  	0x3b07, 0x2fca, 0x3b06, 0x2fca, 0x3b00, 0x2fb8, 0x3af4, 0x2f7c, 0x3adb, 0x2eea, 0x3ab4, 0x2e00, 0x3a85, 0x2cec, 0x3a5e, 0x2bc5, 0x3a36, 0x2a00, 0x3a0d, 0x2899, 0x39dc, 0x2707, 0x39a0, 0x2562, 0x395a, 0x2424, 0x390b, 0x2268, 0x38b7, 0x20fd, 0x385f, 0x1fd1,
  	0x3b69, 0x2cb9, 0x3b68, 0x2cbb, 0x3b62, 0x2cbb, 0x3b56, 0x2cae, 0x3b3b, 0x2c78, 0x3b0d, 0x2c0a, 0x3acf, 0x2ae3, 0x3a92, 0x2998, 0x3a54, 0x2867, 0x3a17, 0x26d0, 0x39d3, 0x253c, 0x3989, 0x2402, 0x3935, 0x2226, 0x38dc, 0x20bd, 0x387d, 0x1f54, 0x381d, 0x1db3,
  	0x3ba9, 0x296b, 0x3ba8, 0x296f, 0x3ba3, 0x297b, 0x3b98, 0x2987, 0x3b7f, 0x2976, 0x3b4e, 0x2927, 0x3b0e, 0x2895, 0x3ac2, 0x27b7, 0x3a73, 0x263b, 0x3a23, 0x24e7, 0x39d0, 0x239b, 0x3976, 0x21d9, 0x3917, 0x207e, 0x38b2, 0x1ee7, 0x384b, 0x1d53, 0x37c7, 0x1c1e,
  	0x3bd2, 0x25cb, 0x3bd1, 0x25d3, 0x3bcd, 0x25f0, 0x3bc2, 0x261f, 0x3bad, 0x2645, 0x3b7d, 0x262d, 0x3b3e, 0x25c4, 0x3aec, 0x250f, 0x3a93, 0x243a, 0x3a32, 0x22ce, 0x39d0, 0x215b, 0x3969, 0x202a, 0x38fe, 0x1e6e, 0x388f, 0x1cf1, 0x381f, 0x1b9b, 0x3762, 0x19dd,
  	0x3be9, 0x21ab, 0x3be9, 0x21b7, 0x3be5, 0x21e5, 0x3bdd, 0x2241, 0x3bc9, 0x22a7, 0x3ba0, 0x22ec, 0x3b62, 0x22cd, 0x3b0f, 0x2247, 0x3aae, 0x2175, 0x3a44, 0x2088, 0x39d4, 0x1f49, 0x3960, 0x1dbe, 0x38e9, 0x1c77, 0x3870, 0x1ae8, 0x37f1, 0x1953, 0x3708, 0x181b,
  	0x3bf6, 0x1cea, 0x3bf6, 0x1cfb, 0x3bf3, 0x1d38, 0x3bec, 0x1dbd, 0x3bda, 0x1e7c, 0x3bb7, 0x1f25, 0x3b7d, 0x1f79, 0x3b2c, 0x1f4c, 0x3ac6, 0x1ea6, 0x3a55, 0x1dbb, 0x39da, 0x1cbd, 0x395a, 0x1b9d, 0x38d8, 0x1a00, 0x3855, 0x18ac, 0x37ab, 0x173c, 0x36b7, 0x1598,
  	0x3bfc, 0x1736, 0x3bfc, 0x1759, 0x3bf9, 0x17e7, 0x3bf4, 0x1896, 0x3be4, 0x1997, 0x3bc6, 0x1aa8, 0x3b91, 0x1b84, 0x3b43, 0x1bd2, 0x3ade, 0x1b8a, 0x3a65, 0x1acd, 0x39e2, 0x19d3, 0x3957, 0x18cd, 0x38ca, 0x17b3, 0x383e, 0x1613, 0x376d, 0x14bf, 0x366f, 0x135e,
  	0x3bff, 0x101b, 0x3bff, 0x1039, 0x3bfc, 0x10c8, 0x3bf9, 0x1226, 0x3bea, 0x1428, 0x3bcf, 0x1584, 0x3b9f, 0x16c5, 0x3b54, 0x179a, 0x3af0, 0x17ce, 0x3a76, 0x1771, 0x39ea, 0x16a4, 0x3956, 0x15a7, 0x38bf, 0x14a7, 0x3829, 0x1379, 0x3735, 0x11ea, 0x362d, 0x10a1,
  	0x3c00, 0x061b, 0x3c00, 0x066a, 0x3bfe, 0x081c, 0x3bfa, 0x0a4c, 0x3bed, 0x0d16, 0x3bd5, 0x0fb3, 0x3ba9, 0x114d, 0x3b63, 0x127c, 0x3b01, 0x132f, 0x3a85, 0x1344, 0x39f4, 0x12d2, 0x3957, 0x120d, 0x38b5, 0x1122, 0x3817, 0x103c, 0x3703, 0x0ed3, 0x35f0, 0x0d6d,
  	0x3c00, 0x007a, 0x3c00, 0x0089, 0x3bfe, 0x011d, 0x3bfb, 0x027c, 0x3bf0, 0x04fa, 0x3bda, 0x0881, 0x3bb1, 0x0acd, 0x3b6f, 0x0c97, 0x3b10, 0x0d7b, 0x3a93, 0x0df1, 0x39fe, 0x0def, 0x3959, 0x0d8a, 0x38af, 0x0ce9, 0x3808, 0x0c31, 0x36d5, 0x0af0, 0x35b9, 0x09a3,
  	0x3c00, 0x0000, 0x3c00, 0x0001, 0x3bff, 0x0015, 0x3bfb, 0x0059, 0x3bf2, 0x00fd, 0x3bdd, 0x01df, 0x3bb7, 0x031c, 0x3b79, 0x047c, 0x3b1d, 0x05d4, 0x3aa0, 0x06d5, 0x3a08, 0x075a, 0x395d, 0x075e, 0x38aa, 0x06f7, 0x37f4, 0x0648, 0x36ac, 0x0576, 0x3586, 0x049f
  ] );

  let lut$1 = null;

  function getDFGLUT() {

  	if ( lut$1 === null ) {

  		lut$1 = new DataTexture( DATA$1, 16, 16, RGFormat, HalfFloatType );
  		lut$1.name = 'DFG_LUT';
  		lut$1.minFilter = LinearFilter;
  		lut$1.magFilter = LinearFilter;
  		lut$1.wrapS = ClampToEdgeWrapping;
  		lut$1.wrapT = ClampToEdgeWrapping;
  		lut$1.generateMipmaps = false;
  		lut$1.needsUpdate = true;

  	}

  	return lut$1;

  }

  /**
   * This renderer uses WebGL 2 to display scenes.
   *
   * WebGL 1 is not supported since `r163`.
   */
  class WebGLRenderer {

  	/**
  	 * Constructs a new WebGL renderer.
  	 *
  	 * @param {WebGLRenderer~Options} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters = {} ) {

  		const {
  			canvas = createCanvasElement(),
  			context = null,
  			depth = true,
  			stencil = false,
  			alpha = false,
  			antialias = false,
  			premultipliedAlpha = true,
  			preserveDrawingBuffer = false,
  			powerPreference = 'default',
  			failIfMajorPerformanceCaveat = false,
  			reversedDepthBuffer = false,
  			outputBufferType = UnsignedByteType,
  		} = parameters;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isWebGLRenderer = true;

  		let _alpha;

  		if ( context !== null ) {

  			if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {

  				throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );

  			}

  			_alpha = context.getContextAttributes().alpha;

  		} else {

  			_alpha = alpha;

  		}

  		const _outputBufferType = outputBufferType;

  		const INTEGER_FORMATS = new Set( [
  			RGBAIntegerFormat,
  			RGIntegerFormat,
  			RedIntegerFormat
  		] );

  		const UNSIGNED_TYPES = new Set( [
  			UnsignedByteType,
  			UnsignedIntType,
  			UnsignedShortType,
  			UnsignedInt248Type,
  			UnsignedShort4444Type,
  			UnsignedShort5551Type
  		] );

  		const uintClearColor = new Uint32Array( 4 );
  		const intClearColor = new Int32Array( 4 );

  		let currentRenderList = null;
  		let currentRenderState = null;

  		// render() can be called from within a callback triggered by another render.
  		// We track this so that the nested render call gets its list and state isolated from the parent render call.

  		const renderListStack = [];
  		const renderStateStack = [];

  		// internal render target for non-UnsignedByteType color buffer

  		let output = null;

  		// public properties

  		/**
  		 * A canvas where the renderer draws its output. This is automatically created by the renderer
  		 * in the constructor (if not provided already); you just need to add it to your page like so:
  		 * ```js
  		 * document.body.appendChild( renderer.domElement );
  		 * ```
  		 *
  		 * @type {HTMLCanvasElement|OffscreenCanvas}
  		 */
  		this.domElement = canvas;

  		/**
  		 * A object with debug configuration settings.
  		 *
  		 * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are
  		 * checked for errors during compilation and linkage process. It may be useful to disable
  		 * this check in production for performance gain. It is strongly recommended to keep these
  		 * checks enabled during development. If the shader does not compile and link, it will not
  		 * work and associated material will not render.
  		 * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that
  		 * can be used for custom error reporting. The callback receives the WebGL context, an instance
  		 * of WebGLProgram as well two instances of WebGLShader representing the vertex and fragment shader.
  		 * Assigning a custom function disables the default error reporting.
  		 *
  		 * @type {Object}
  		 */
  		this.debug = {

  			/**
  			 * Enables error checking and reporting when shader programs are being compiled.
  			 * @type {boolean}
  			 */
  			checkShaderErrors: true,
  			/**
  			 * Callback for custom error reporting.
  			 * @type {?Function}
  			 */
  			onShaderError: null
  		};

  		// clearing

  		/**
  		 * Whether the renderer should automatically clear its output before rendering a frame or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClear = true;

  		/**
  		 * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
  		 * the color buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClearColor = true;

  		/**
  		 * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
  		 * the depth buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClearDepth = true;

  		/**
  		 * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
  		 * the stencil buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClearStencil = true;

  		// scene graph

  		/**
  		 * Whether the renderer should sort objects or not.
  		 *
  		 * Note: Sorting is used to attempt to properly render objects that have some
  		 * degree of transparency. By definition, sorting objects may not work in all
  		 * cases. Depending on the needs of application, it may be necessary to turn
  		 * off sorting and use other methods to deal with transparency rendering e.g.
  		 * manually determining each object's rendering order.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.sortObjects = true;

  		// user-defined clipping

  		/**
  		 * User-defined clipping planes specified in world space. These planes apply globally.
  		 * Points in space whose dot product with the plane is negative are cut away.
  		 *
  		 * @type {Array<Plane>}
  		 */
  		this.clippingPlanes = [];

  		/**
  		 * Whether the renderer respects object-level clipping planes or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.localClippingEnabled = false;

  		// tone mapping

  		/**
  		 * The tone mapping technique of the renderer.
  		 *
  		 * @type {(NoToneMapping|LinearToneMapping|ReinhardToneMapping|CineonToneMapping|ACESFilmicToneMapping|CustomToneMapping|AgXToneMapping|NeutralToneMapping)}
  		 * @default NoToneMapping
  		 */
  		this.toneMapping = NoToneMapping;

  		/**
  		 * Exposure level of tone mapping.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.toneMappingExposure = 1.0;

  		// transmission

  		/**
  		 * The normalized resolution scale for the transmission render target, measured in percentage
  		 * of viewport dimensions. Lowering this value can result in significant performance improvements
  		 * when using {@link MeshPhysicalMaterial#transmission}.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.transmissionResolutionScale = 1.0;

  		// internal properties

  		const _this = this;

  		let _isContextLost = false;

  		// internal state cache

  		this._outputColorSpace = SRGBColorSpace;

  		let _currentActiveCubeFace = 0;
  		let _currentActiveMipmapLevel = 0;
  		let _currentRenderTarget = null;
  		let _currentMaterialId = -1;

  		let _currentCamera = null;

  		const _currentViewport = new Vector4();
  		const _currentScissor = new Vector4();
  		let _currentScissorTest = null;

  		const _currentClearColor = new Color( 0x000000 );
  		let _currentClearAlpha = 0;

  		//

  		let _width = canvas.width;
  		let _height = canvas.height;

  		let _pixelRatio = 1;
  		let _opaqueSort = null;
  		let _transparentSort = null;

  		const _viewport = new Vector4( 0, 0, _width, _height );
  		const _scissor = new Vector4( 0, 0, _width, _height );
  		let _scissorTest = false;

  		// frustum

  		const _frustum = new Frustum();

  		// clipping

  		let _clippingEnabled = false;
  		let _localClippingEnabled = false;

  		// camera matrices cache

  		const _projScreenMatrix = new Matrix4();

  		const _vector3 = new Vector3();

  		const _vector4 = new Vector4();

  		const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };

  		let _renderBackground = false;

  		function getTargetPixelRatio() {

  			return _currentRenderTarget === null ? _pixelRatio : 1;

  		}

  		// initialize

  		let _gl = context;

  		function getContext( contextName, contextAttributes ) {

  			return canvas.getContext( contextName, contextAttributes );

  		}

  		try {

  			const contextAttributes = {
  				alpha: true,
  				depth,
  				stencil,
  				antialias,
  				premultipliedAlpha,
  				preserveDrawingBuffer,
  				powerPreference,
  				failIfMajorPerformanceCaveat,
  			};

  			// OffscreenCanvas does not have setAttribute, see #22811
  			if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );

  			// event listeners must be registered before WebGL context is created, see #12753
  			canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  			canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  			canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );

  			if ( _gl === null ) {

  				const contextName = 'webgl2';

  				_gl = getContext( contextName, contextAttributes );

  				if ( _gl === null ) {

  					if ( getContext( contextName ) ) {

  						throw new Error( 'Error creating WebGL context with your selected attributes.' );

  					} else {

  						throw new Error( 'Error creating WebGL context.' );

  					}

  				}

  			}

  		} catch ( e ) {

  			error( 'WebGLRenderer: ' + e.message );
  			throw e;

  		}

  		let extensions, capabilities, state, info;
  		let properties, textures, environments, attributes, geometries, objects;
  		let programCache, materials, renderLists, renderStates, clipping, shadowMap;

  		let background, morphtargets, bufferRenderer, indexedBufferRenderer;

  		let utils, bindingStates, uniformsGroups;

  		function initGLContext() {

  			extensions = new WebGLExtensions$1( _gl );
  			extensions.init();

  			utils = new WebGLUtils$1( _gl, extensions );

  			capabilities = new WebGLCapabilities$1( _gl, extensions, parameters, utils );

  			state = new WebGLState$1( _gl, extensions );

  			if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) {

  				state.buffers.depth.setReversed( true );

  			}

  			info = new WebGLInfo( _gl );
  			properties = new WebGLProperties();
  			textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  			environments = new WebGLEnvironments( _this );
  			attributes = new WebGLAttributes( _gl );
  			bindingStates = new WebGLBindingStates( _gl, attributes );
  			geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  			objects = new WebGLObjects( _gl, geometries, attributes, bindingStates, info );
  			morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
  			clipping = new WebGLClipping( properties );
  			programCache = new WebGLPrograms( _this, environments, extensions, capabilities, bindingStates, clipping );
  			materials = new WebGLMaterials( _this, properties );
  			renderLists = new WebGLRenderLists();
  			renderStates = new WebGLRenderStates( extensions );
  			background = new WebGLBackground( _this, environments, state, objects, _alpha, premultipliedAlpha );
  			shadowMap = new WebGLShadowMap( _this, objects, capabilities );
  			uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );

  			bufferRenderer = new WebGLBufferRenderer$1( _gl, extensions, info );
  			indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );

  			info.programs = programCache.programs;

  			/**
  			 * Holds details about the capabilities of the current rendering context.
  			 *
  			 * @name WebGLRenderer#capabilities
  			 * @type {WebGLRenderer~Capabilities}
  			 */
  			_this.capabilities = capabilities;

  			/**
  			 * Provides methods for retrieving and testing WebGL extensions.
  			 *
  			 * - `get(extensionName:string)`: Used to check whether a WebGL extension is supported
  			 * and return the extension object if available.
  			 * - `has(extensionName:string)`: returns `true` if the extension is supported.
  			 *
  			 * @name WebGLRenderer#extensions
  			 * @type {Object}
  			 */
  			_this.extensions = extensions;

  			/**
  			 * Used to track properties of other objects like native WebGL objects.
  			 *
  			 * @name WebGLRenderer#properties
  			 * @type {Object}
  			 */
  			_this.properties = properties;

  			/**
  			 * Manages the render lists of the renderer.
  			 *
  			 * @name WebGLRenderer#renderLists
  			 * @type {Object}
  			 */
  			_this.renderLists = renderLists;



  			/**
  			 * Interface for managing shadows.
  			 *
  			 * @name WebGLRenderer#shadowMap
  			 * @type {WebGLRenderer~ShadowMap}
  			 */
  			_this.shadowMap = shadowMap;

  			/**
  			 * Interface for managing the WebGL state.
  			 *
  			 * @name WebGLRenderer#state
  			 * @type {Object}
  			 */
  			_this.state = state;

  			/**
  			 * Holds a series of statistical information about the GPU memory
  			 * and the rendering process. Useful for debugging and monitoring.
  			 *
  			 * By default these data are reset at each render call but when having
  			 * multiple render passes per frame (e.g. when using post processing) it can
  			 * be preferred to reset with a custom pattern. First, set `autoReset` to
  			 * `false`.
  			 * ```js
  			 * renderer.info.autoReset = false;
  			 * ```
  			 * Call `reset()` whenever you have finished to render a single frame.
  			 * ```js
  			 * renderer.info.reset();
  			 * ```
  			 *
  			 * @name WebGLRenderer#info
  			 * @type {WebGLRenderer~Info}
  			 */
  			_this.info = info;

  		}

  		initGLContext();

  		// initialize internal render target for non-UnsignedByteType color buffer

  		if ( _outputBufferType !== UnsignedByteType ) {

  			output = new WebGLOutput( _outputBufferType, canvas.width, canvas.height, depth, stencil );

  		}

  		// xr

  		const xr = new WebXRManager( _this, _gl );

  		/**
  		 * A reference to the XR manager.
  		 *
  		 * @type {WebXRManager}
  		 */
  		this.xr = xr;

  		/**
  		 * Returns the rendering context.
  		 *
  		 * @return {WebGL2RenderingContext} The rendering context.
  		 */
  		this.getContext = function () {

  			return _gl;

  		};

  		/**
  		 * Returns the rendering context attributes.
  		 *
  		 * @return {WebGLContextAttributes} The rendering context attributes.
  		 */
  		this.getContextAttributes = function () {

  			return _gl.getContextAttributes();

  		};

  		/**
  		 * Simulates a loss of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
  		 */
  		this.forceContextLoss = function () {

  			const extension = extensions.get( 'WEBGL_lose_context' );
  			if ( extension ) extension.loseContext();

  		};

  		/**
  		 * Simulates a restore of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
  		 */
  		this.forceContextRestore = function () {

  			const extension = extensions.get( 'WEBGL_lose_context' );
  			if ( extension ) extension.restoreContext();

  		};

  		/**
  		 * Returns the pixel ratio.
  		 *
  		 * @return {number} The pixel ratio.
  		 */
  		this.getPixelRatio = function () {

  			return _pixelRatio;

  		};

  		/**
  		 * Sets the given pixel ratio and resizes the canvas if necessary.
  		 *
  		 * @param {number} value - The pixel ratio.
  		 */
  		this.setPixelRatio = function ( value ) {

  			if ( value === undefined ) return;

  			_pixelRatio = value;

  			this.setSize( _width, _height, false );

  		};

  		/**
  		 * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
  		 *
  		 * @param {Vector2} target - The method writes the result in this target object.
  		 * @return {Vector2} The renderer's size in logical pixels.
  		 */
  		this.getSize = function ( target ) {

  			return target.set( _width, _height );

  		};

  		/**
  		 * Resizes the output canvas to (width, height) with device pixel ratio taken
  		 * into account, and also sets the viewport to fit that size, starting in (0,
  		 * 0). Setting `updateStyle` to false prevents any style changes to the output canvas.
  		 *
  		 * @param {number} width - The width in logical pixels.
  		 * @param {number} height - The height in logical pixels.
  		 * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
  		 */
  		this.setSize = function ( width, height, updateStyle = true ) {

  			if ( xr.isPresenting ) {

  				warn( 'WebGLRenderer: Can\'t change size while VR device is presenting.' );
  				return;

  			}

  			_width = width;
  			_height = height;

  			canvas.width = Math.floor( width * _pixelRatio );
  			canvas.height = Math.floor( height * _pixelRatio );

  			if ( updateStyle === true ) {

  				canvas.style.width = width + 'px';
  				canvas.style.height = height + 'px';

  			}

  			if ( output !== null ) {

  				output.setSize( canvas.width, canvas.height );

  			}

  			this.setViewport( 0, 0, width, height );

  		};

  		/**
  		 * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
  		 *
  		 * @param {Vector2} target - The method writes the result in this target object.
  		 * @return {Vector2} The drawing buffer size.
  		 */
  		this.getDrawingBufferSize = function ( target ) {

  			return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();

  		};

  		/**
  		 * This method allows to define the drawing buffer size by specifying
  		 * width, height and pixel ratio all at once. The size of the drawing
  		 * buffer is computed with this formula:
  		 * ```js
  		 * size.x = width * pixelRatio;
  		 * size.y = height * pixelRatio;
  		 * ```
  		 *
  		 * @param {number} width - The width in logical pixels.
  		 * @param {number} height - The height in logical pixels.
  		 * @param {number} pixelRatio - The pixel ratio.
  		 */
  		this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

  			_width = width;
  			_height = height;

  			_pixelRatio = pixelRatio;

  			canvas.width = Math.floor( width * pixelRatio );
  			canvas.height = Math.floor( height * pixelRatio );

  			this.setViewport( 0, 0, width, height );

  		};

  		/**
  		 * Sets the post-processing effects to be applied after rendering.
  		 *
  		 * @param {Array} effects - An array of post-processing effects.
  		 */
  		this.setEffects = function ( effects ) {

  			if ( _outputBufferType === UnsignedByteType ) {

  				console.error( 'THREE.WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' );
  				return;

  			}

  			if ( effects ) {

  				for ( let i = 0; i < effects.length; i ++ ) {

  					if ( effects[ i ].isOutputPass === true ) {

  						console.warn( 'THREE.WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' );
  						break;

  					}

  				}

  			}

  			output.setEffects( effects || [] );

  		};

  		/**
  		 * Returns the current viewport definition.
  		 *
  		 * @param {Vector2} target - The method writes the result in this target object.
  		 * @return {Vector2} The current viewport definition.
  		 */
  		this.getCurrentViewport = function ( target ) {

  			return target.copy( _currentViewport );

  		};

  		/**
  		 * Returns the viewport definition.
  		 *
  		 * @param {Vector4} target - The method writes the result in this target object.
  		 * @return {Vector4} The viewport definition.
  		 */
  		this.getViewport = function ( target ) {

  			return target.copy( _viewport );

  		};

  		/**
  		 * Sets the viewport to render from `(x, y)` to `(x + width, y + height)`.
  		 *
  		 * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
  		 * Or alternatively a four-component vector specifying all the parameters of the viewport.
  		 * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin  in logical pixel unit.
  		 * @param {number} width - The width of the viewport in logical pixel unit.
  		 * @param {number} height - The height of the viewport in logical pixel unit.
  		 */
  		this.setViewport = function ( x, y, width, height ) {

  			if ( x.isVector4 ) {

  				_viewport.set( x.x, x.y, x.z, x.w );

  			} else {

  				_viewport.set( x, y, width, height );

  			}

  			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );

  		};

  		/**
  		 * Returns the scissor region.
  		 *
  		 * @param {Vector4} target - The method writes the result in this target object.
  		 * @return {Vector4} The scissor region.
  		 */
  		this.getScissor = function ( target ) {

  			return target.copy( _scissor );

  		};

  		/**
  		 * Sets the scissor region to render from `(x, y)` to `(x + width, y + height)`.
  		 *
  		 * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the scissor region origin in logical pixel unit.
  		 * Or alternatively a four-component vector specifying all the parameters of the scissor region.
  		 * @param {number} y - The vertical coordinate for the lower left corner of the scissor region origin  in logical pixel unit.
  		 * @param {number} width - The width of the scissor region in logical pixel unit.
  		 * @param {number} height - The height of the scissor region in logical pixel unit.
  		 */
  		this.setScissor = function ( x, y, width, height ) {

  			if ( x.isVector4 ) {

  				_scissor.set( x.x, x.y, x.z, x.w );

  			} else {

  				_scissor.set( x, y, width, height );

  			}

  			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );

  		};

  		/**
  		 * Returns `true` if the scissor test is enabled.
  		 *
  		 * @return {boolean} Whether the scissor test is enabled or not.
  		 */
  		this.getScissorTest = function () {

  			return _scissorTest;

  		};

  		/**
  		 * Enable or disable the scissor test. When this is enabled, only the pixels
  		 * within the defined scissor area will be affected by further renderer
  		 * actions.
  		 *
  		 * @param {boolean} boolean - Whether the scissor test is enabled or not.
  		 */
  		this.setScissorTest = function ( boolean ) {

  			state.setScissorTest( _scissorTest = boolean );

  		};

  		/**
  		 * Sets a custom opaque sort function for the render lists. Pass `null`
  		 * to use the default `painterSortStable` function.
  		 *
  		 * @param {?Function} method - The opaque sort function.
  		 */
  		this.setOpaqueSort = function ( method ) {

  			_opaqueSort = method;

  		};

  		/**
  		 * Sets a custom transparent sort function for the render lists. Pass `null`
  		 * to use the default `reversePainterSortStable` function.
  		 *
  		 * @param {?Function} method - The opaque sort function.
  		 */
  		this.setTransparentSort = function ( method ) {

  			_transparentSort = method;

  		};

  		// Clearing

  		/**
  		 * Returns the clear color.
  		 *
  		 * @param {Color} target - The method writes the result in this target object.
  		 * @return {Color} The clear color.
  		 */
  		this.getClearColor = function ( target ) {

  			return target.copy( background.getClearColor() );

  		};

  		/**
  		 * Sets the clear color and alpha.
  		 *
  		 * @param {Color} color - The clear color.
  		 * @param {number} [alpha=1] - The clear alpha.
  		 */
  		this.setClearColor = function () {

  			background.setClearColor( ...arguments );

  		};

  		/**
  		 * Returns the clear alpha. Ranges within `[0,1]`.
  		 *
  		 * @return {number} The clear alpha.
  		 */
  		this.getClearAlpha = function () {

  			return background.getClearAlpha();

  		};

  		/**
  		 * Sets the clear alpha.
  		 *
  		 * @param {number} alpha - The clear alpha.
  		 */
  		this.setClearAlpha = function () {

  			background.setClearAlpha( ...arguments );

  		};

  		/**
  		 * Tells the renderer to clear its color, depth or stencil drawing buffer(s).
  		 * This method initializes the buffers to the current clear color values.
  		 *
  		 * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  		 * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  		 * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  		 */
  		this.clear = function ( color = true, depth = true, stencil = true ) {

  			let bits = 0;

  			if ( color ) {

  				// check if we're trying to clear an integer target
  				let isIntegerFormat = false;
  				if ( _currentRenderTarget !== null ) {

  					const targetFormat = _currentRenderTarget.texture.format;
  					isIntegerFormat = INTEGER_FORMATS.has( targetFormat );

  				}

  				// use the appropriate clear functions to clear the target if it's a signed
  				// or unsigned integer target
  				if ( isIntegerFormat ) {

  					const targetType = _currentRenderTarget.texture.type;
  					const isUnsignedType = UNSIGNED_TYPES.has( targetType );

  					const clearColor = background.getClearColor();
  					const a = background.getClearAlpha();
  					const r = clearColor.r;
  					const g = clearColor.g;
  					const b = clearColor.b;

  					if ( isUnsignedType ) {

  						uintClearColor[ 0 ] = r;
  						uintClearColor[ 1 ] = g;
  						uintClearColor[ 2 ] = b;
  						uintClearColor[ 3 ] = a;
  						_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );

  					} else {

  						intClearColor[ 0 ] = r;
  						intClearColor[ 1 ] = g;
  						intClearColor[ 2 ] = b;
  						intClearColor[ 3 ] = a;
  						_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );

  					}

  				} else {

  					bits |= _gl.COLOR_BUFFER_BIT;

  				}

  			}

  			if ( depth ) {

  				bits |= _gl.DEPTH_BUFFER_BIT;

  			}

  			if ( stencil ) {

  				bits |= _gl.STENCIL_BUFFER_BIT;
  				this.state.buffers.stencil.setMask( 0xffffffff );

  			}

  			if ( bits !== 0 ) {

  				_gl.clear( bits );

  			}

  		};

  		/**
  		 * Clears the color buffer. Equivalent to calling `renderer.clear( true, false, false )`.
  		 */
  		this.clearColor = function () {

  			this.clear( true, false, false );

  		};

  		/**
  		 * Clears the depth buffer. Equivalent to calling `renderer.clear( false, true, false )`.
  		 */
  		this.clearDepth = function () {

  			this.clear( false, true, false );

  		};

  		/**
  		 * Clears the stencil buffer. Equivalent to calling `renderer.clear( false, false, true )`.
  		 */
  		this.clearStencil = function () {

  			this.clear( false, false, true );

  		};

  		/**
  		 * Frees the GPU-related resources allocated by this instance. Call this
  		 * method whenever this instance is no longer used in your app.
  		 */
  		this.dispose = function () {

  			canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  			canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  			canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );

  			background.dispose();
  			renderLists.dispose();
  			renderStates.dispose();
  			properties.dispose();
  			environments.dispose();
  			objects.dispose();
  			bindingStates.dispose();
  			uniformsGroups.dispose();
  			programCache.dispose();

  			xr.dispose();

  			xr.removeEventListener( 'sessionstart', onXRSessionStart );
  			xr.removeEventListener( 'sessionend', onXRSessionEnd );

  			animation.stop();

  		};

  		// Events

  		function onContextLost( event ) {

  			event.preventDefault();

  			log$1( 'WebGLRenderer: Context Lost.' );

  			_isContextLost = true;

  		}

  		function onContextRestore( /* event */ ) {

  			log$1( 'WebGLRenderer: Context Restored.' );

  			_isContextLost = false;

  			const infoAutoReset = info.autoReset;
  			const shadowMapEnabled = shadowMap.enabled;
  			const shadowMapAutoUpdate = shadowMap.autoUpdate;
  			const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  			const shadowMapType = shadowMap.type;

  			initGLContext();

  			info.autoReset = infoAutoReset;
  			shadowMap.enabled = shadowMapEnabled;
  			shadowMap.autoUpdate = shadowMapAutoUpdate;
  			shadowMap.needsUpdate = shadowMapNeedsUpdate;
  			shadowMap.type = shadowMapType;

  		}

  		function onContextCreationError( event ) {

  			error( 'WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );

  		}

  		function onMaterialDispose( event ) {

  			const material = event.target;

  			material.removeEventListener( 'dispose', onMaterialDispose );

  			deallocateMaterial( material );

  		}

  		// Buffer deallocation

  		function deallocateMaterial( material ) {

  			releaseMaterialProgramReferences( material );

  			properties.remove( material );

  		}


  		function releaseMaterialProgramReferences( material ) {

  			const programs = properties.get( material ).programs;

  			if ( programs !== undefined ) {

  				programs.forEach( function ( program ) {

  					programCache.releaseProgram( program );

  				} );

  				if ( material.isShaderMaterial ) {

  					programCache.releaseShaderCache( material );

  				}

  			}

  		}

  		// Buffer rendering

  		this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {

  			if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)

  			const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

  			const program = setProgram( camera, scene, geometry, material, object );

  			state.setMaterial( material, frontFaceCW );

  			//

  			let index = geometry.index;
  			let rangeFactor = 1;

  			if ( material.wireframe === true ) {

  				index = geometries.getWireframeAttribute( geometry );

  				if ( index === undefined ) return;

  				rangeFactor = 2;

  			}

  			//

  			const drawRange = geometry.drawRange;
  			const position = geometry.attributes.position;

  			let drawStart = drawRange.start * rangeFactor;
  			let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;

  			if ( group !== null ) {

  				drawStart = Math.max( drawStart, group.start * rangeFactor );
  				drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );

  			}

  			if ( index !== null ) {

  				drawStart = Math.max( drawStart, 0 );
  				drawEnd = Math.min( drawEnd, index.count );

  			} else if ( position !== undefined && position !== null ) {

  				drawStart = Math.max( drawStart, 0 );
  				drawEnd = Math.min( drawEnd, position.count );

  			}

  			const drawCount = drawEnd - drawStart;

  			if ( drawCount < 0 || drawCount === Infinity ) return;

  			//

  			bindingStates.setup( object, material, program, geometry, index );

  			let attribute;
  			let renderer = bufferRenderer;

  			if ( index !== null ) {

  				attribute = attributes.get( index );

  				renderer = indexedBufferRenderer;
  				renderer.setIndex( attribute );

  			}

  			//

  			if ( object.isMesh ) {

  				if ( material.wireframe === true ) {

  					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  					renderer.setMode( _gl.LINES );

  				} else {

  					renderer.setMode( _gl.TRIANGLES );

  				}

  			} else if ( object.isLine ) {

  				let lineWidth = material.linewidth;

  				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

  				state.setLineWidth( lineWidth * getTargetPixelRatio() );

  				if ( object.isLineSegments ) {

  					renderer.setMode( _gl.LINES );

  				} else if ( object.isLineLoop ) {

  					renderer.setMode( _gl.LINE_LOOP );

  				} else {

  					renderer.setMode( _gl.LINE_STRIP );

  				}

  			} else if ( object.isPoints ) {

  				renderer.setMode( _gl.POINTS );

  			} else if ( object.isSprite ) {

  				renderer.setMode( _gl.TRIANGLES );

  			}

  			if ( object.isBatchedMesh ) {

  				if ( object._multiDrawInstances !== null ) {

  					// @deprecated, r174
  					warnOnce( 'WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
  					renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );

  				} else {

  					if ( ! extensions.get( 'WEBGL_multi_draw' ) ) {

  						const starts = object._multiDrawStarts;
  						const counts = object._multiDrawCounts;
  						const drawCount = object._multiDrawCount;
  						const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;
  						const uniforms = properties.get( material ).currentProgram.getUniforms();
  						for ( let i = 0; i < drawCount; i ++ ) {

  							uniforms.setValue( _gl, '_gl_DrawID', i );
  							renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );

  						}

  					} else {

  						renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );

  					}

  				}

  			} else if ( object.isInstancedMesh ) {

  				renderer.renderInstances( drawStart, drawCount, object.count );

  			} else if ( geometry.isInstancedBufferGeometry ) {

  				const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
  				const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );

  				renderer.renderInstances( drawStart, drawCount, instanceCount );

  			} else {

  				renderer.render( drawStart, drawCount );

  			}

  		};

  		// Compile

  		function prepareMaterial( material, scene, object ) {

  			if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {

  				material.side = BackSide;
  				material.needsUpdate = true;
  				getProgram( material, scene, object );

  				material.side = FrontSide;
  				material.needsUpdate = true;
  				getProgram( material, scene, object );

  				material.side = DoubleSide;

  			} else {

  				getProgram( material, scene, object );

  			}

  		}

  		/**
  		 * Compiles all materials in the scene with the camera. This is useful to precompile shaders
  		 * before the first rendering. If you want to add a 3D object to an existing scene, use the third
  		 * optional parameter for applying the target scene.
  		 *
  		 * Note that the (target) scene's lighting and environment must be configured before calling this method.
  		 *
  		 * @param {Object3D} scene - The scene or another type of 3D object to precompile.
  		 * @param {Camera} camera - The camera.
  		 * @param {?Scene} [targetScene=null] - The target scene.
  		 * @return {Set<Material>} The precompiled materials.
  		 */
  		this.compile = function ( scene, camera, targetScene = null ) {

  			if ( targetScene === null ) targetScene = scene;

  			currentRenderState = renderStates.get( targetScene );
  			currentRenderState.init( camera );

  			renderStateStack.push( currentRenderState );

  			// gather lights from both the target scene and the new object that will be added to the scene.

  			targetScene.traverseVisible( function ( object ) {

  				if ( object.isLight && object.layers.test( camera.layers ) ) {

  					currentRenderState.pushLight( object );

  					if ( object.castShadow ) {

  						currentRenderState.pushShadow( object );

  					}

  				}

  			} );

  			if ( scene !== targetScene ) {

  				scene.traverseVisible( function ( object ) {

  					if ( object.isLight && object.layers.test( camera.layers ) ) {

  						currentRenderState.pushLight( object );

  						if ( object.castShadow ) {

  							currentRenderState.pushShadow( object );

  						}

  					}

  				} );

  			}

  			currentRenderState.setupLights();

  			// Only initialize materials in the new scene, not the targetScene.

  			const materials = new Set();

  			scene.traverse( function ( object ) {

  				if ( ! ( object.isMesh || object.isPoints || object.isLine || object.isSprite ) ) {

  					return;

  				}

  				const material = object.material;

  				if ( material ) {

  					if ( Array.isArray( material ) ) {

  						for ( let i = 0; i < material.length; i ++ ) {

  							const material2 = material[ i ];

  							prepareMaterial( material2, targetScene, object );
  							materials.add( material2 );

  						}

  					} else {

  						prepareMaterial( material, targetScene, object );
  						materials.add( material );

  					}

  				}

  			} );

  			currentRenderState = renderStateStack.pop();

  			return materials;

  		};

  		// compileAsync

  		/**
  		 * Asynchronous version of {@link WebGLRenderer#compile}.
  		 *
  		 * This method makes use of the `KHR_parallel_shader_compile` WebGL extension. Hence,
  		 * it is recommended to use this version of `compile()` whenever possible.
  		 *
  		 * @async
  		 * @param {Object3D} scene - The scene or another type of 3D object to precompile.
  		 * @param {Camera} camera - The camera.
  		 * @param {?Scene} [targetScene=null] - The target scene.
  		 * @return {Promise} A Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation.
  		 */
  		this.compileAsync = function ( scene, camera, targetScene = null ) {

  			const materials = this.compile( scene, camera, targetScene );

  			// Wait for all the materials in the new object to indicate that they're
  			// ready to be used before resolving the promise.

  			return new Promise( ( resolve ) => {

  				function checkMaterialsReady() {

  					materials.forEach( function ( material ) {

  						const materialProperties = properties.get( material );
  						const program = materialProperties.currentProgram;

  						if ( program.isReady() ) {

  							// remove any programs that report they're ready to use from the list
  							materials.delete( material );

  						}

  					} );

  					// once the list of compiling materials is empty, call the callback

  					if ( materials.size === 0 ) {

  						resolve( scene );
  						return;

  					}

  					// if some materials are still not ready, wait a bit and check again

  					setTimeout( checkMaterialsReady, 10 );

  				}

  				if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {

  					// If we can check the compilation status of the materials without
  					// blocking then do so right away.

  					checkMaterialsReady();

  				} else {

  					// Otherwise start by waiting a bit to give the materials we just
  					// initialized a chance to finish.

  					setTimeout( checkMaterialsReady, 10 );

  				}

  			} );

  		};

  		// Animation Loop

  		let onAnimationFrameCallback = null;

  		function onAnimationFrame( time ) {

  			if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );

  		}

  		function onXRSessionStart() {

  			animation.stop();

  		}

  		function onXRSessionEnd() {

  			animation.start();

  		}

  		const animation = new WebGLAnimation();
  		animation.setAnimationLoop( onAnimationFrame );

  		if ( typeof self !== 'undefined' ) animation.setContext( self );

  		/**
  		 * Applications are advised to always define the animation loop
  		 * with this method and not manually with `requestAnimationFrame()`
  		 * for best compatibility.
  		 *
  		 * @param {?onAnimationCallback} callback - The application's animation loop.
  		 */
  		this.setAnimationLoop = function ( callback ) {

  			onAnimationFrameCallback = callback;
  			xr.setAnimationLoop( callback );

  			( callback === null ) ? animation.stop() : animation.start();

  		};

  		xr.addEventListener( 'sessionstart', onXRSessionStart );
  		xr.addEventListener( 'sessionend', onXRSessionEnd );

  		// Rendering

  		/**
  		 * Renders the given scene (or other type of 3D object) using the given camera.
  		 *
  		 * The render is done to a previously specified render target set by calling {@link WebGLRenderer#setRenderTarget}
  		 * or to the canvas as usual.
  		 *
  		 * By default render buffers are cleared before rendering but you can prevent
  		 * this by setting the property `autoClear` to `false`. If you want to prevent
  		 * only certain buffers being cleared you can `autoClearColor`, `autoClearDepth`
  		 * or `autoClearStencil` to `false`. To force a clear, use {@link WebGLRenderer#clear}.
  		 *
  		 * @param {Object3D} scene - The scene to render.
  		 * @param {Camera} camera - The camera.
  		 */
  		this.render = function ( scene, camera ) {

  			if ( camera !== undefined && camera.isCamera !== true ) {

  				error( 'WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  				return;

  			}

  			if ( _isContextLost === true ) return;

  			// use internal render target for HalfFloatType color buffer (only when tone mapping is enabled)

  			const isXRPresenting = xr.enabled === true && xr.isPresenting === true;

  			const useOutput = output !== null && ( _currentRenderTarget === null || isXRPresenting ) && output.begin( _this, _currentRenderTarget );

  			// update scene graph

  			if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();

  			// update camera matrices and frustum

  			if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();

  			if ( xr.enabled === true && xr.isPresenting === true && ( output === null || output.isCompositing() === false ) ) {

  				if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );

  				camera = xr.getCamera(); // use XR camera for rendering

  			}

  			//
  			if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );

  			currentRenderState = renderStates.get( scene, renderStateStack.length );
  			currentRenderState.init( camera );

  			renderStateStack.push( currentRenderState );

  			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  			_frustum.setFromProjectionMatrix( _projScreenMatrix, WebGLCoordinateSystem, camera.reversedDepth );

  			_localClippingEnabled = this.localClippingEnabled;
  			_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );

  			currentRenderList = renderLists.get( scene, renderListStack.length );
  			currentRenderList.init();

  			renderListStack.push( currentRenderList );

  			if ( xr.enabled === true && xr.isPresenting === true ) {

  				const depthSensingMesh = _this.xr.getDepthSensingMesh();

  				if ( depthSensingMesh !== null ) {

  					projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects );

  				}

  			}

  			projectObject( scene, camera, 0, _this.sortObjects );

  			currentRenderList.finish();

  			if ( _this.sortObjects === true ) {

  				currentRenderList.sort( _opaqueSort, _transparentSort );

  			}

  			_renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
  			if ( _renderBackground ) {

  				background.addToRenderList( currentRenderList, scene );

  			}

  			//

  			this.info.render.frame ++;

  			if ( _clippingEnabled === true ) clipping.beginShadows();

  			const shadowsArray = currentRenderState.state.shadowsArray;

  			shadowMap.render( shadowsArray, scene, camera );

  			if ( _clippingEnabled === true ) clipping.endShadows();

  			//

  			if ( this.info.autoReset === true ) this.info.reset();

  			// render scene (skip if first effect is a render pass - it will render the scene itself)

  			const skipSceneRender = useOutput && output.hasRenderPass();

  			if ( skipSceneRender === false ) {

  				const opaqueObjects = currentRenderList.opaque;
  				const transmissiveObjects = currentRenderList.transmissive;

  				currentRenderState.setupLights();

  				if ( camera.isArrayCamera ) {

  					const cameras = camera.cameras;

  					if ( transmissiveObjects.length > 0 ) {

  						for ( let i = 0, l = cameras.length; i < l; i ++ ) {

  							const camera2 = cameras[ i ];

  							renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );

  						}

  					}

  					if ( _renderBackground ) background.render( scene );

  					for ( let i = 0, l = cameras.length; i < l; i ++ ) {

  						const camera2 = cameras[ i ];

  						renderScene( currentRenderList, scene, camera2, camera2.viewport );

  					}

  				} else {

  					if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );

  					if ( _renderBackground ) background.render( scene );

  					renderScene( currentRenderList, scene, camera );

  				}

  			}

  			//

  			if ( _currentRenderTarget !== null && _currentActiveMipmapLevel === 0 ) {

  				// resolve multisample renderbuffers to a single-sample texture if necessary

  				textures.updateMultisampleRenderTarget( _currentRenderTarget );

  				// Generate mipmap if we're using any kind of mipmap filtering

  				textures.updateRenderTargetMipmap( _currentRenderTarget );

  			}

  			// copy from internal render target to canvas using fullscreen quad

  			if ( useOutput ) {

  				output.end( _this );

  			}

  			//

  			if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );

  			// _gl.finish();

  			bindingStates.resetDefaultState();
  			_currentMaterialId = -1;
  			_currentCamera = null;

  			renderStateStack.pop();

  			if ( renderStateStack.length > 0 ) {

  				currentRenderState = renderStateStack[ renderStateStack.length - 1 ];

  				if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );

  			} else {

  				currentRenderState = null;

  			}

  			renderListStack.pop();

  			if ( renderListStack.length > 0 ) {

  				currentRenderList = renderListStack[ renderListStack.length - 1 ];

  			} else {

  				currentRenderList = null;

  			}

  		};

  		function projectObject( object, camera, groupOrder, sortObjects ) {

  			if ( object.visible === false ) return;

  			const visible = object.layers.test( camera.layers );

  			if ( visible ) {

  				if ( object.isGroup ) {

  					groupOrder = object.renderOrder;

  				} else if ( object.isLOD ) {

  					if ( object.autoUpdate === true ) object.update( camera );

  				} else if ( object.isLight ) {

  					currentRenderState.pushLight( object );

  					if ( object.castShadow ) {

  						currentRenderState.pushShadow( object );

  					}

  				} else if ( object.isSprite ) {

  					if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

  						if ( sortObjects ) {

  							_vector4.setFromMatrixPosition( object.matrixWorld )
  								.applyMatrix4( _projScreenMatrix );

  						}

  						const geometry = objects.update( object );
  						const material = object.material;

  						if ( material.visible ) {

  							currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );

  						}

  					}

  				} else if ( object.isMesh || object.isLine || object.isPoints ) {

  					if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {

  						const geometry = objects.update( object );
  						const material = object.material;

  						if ( sortObjects ) {

  							if ( object.boundingSphere !== undefined ) {

  								if ( object.boundingSphere === null ) object.computeBoundingSphere();
  								_vector4.copy( object.boundingSphere.center );

  							} else {

  								if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  								_vector4.copy( geometry.boundingSphere.center );

  							}

  							_vector4
  								.applyMatrix4( object.matrixWorld )
  								.applyMatrix4( _projScreenMatrix );

  						}

  						if ( Array.isArray( material ) ) {

  							const groups = geometry.groups;

  							for ( let i = 0, l = groups.length; i < l; i ++ ) {

  								const group = groups[ i ];
  								const groupMaterial = material[ group.materialIndex ];

  								if ( groupMaterial && groupMaterial.visible ) {

  									currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );

  								}

  							}

  						} else if ( material.visible ) {

  							currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );

  						}

  					}

  				}

  			}

  			const children = object.children;

  			for ( let i = 0, l = children.length; i < l; i ++ ) {

  				projectObject( children[ i ], camera, groupOrder, sortObjects );

  			}

  		}

  		function renderScene( currentRenderList, scene, camera, viewport ) {

  			const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList;

  			currentRenderState.setupLightsView( camera );

  			if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );

  			if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );

  			if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
  			if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
  			if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );

  			// Ensure depth buffer writing is enabled so it can be cleared on next render

  			state.buffers.depth.setTest( true );
  			state.buffers.depth.setMask( true );
  			state.buffers.color.setMask( true );

  			state.setPolygonOffset( false );

  		}

  		function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {

  			const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;

  			if ( overrideMaterial !== null ) {

  				return;

  			}

  			if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {

  				const hasHalfFloatSupport = extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' );

  				currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {
  					generateMipmaps: true,
  					type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType,
  					minFilter: LinearMipmapLinearFilter,
  					samples: Math.max( 4, capabilities.samples ), // to avoid feedback loops, the transmission render target requires a resolve, see #26177
  					stencilBuffer: stencil,
  					resolveDepthBuffer: false,
  					resolveStencilBuffer: false,
  					colorSpace: ColorManagement.workingColorSpace,
  				} );

  				// debug

  				/*
  				const geometry = new PlaneGeometry();
  				const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );

  				const mesh = new Mesh( geometry, material );
  				scene.add( mesh );
  				*/

  			}

  			const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];

  			const activeViewport = camera.viewport || _currentViewport;
  			transmissionRenderTarget.setSize( activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale );

  			//

  			const currentRenderTarget = _this.getRenderTarget();
  			const currentActiveCubeFace = _this.getActiveCubeFace();
  			const currentActiveMipmapLevel = _this.getActiveMipmapLevel();

  			_this.setRenderTarget( transmissionRenderTarget );

  			_this.getClearColor( _currentClearColor );
  			_currentClearAlpha = _this.getClearAlpha();
  			if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );

  			_this.clear();

  			if ( _renderBackground ) background.render( scene );

  			// Turn off the features which can affect the frag color for opaque objects pass.
  			// Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  			const currentToneMapping = _this.toneMapping;
  			_this.toneMapping = NoToneMapping;

  			// Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).
  			// Transmission render pass requires viewport to match the transmissionRenderTarget.
  			const currentCameraViewport = camera.viewport;
  			if ( camera.viewport !== undefined ) camera.viewport = undefined;

  			currentRenderState.setupLightsView( camera );

  			if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );

  			renderObjects( opaqueObjects, scene, camera );

  			textures.updateMultisampleRenderTarget( transmissionRenderTarget );
  			textures.updateRenderTargetMipmap( transmissionRenderTarget );

  			if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131

  				let renderTargetNeedsUpdate = false;

  				for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {

  					const renderItem = transmissiveObjects[ i ];

  					const { object, geometry, material, group } = renderItem;

  					if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {

  						const currentSide = material.side;

  						material.side = BackSide;
  						material.needsUpdate = true;

  						renderObject( object, scene, camera, geometry, material, group );

  						material.side = currentSide;
  						material.needsUpdate = true;

  						renderTargetNeedsUpdate = true;

  					}

  				}

  				if ( renderTargetNeedsUpdate === true ) {

  					textures.updateMultisampleRenderTarget( transmissionRenderTarget );
  					textures.updateRenderTargetMipmap( transmissionRenderTarget );

  				}

  			}

  			_this.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );

  			_this.setClearColor( _currentClearColor, _currentClearAlpha );

  			if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;

  			_this.toneMapping = currentToneMapping;

  		}

  		function renderObjects( renderList, scene, camera ) {

  			const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;

  			for ( let i = 0, l = renderList.length; i < l; i ++ ) {

  				const renderItem = renderList[ i ];

  				const { object, geometry, group } = renderItem;
  				let material = renderItem.material;

  				if ( material.allowOverride === true && overrideMaterial !== null ) {

  					material = overrideMaterial;

  				}

  				if ( object.layers.test( camera.layers ) ) {

  					renderObject( object, scene, camera, geometry, material, group );

  				}

  			}

  		}

  		function renderObject( object, scene, camera, geometry, material, group ) {

  			object.onBeforeRender( _this, scene, camera, geometry, material, group );

  			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

  			material.onBeforeRender( _this, scene, camera, geometry, object, group );

  			if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {

  				material.side = BackSide;
  				material.needsUpdate = true;
  				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

  				material.side = FrontSide;
  				material.needsUpdate = true;
  				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

  				material.side = DoubleSide;

  			} else {

  				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

  			}

  			object.onAfterRender( _this, scene, camera, geometry, material, group );

  		}

  		function getProgram( material, scene, object ) {

  			if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

  			const materialProperties = properties.get( material );

  			const lights = currentRenderState.state.lights;
  			const shadowsArray = currentRenderState.state.shadowsArray;

  			const lightsStateVersion = lights.state.version;

  			const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
  			const programCacheKey = programCache.getProgramCacheKey( parameters );

  			let programs = materialProperties.programs;

  			// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change

  			materialProperties.environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
  			materialProperties.fog = scene.fog;

  			const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
  			materialProperties.envMap = environments.get( material.envMap || materialProperties.environment, usePMREM );
  			materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;

  			if ( programs === undefined ) {

  				// new material

  				material.addEventListener( 'dispose', onMaterialDispose );

  				programs = new Map();
  				materialProperties.programs = programs;

  			}

  			let program = programs.get( programCacheKey );

  			if ( program !== undefined ) {

  				// early out if program and light state is identical

  				if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {

  					updateCommonMaterialProperties( material, parameters );

  					return program;

  				}

  			} else {

  				parameters.uniforms = programCache.getUniforms( material );

  				material.onBeforeCompile( parameters, _this );

  				program = programCache.acquireProgram( parameters, programCacheKey );
  				programs.set( programCacheKey, program );

  				materialProperties.uniforms = parameters.uniforms;

  			}

  			const uniforms = materialProperties.uniforms;

  			if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {

  				uniforms.clippingPlanes = clipping.uniform;

  			}

  			updateCommonMaterialProperties( material, parameters );

  			// store the light setup it was created for

  			materialProperties.needsLights = materialNeedsLights( material );
  			materialProperties.lightsStateVersion = lightsStateVersion;

  			if ( materialProperties.needsLights ) {

  				// wire up the material to this renderer's lighting state

  				uniforms.ambientLightColor.value = lights.state.ambient;
  				uniforms.lightProbe.value = lights.state.probe;
  				uniforms.directionalLights.value = lights.state.directional;
  				uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  				uniforms.spotLights.value = lights.state.spot;
  				uniforms.spotLightShadows.value = lights.state.spotShadow;
  				uniforms.rectAreaLights.value = lights.state.rectArea;
  				uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  				uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  				uniforms.pointLights.value = lights.state.point;
  				uniforms.pointLightShadows.value = lights.state.pointShadow;
  				uniforms.hemisphereLights.value = lights.state.hemi;

  				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  				uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
  				uniforms.spotLightMap.value = lights.state.spotLightMap;
  				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  				// TODO (abelnation): add area lights shadow info to uniforms

  			}

  			materialProperties.currentProgram = program;
  			materialProperties.uniformsList = null;

  			return program;

  		}

  		function getUniformList( materialProperties ) {

  			if ( materialProperties.uniformsList === null ) {

  				const progUniforms = materialProperties.currentProgram.getUniforms();
  				materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );

  			}

  			return materialProperties.uniformsList;

  		}

  		function updateCommonMaterialProperties( material, parameters ) {

  			const materialProperties = properties.get( material );

  			materialProperties.outputColorSpace = parameters.outputColorSpace;
  			materialProperties.batching = parameters.batching;
  			materialProperties.batchingColor = parameters.batchingColor;
  			materialProperties.instancing = parameters.instancing;
  			materialProperties.instancingColor = parameters.instancingColor;
  			materialProperties.instancingMorph = parameters.instancingMorph;
  			materialProperties.skinning = parameters.skinning;
  			materialProperties.morphTargets = parameters.morphTargets;
  			materialProperties.morphNormals = parameters.morphNormals;
  			materialProperties.morphColors = parameters.morphColors;
  			materialProperties.morphTargetsCount = parameters.morphTargetsCount;
  			materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  			materialProperties.numIntersection = parameters.numClipIntersection;
  			materialProperties.vertexAlphas = parameters.vertexAlphas;
  			materialProperties.vertexTangents = parameters.vertexTangents;
  			materialProperties.toneMapping = parameters.toneMapping;

  		}

  		function setProgram( camera, scene, geometry, material, object ) {

  			if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

  			textures.resetTextureUnits();

  			const fog = scene.fog;
  			const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
  			const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
  			const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
  			const envMap = environments.get( material.envMap || environment, usePMREM );
  			const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
  			const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
  			const morphTargets = !! geometry.morphAttributes.position;
  			const morphNormals = !! geometry.morphAttributes.normal;
  			const morphColors = !! geometry.morphAttributes.color;

  			let toneMapping = NoToneMapping;

  			if ( material.toneMapped ) {

  				if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {

  					toneMapping = _this.toneMapping;

  				}

  			}

  			const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  			const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

  			const materialProperties = properties.get( material );
  			const lights = currentRenderState.state.lights;

  			if ( _clippingEnabled === true ) {

  				if ( _localClippingEnabled === true || camera !== _currentCamera ) {

  					const useCache =
  						camera === _currentCamera &&
  						material.id === _currentMaterialId;

  					// we might want to call this function with some ClippingGroup
  					// object instead of the material, once it becomes feasible
  					// (#8465, #8379)
  					clipping.setState( material, camera, useCache );

  				}

  			}

  			//

  			let needsProgramChange = false;

  			if ( material.version === materialProperties.__version ) {

  				if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.outputColorSpace !== colorSpace ) {

  					needsProgramChange = true;

  				} else if ( object.isBatchedMesh && materialProperties.batching === false ) {

  					needsProgramChange = true;

  				} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {

  					needsProgramChange = true;

  				} else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {

  					needsProgramChange = true;

  				} else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {

  					needsProgramChange = true;

  				} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {

  					needsProgramChange = true;

  				} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {

  					needsProgramChange = true;

  				} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {

  					needsProgramChange = true;

  				} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {

  					needsProgramChange = true;

  				} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {

  					needsProgramChange = true;

  				} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {

  					needsProgramChange = true;

  				} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {

  					needsProgramChange = true;

  				} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.envMap !== envMap ) {

  					needsProgramChange = true;

  				} else if ( material.fog === true && materialProperties.fog !== fog ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.numClippingPlanes !== undefined &&
  					( materialProperties.numClippingPlanes !== clipping.numPlanes ||
  					materialProperties.numIntersection !== clipping.numIntersection ) ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.vertexTangents !== vertexTangents ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.morphTargets !== morphTargets ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.morphNormals !== morphNormals ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.morphColors !== morphColors ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.toneMapping !== toneMapping ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {

  					needsProgramChange = true;

  				}

  			} else {

  				needsProgramChange = true;
  				materialProperties.__version = material.version;

  			}

  			//

  			let program = materialProperties.currentProgram;

  			if ( needsProgramChange === true ) {

  				program = getProgram( material, scene, object );

  			}

  			let refreshProgram = false;
  			let refreshMaterial = false;
  			let refreshLights = false;

  			const p_uniforms = program.getUniforms(),
  				m_uniforms = materialProperties.uniforms;

  			if ( state.useProgram( program.program ) ) {

  				refreshProgram = true;
  				refreshMaterial = true;
  				refreshLights = true;

  			}

  			if ( material.id !== _currentMaterialId ) {

  				_currentMaterialId = material.id;

  				refreshMaterial = true;

  			}

  			if ( refreshProgram || _currentCamera !== camera ) {

  				// common camera uniforms

  				const reversedDepthBuffer = state.buffers.depth.getReversed();

  				if ( reversedDepthBuffer && camera.reversedDepth !== true ) {

  					camera._reversedDepth = true;
  					camera.updateProjectionMatrix();

  				}

  				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );

  				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

  				const uCamPos = p_uniforms.map.cameraPosition;

  				if ( uCamPos !== undefined ) {

  					uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );

  				}

  				if ( capabilities.logarithmicDepthBuffer ) {

  					p_uniforms.setValue( _gl, 'logDepthBufFC',
  						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

  				}

  				// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067

  				if ( material.isMeshPhongMaterial ||
  					material.isMeshToonMaterial ||
  					material.isMeshLambertMaterial ||
  					material.isMeshBasicMaterial ||
  					material.isMeshStandardMaterial ||
  					material.isShaderMaterial ) {

  					p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );

  				}

  				if ( _currentCamera !== camera ) {

  					_currentCamera = camera;

  					// lighting uniforms depend on the camera so enforce an update
  					// now, in case this material supports lights - or later, when
  					// the next material that does gets activated:

  					refreshMaterial = true;		// set to true on material change
  					refreshLights = true;		// remains set until update done

  				}

  			}

  			// Pre-allocate texture units for shadow samplers before setting data textures
  			if ( materialProperties.needsLights ) {

  				// Set shadow map uniforms first to ensure they get the first texture units
  				if ( lights.state.directionalShadowMap.length > 0 ) {

  					p_uniforms.setValue( _gl, 'directionalShadowMap', lights.state.directionalShadowMap, textures );

  				}

  				if ( lights.state.spotShadowMap.length > 0 ) {

  					p_uniforms.setValue( _gl, 'spotShadowMap', lights.state.spotShadowMap, textures );

  				}

  				if ( lights.state.pointShadowMap.length > 0 ) {

  					p_uniforms.setValue( _gl, 'pointShadowMap', lights.state.pointShadowMap, textures );

  				}

  			}

  			// skinning and morph target uniforms must be set even if material didn't change
  			// auto-setting of texture unit for bone and morph texture must go before other textures
  			// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures

  			if ( object.isSkinnedMesh ) {

  				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

  				const skeleton = object.skeleton;

  				if ( skeleton ) {

  					if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();

  					p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );

  				}

  			}

  			if ( object.isBatchedMesh ) {

  				p_uniforms.setOptional( _gl, object, 'batchingTexture' );
  				p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );

  				p_uniforms.setOptional( _gl, object, 'batchingIdTexture' );
  				p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );

  				p_uniforms.setOptional( _gl, object, 'batchingColorTexture' );
  				if ( object._colorsTexture !== null ) {

  					p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures );

  				}

  			}

  			const morphAttributes = geometry.morphAttributes;

  			if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {

  				morphtargets.update( object, geometry, program );

  			}

  			if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

  				materialProperties.receiveShadow = object.receiveShadow;
  				p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );

  			}

  			if ( ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) && material.envMap === null && scene.environment !== null ) {

  				m_uniforms.envMapIntensity.value = scene.environmentIntensity;

  			}

  			// Set DFG LUT for physically-based materials
  			if ( m_uniforms.dfgLUT !== undefined ) {

  				m_uniforms.dfgLUT.value = getDFGLUT();

  			}

  			if ( refreshMaterial ) {

  				p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );

  				if ( materialProperties.needsLights ) {

  					// the current material requires lighting info

  					// note: all lighting uniforms are always set correctly
  					// they simply reference the renderer's state for their
  					// values
  					//
  					// use the current material's .needsUpdate flags to set
  					// the GL state when required

  					markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

  				}

  				// refresh uniforms common to several materials

  				if ( fog && material.fog === true ) {

  					materials.refreshFogUniforms( m_uniforms, fog );

  				}

  				materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );

  				WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );

  			}

  			if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {

  				WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
  				material.uniformsNeedUpdate = false;

  			}

  			if ( material.isSpriteMaterial ) {

  				p_uniforms.setValue( _gl, 'center', object.center );

  			}

  			// common matrices

  			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

  			// UBOs

  			if ( material.isShaderMaterial || material.isRawShaderMaterial ) {

  				const groups = material.uniformsGroups;

  				for ( let i = 0, l = groups.length; i < l; i ++ ) {

  					const group = groups[ i ];

  					uniformsGroups.update( group, program );
  					uniformsGroups.bind( group, program );

  				}

  			}

  			return program;

  		}

  		// If uniforms are marked as clean, they don't need to be loaded to the GPU.

  		function markUniformsLightsNeedsUpdate( uniforms, value ) {

  			uniforms.ambientLightColor.needsUpdate = value;
  			uniforms.lightProbe.needsUpdate = value;

  			uniforms.directionalLights.needsUpdate = value;
  			uniforms.directionalLightShadows.needsUpdate = value;
  			uniforms.pointLights.needsUpdate = value;
  			uniforms.pointLightShadows.needsUpdate = value;
  			uniforms.spotLights.needsUpdate = value;
  			uniforms.spotLightShadows.needsUpdate = value;
  			uniforms.rectAreaLights.needsUpdate = value;
  			uniforms.hemisphereLights.needsUpdate = value;

  		}

  		function materialNeedsLights( material ) {

  			return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  				material.isMeshStandardMaterial || material.isShadowMaterial ||
  				( material.isShaderMaterial && material.lights === true );

  		}

  		/**
  		 * Returns the active cube face.
  		 *
  		 * @return {number} The active cube face.
  		 */
  		this.getActiveCubeFace = function () {

  			return _currentActiveCubeFace;

  		};

  		/**
  		 * Returns the active mipmap level.
  		 *
  		 * @return {number} The active mipmap level.
  		 */
  		this.getActiveMipmapLevel = function () {

  			return _currentActiveMipmapLevel;

  		};

  		/**
  		 * Returns the active render target.
  		 *
  		 * @return {?WebGLRenderTarget} The active render target. Returns `null` if no render target
  		 * is currently set.
  		 */
  		this.getRenderTarget = function () {

  			return _currentRenderTarget;

  		};

  		this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {

  			const renderTargetProperties = properties.get( renderTarget );

  			renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false;
  			if ( renderTargetProperties.__autoAllocateDepthBuffer === false ) {

  				// The multisample_render_to_texture extension doesn't work properly if there
  				// are midframe flushes and an external depth buffer. Disable use of the extension.
  				renderTargetProperties.__useRenderToTexture = false;

  			}

  			properties.get( renderTarget.texture ).__webglTexture = colorTexture;
  			properties.get( renderTarget.depthTexture ).__webglTexture = renderTargetProperties.__autoAllocateDepthBuffer ? undefined : depthTexture;

  			renderTargetProperties.__hasExternalTextures = true;

  		};

  		this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {

  			const renderTargetProperties = properties.get( renderTarget );
  			renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
  			renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;

  		};

  		const _scratchFrameBuffer = _gl.createFramebuffer();

  		/**
  		 * Sets the active rendertarget.
  		 *
  		 * @param {?WebGLRenderTarget} renderTarget - The render target to set. When `null` is given,
  		 * the canvas is set as the active render target instead.
  		 * @param {number} [activeCubeFace=0] - The active cube face when using a cube render target.
  		 * Indicates the z layer to render in to when using 3D or array render targets.
  		 * @param {number} [activeMipmapLevel=0] - The active mipmap level.
  		 */
  		this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {

  			_currentRenderTarget = renderTarget;
  			_currentActiveCubeFace = activeCubeFace;
  			_currentActiveMipmapLevel = activeMipmapLevel;

  			let framebuffer = null;
  			let isCube = false;
  			let isRenderTarget3D = false;

  			if ( renderTarget ) {

  				const renderTargetProperties = properties.get( renderTarget );

  				if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {

  					// Externally-managed framebuffer (e.g. XR)
  					// Bind to the stored framebuffer (may be null for default, or a WebGLFramebuffer)
  					state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );

  					_currentViewport.copy( renderTarget.viewport );
  					_currentScissor.copy( renderTarget.scissor );
  					_currentScissorTest = renderTarget.scissorTest;

  					state.viewport( _currentViewport );
  					state.scissor( _currentScissor );
  					state.setScissorTest( _currentScissorTest );

  					_currentMaterialId = -1;

  					return;

  				} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {

  					textures.setupRenderTarget( renderTarget );

  				} else if ( renderTargetProperties.__hasExternalTextures ) {

  					// Color and depth texture must be rebound in order for the swapchain to update.
  					textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );

  				} else if ( renderTarget.depthBuffer ) {

  					// check if the depth texture is already bound to the frame buffer and that it's been initialized
  					const depthTexture = renderTarget.depthTexture;
  					if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) {

  						// check if the depth texture is compatible
  						if (
  							depthTexture !== null &&
  							properties.has( depthTexture ) &&
  							( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height )
  						) {

  							throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' );

  						}

  						// Swap the depth buffer to the currently attached one
  						textures.setupDepthRenderbuffer( renderTarget );

  					}

  				}

  				const texture = renderTarget.texture;

  				if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {

  					isRenderTarget3D = true;

  				}

  				const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;

  				if ( renderTarget.isWebGLCubeRenderTarget ) {

  					if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {

  						framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];

  					} else {

  						framebuffer = __webglFramebuffer[ activeCubeFace ];

  					}

  					isCube = true;

  				} else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {

  					framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

  				} else {

  					if ( Array.isArray( __webglFramebuffer ) ) {

  						framebuffer = __webglFramebuffer[ activeMipmapLevel ];

  					} else {

  						framebuffer = __webglFramebuffer;

  					}

  				}

  				_currentViewport.copy( renderTarget.viewport );
  				_currentScissor.copy( renderTarget.scissor );
  				_currentScissorTest = renderTarget.scissorTest;

  			} else {

  				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  				_currentScissorTest = _scissorTest;

  			}

  			// Use a scratch frame buffer if rendering to a mip level to avoid depth buffers
  			// being bound that are different sizes.
  			if ( activeMipmapLevel !== 0 ) {

  				framebuffer = _scratchFrameBuffer;

  			}

  			const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  			if ( framebufferBound ) {

  				state.drawBuffers( renderTarget, framebuffer );

  			}

  			state.viewport( _currentViewport );
  			state.scissor( _currentScissor );
  			state.setScissorTest( _currentScissorTest );

  			if ( isCube ) {

  				const textureProperties = properties.get( renderTarget.texture );
  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );

  			} else if ( isRenderTarget3D ) {

  				const layer = activeCubeFace;

  				for ( let i = 0; i < renderTarget.textures.length; i ++ ) {

  					const textureProperties = properties.get( renderTarget.textures[ i ] );

  					_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer );

  				}

  			} else if ( renderTarget !== null && activeMipmapLevel !== 0 ) {

  				// Only bind the frame buffer if we are using a scratch frame buffer to render to a mipmap.
  				// If we rebind the texture when using a multi sample buffer then an error about inconsistent samples will be thrown.
  				const textureProperties = properties.get( renderTarget.texture );
  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel );

  			}

  			_currentMaterialId = -1; // reset current material to ensure correct uniform bindings

  		};

  		/**
  		 * Reads the pixel data from the given render target into the given buffer.
  		 *
  		 * @param {WebGLRenderTarget} renderTarget - The render target to read from.
  		 * @param {number} x - The `x` coordinate of the copy region's origin.
  		 * @param {number} y - The `y` coordinate of the copy region's origin.
  		 * @param {number} width - The width of the copy region.
  		 * @param {number} height - The height of the copy region.
  		 * @param {TypedArray} buffer - The result buffer.
  		 * @param {number} [activeCubeFaceIndex] - The active cube face index.
  		 * @param {number} [textureIndex=0] - The texture index of an MRT render target.
  		 */
  		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) {

  			if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

  				error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  				return;

  			}

  			let framebuffer = properties.get( renderTarget ).__webglFramebuffer;

  			if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

  				framebuffer = framebuffer[ activeCubeFaceIndex ];

  			}

  			if ( framebuffer ) {

  				state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  				try {

  					const texture = renderTarget.textures[ textureIndex ];
  					const textureFormat = texture.format;
  					const textureType = texture.type;

  					// when using MRT, select the correct color buffer for the subsequent read command

  					if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );

  					if ( ! capabilities.textureFormatReadable( textureFormat ) ) {

  						error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  						return;

  					}

  					if ( ! capabilities.textureTypeReadable( textureType ) ) {

  						error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  						return;

  					}

  					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

  					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

  						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

  					}

  				} finally {

  					// restore framebuffer of current render target if necessary

  					const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  					state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  				}

  			}

  		};

  		/**
  		 * Asynchronous, non-blocking version of {@link WebGLRenderer#readRenderTargetPixels}.
  		 *
  		 * It is recommended to use this version of `readRenderTargetPixels()` whenever possible.
  		 *
  		 * @async
  		 * @param {WebGLRenderTarget} renderTarget - The render target to read from.
  		 * @param {number} x - The `x` coordinate of the copy region's origin.
  		 * @param {number} y - The `y` coordinate of the copy region's origin.
  		 * @param {number} width - The width of the copy region.
  		 * @param {number} height - The height of the copy region.
  		 * @param {TypedArray} buffer - The result buffer.
  		 * @param {number} [activeCubeFaceIndex] - The active cube face index.
  		 * @param {number} [textureIndex=0] - The texture index of an MRT render target.
  		 * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
  		 */
  		this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) {

  			if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

  				throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );

  			}

  			let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  			if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

  				framebuffer = framebuffer[ activeCubeFaceIndex ];

  			}

  			if ( framebuffer ) {

  				// 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 ) ) ) {

  					// set the active frame buffer to the one we want to read
  					state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  					const texture = renderTarget.textures[ textureIndex ];
  					const textureFormat = texture.format;
  					const textureType = texture.type;

  					// when using MRT, select the correct color buffer for the subsequent read command

  					if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );


  					if ( ! capabilities.textureFormatReadable( textureFormat ) ) {

  						throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );

  					}

  					if ( ! capabilities.textureTypeReadable( textureType ) ) {

  						throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );

  					}

  					const glBuffer = _gl.createBuffer();
  					_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
  					_gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );

  					_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );

  					// reset the frame buffer to the currently set buffer before waiting
  					const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  					state.bindFramebuffer( _gl.FRAMEBUFFER, currFramebuffer );

  					// check if the commands have finished every 8 ms
  					const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );

  					_gl.flush();

  					await probeAsync( _gl, sync, 4 );

  					// read the data and delete the buffer
  					_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
  					_gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );
  					_gl.deleteBuffer( glBuffer );
  					_gl.deleteSync( sync );

  					return buffer;

  				} else {

  					throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.' );

  				}

  			}

  		};

  		/**
  		 * Copies pixels from the current bound framebuffer into the given texture.
  		 *
  		 * @param {FramebufferTexture} texture - The texture.
  		 * @param {?Vector2} [position=null] - The start position of the copy operation.
  		 * @param {number} [level=0] - The mip level. The default represents the base mip.
  		 */
  		this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) {

  			const levelScale = Math.pow( 2, - level );
  			const width = Math.floor( texture.image.width * levelScale );
  			const height = Math.floor( texture.image.height * levelScale );

  			const x = position !== null ? position.x : 0;
  			const y = position !== null ? position.y : 0;

  			textures.setTexture2D( texture, 0 );

  			_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height );

  			state.unbindTexture();

  		};

  		const _srcFramebuffer = _gl.createFramebuffer();
  		const _dstFramebuffer = _gl.createFramebuffer();

  		/**
  		 * Copies data of the given source texture into a destination texture.
  		 *
  		 * When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized
  		 * {@link WebGLRenderer#initRenderTarget}.
  		 *
  		 * @param {Texture} srcTexture - The source texture.
  		 * @param {Texture} dstTexture - The destination texture.
  		 * @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
  		 * @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
  		 * @param {number} [srcLevel=0] - The source mipmap level to copy.
  		 * @param {?number} [dstLevel=0] - The destination mipmap level.
  		 */
  		this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {

  			// gather the necessary dimensions to copy
  			let width, height, depth, minX, minY, minZ;
  			let dstX, dstY, dstZ;
  			const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image;
  			if ( srcRegion !== null ) {

  				width = srcRegion.max.x - srcRegion.min.x;
  				height = srcRegion.max.y - srcRegion.min.y;
  				depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
  				minX = srcRegion.min.x;
  				minY = srcRegion.min.y;
  				minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;

  			} else {

  				const levelScale = Math.pow( 2, - srcLevel );
  				width = Math.floor( image.width * levelScale );
  				height = Math.floor( image.height * levelScale );
  				if ( srcTexture.isDataArrayTexture ) {

  					depth = image.depth;

  				} else if ( srcTexture.isData3DTexture ) {

  					depth = Math.floor( image.depth * levelScale );

  				} else {

  					depth = 1;

  				}

  				minX = 0;
  				minY = 0;
  				minZ = 0;

  			}

  			if ( dstPosition !== null ) {

  				dstX = dstPosition.x;
  				dstY = dstPosition.y;
  				dstZ = dstPosition.z;

  			} else {

  				dstX = 0;
  				dstY = 0;
  				dstZ = 0;

  			}

  			// Set up the destination target
  			const glFormat = utils.convert( dstTexture.format );
  			const glType = utils.convert( dstTexture.type );
  			let glTarget;

  			if ( dstTexture.isData3DTexture ) {

  				textures.setTexture3D( dstTexture, 0 );
  				glTarget = _gl.TEXTURE_3D;

  			} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {

  				textures.setTexture2DArray( dstTexture, 0 );
  				glTarget = _gl.TEXTURE_2D_ARRAY;

  			} else {

  				textures.setTexture2D( dstTexture, 0 );
  				glTarget = _gl.TEXTURE_2D;

  			}

  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );

  			// used for copying data from cpu
  			const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  			const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  			const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  			const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  			const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );

  			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
  			_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );

  			// set up the src texture
  			const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture;
  			const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture;
  			if ( srcTexture.isDepthTexture ) {

  				const srcTextureProperties = properties.get( srcTexture );
  				const dstTextureProperties = properties.get( dstTexture );
  				const srcRenderTargetProperties = properties.get( srcTextureProperties.__renderTarget );
  				const dstRenderTargetProperties = properties.get( dstTextureProperties.__renderTarget );
  				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer );
  				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer );

  				for ( let i = 0; i < depth; i ++ ) {

  					// if the source or destination are a 3d target then a layer needs to be bound
  					if ( isSrc3D ) {

  						_gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, srcLevel, minZ + i );
  						_gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, dstLevel, dstZ + i );

  					}

  					_gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST );

  				}

  				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
  				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );

  			} else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has( srcTexture ) ) {

  				// get the appropriate frame buffers
  				const srcTextureProperties = properties.get( srcTexture );
  				const dstTextureProperties = properties.get( dstTexture );

  				// bind the frame buffer targets
  				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, _srcFramebuffer );
  				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, _dstFramebuffer );

  				for ( let i = 0; i < depth; i ++ ) {

  					// assign the correct layers and mip maps to the frame buffers
  					if ( isSrc3D ) {

  						_gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i );

  					} else {

  						_gl.framebufferTexture2D( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel );

  					}

  					if ( isDst3D ) {

  						_gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i );

  					} else {

  						_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel );

  					}

  					// copy the data using the fastest function that can achieve the copy
  					if ( srcLevel !== 0 ) {

  						_gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST );

  					} else if ( isDst3D ) {

  						_gl.copyTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height );

  					} else {

  						_gl.copyTexSubImage2D( glTarget, dstLevel, dstX, dstY, minX, minY, width, height );

  					}

  				}

  				// unbind read, draw buffers
  				state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
  				state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );

  			} else {

  				if ( isDst3D ) {

  					// copy data into the 3d texture
  					if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {

  						_gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );

  					} else if ( dstTexture.isCompressedArrayTexture ) {

  						_gl.compressedTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );

  					} else {

  						_gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );

  					}

  				} else {

  					// copy data into the 2d texture
  					if ( srcTexture.isDataTexture ) {

  						_gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data );

  					} else if ( srcTexture.isCompressedTexture ) {

  						_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data );

  					} else {

  						_gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image );

  					}

  				}

  			}

  			// reset values
  			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  			_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );

  			// Generate mipmaps only when copying level 0
  			if ( dstLevel === 0 && dstTexture.generateMipmaps ) {

  				_gl.generateMipmap( glTarget );

  			}

  			state.unbindTexture();

  		};

  		/**
  		 * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data
  		 * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been
  		 * rendered to.
  		 *
  		 * @param {WebGLRenderTarget} target - The render target.
  		 */
  		this.initRenderTarget = function ( target ) {

  			if ( properties.get( target ).__webglFramebuffer === undefined ) {

  				textures.setupRenderTarget( target );

  			}

  		};

  		/**
  		 * Initializes the given texture. Useful for preloading a texture rather than waiting until first
  		 * render (which can cause noticeable lags due to decode and GPU upload overhead).
  		 *
  		 * @param {Texture} texture - The texture.
  		 */
  		this.initTexture = function ( texture ) {

  			if ( texture.isCubeTexture ) {

  				textures.setTextureCube( texture, 0 );

  			} else if ( texture.isData3DTexture ) {

  				textures.setTexture3D( texture, 0 );

  			} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {

  				textures.setTexture2DArray( texture, 0 );

  			} else {

  				textures.setTexture2D( texture, 0 );

  			}

  			state.unbindTexture();

  		};

  		/**
  		 * Can be used to reset the internal WebGL state. This method is mostly
  		 * relevant for applications which share a single WebGL context across
  		 * multiple WebGL libraries.
  		 */
  		this.resetState = function () {

  			_currentActiveCubeFace = 0;
  			_currentActiveMipmapLevel = 0;
  			_currentRenderTarget = null;

  			state.reset();
  			bindingStates.reset();

  		};

  		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

  			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );

  		}

  	}

  	/**
  	 * Defines the coordinate system of the renderer.
  	 *
  	 * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.
  	 *
  	 * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  	 * @default WebGLCoordinateSystem
  	 * @readonly
  	 */
  	get coordinateSystem() {

  		return WebGLCoordinateSystem;

  	}

  	/**
  	 * Defines the output color space of the renderer.
  	 *
  	 * @type {SRGBColorSpace|LinearSRGBColorSpace}
  	 * @default SRGBColorSpace
  	 */
  	get outputColorSpace() {

  		return this._outputColorSpace;

  	}

  	set outputColorSpace( colorSpace ) {

  		this._outputColorSpace = colorSpace;

  		const gl = this.getContext();
  		gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace( colorSpace );
  		gl.unpackColorSpace = ColorManagement._getUnpackColorSpace();

  	}

  }

  const _plane$2 = new Plane();

  const _pointer = new Vector2();
  const _offset = new Vector3();
  const _diff = new Vector2();
  const _previousPointer = new Vector2();
  const _intersection = new Vector3();
  const _worldPosition = new Vector3();
  const _inverseMatrix = new Matrix4();

  const _up = new Vector3();
  const _right = new Vector3();

  let _selected = null, _hovered = null;
  const _intersections = [];

  const STATE = {
  	NONE: -1,
  	PAN: 0,
  	ROTATE: 1
  };

  /**
   * This class can be used to provide a drag'n'drop interaction.
   *
   * ```js
   * const controls = new DragControls( objects, camera, renderer.domElement );
   *
   * // add event listener to highlight dragged objects
   * controls.addEventListener( 'dragstart', function ( event ) {
   *
   * 	event.object.material.emissive.set( 0xaaaaaa );
   *
   * } );
   *
   * controls.addEventListener( 'dragend', function ( event ) {
   *
   * 	event.object.material.emissive.set( 0x000000 );
   *
   * } );
   * ```
   *
   * @augments Controls
   * @three_import import { DragControls } from 'three/addons/controls/DragControls.js';
   */
  class DragControls extends Controls {

  	/**
  	 * Constructs a new controls instance.
  	 *
  	 * @param {Array<Object3D>} objects - An array of draggable 3D objects.
  	 * @param {Camera} camera - The camera of the rendered scene.
  	 * @param {?HTMLElement} [domElement=null] - The HTML DOM element used for event listeners.
  	 */
  	constructor( objects, camera, domElement = null ) {

  		super( camera, domElement );

  		/**
  		 * An array of draggable 3D objects.
  		 *
  		 * @type {Array<Object3D>}
  		 */
  		this.objects = objects;

  		/**
  		 * Whether children of draggable objects can be dragged independently from their parent.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.recursive = true;

  		/**
  		 * This option only works if the `objects` array contains a single draggable  group object.
  		 * If set to `true`, the controls does not transform individual objects but the entire group.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.transformGroup = false;

  		/**
  		 * The speed at which the object will rotate when dragged in `rotate` mode.
  		 * The higher the number the faster the rotation.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.rotateSpeed = 1;

  		/**
  		 * The raycaster used for detecting 3D objects.
  		 *
  		 * @type {Raycaster}
  		 */
  		this.raycaster = new Raycaster();

  		// interaction

  		this.mouseButtons = { LEFT: MOUSE.PAN, MIDDLE: MOUSE.PAN, RIGHT: MOUSE.ROTATE };
  		this.touches = { ONE: TOUCH.PAN };

  		// event listeners

  		this._onPointerMove = onPointerMove$3.bind( this );
  		this._onPointerDown = onPointerDown$3.bind( this );
  		this._onPointerCancel = onPointerCancel$2.bind( this );
  		this._onContextMenu = onContextMenu$3.bind( this );

  		//

  		if ( domElement !== null ) {

  			this.connect( domElement );

  		}

  	}

  	connect( element ) {

  		super.connect( element );

  		this.domElement.addEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.addEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.addEventListener( 'pointerup', this._onPointerCancel );
  		this.domElement.addEventListener( 'pointerleave', this._onPointerCancel );
  		this.domElement.addEventListener( 'contextmenu', this._onContextMenu );

  		this.domElement.style.touchAction = 'none'; // disable touch scroll

  	}

  	disconnect() {

  		this.domElement.removeEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.removeEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.removeEventListener( 'pointerup', this._onPointerCancel );
  		this.domElement.removeEventListener( 'pointerleave', this._onPointerCancel );
  		this.domElement.removeEventListener( 'contextmenu', this._onContextMenu );

  		this.domElement.style.touchAction = 'auto';
  		this.domElement.style.cursor = '';

  	}

  	dispose() {

  		this.disconnect();

  	}

  	_updatePointer( event ) {

  		const rect = this.domElement.getBoundingClientRect();

  		_pointer.x = ( event.clientX - rect.left ) / rect.width * 2 - 1;
  		_pointer.y = - ( event.clientY - rect.top ) / rect.height * 2 + 1;

  	}

  	_updateState( event ) {

  		// determine action

  		let action;

  		if ( event.pointerType === 'touch' ) {

  			action = this.touches.ONE;

  		} else {

  			switch ( event.button ) {

  				case 0:

  					action = this.mouseButtons.LEFT;
  					break;

  				case 1:

  					action = this.mouseButtons.MIDDLE;
  					break;

  				case 2:

  					action = this.mouseButtons.RIGHT;
  					break;

  				default:

  					action = null;

  			}

  		}

  		// determine state

  		switch ( action ) {

  			case MOUSE.PAN:
  			case TOUCH.PAN:

  				this.state = STATE.PAN;

  				break;

  			case MOUSE.ROTATE:
  			case TOUCH.ROTATE:

  				this.state = STATE.ROTATE;

  				break;

  			default:

  				this.state = STATE.NONE;

  		}

  	}

  }

  function onPointerMove$3( event ) {

  	const camera = this.object;
  	const domElement = this.domElement;
  	const raycaster = this.raycaster;

  	if ( this.enabled === false ) return;

  	this._updatePointer( event );

  	raycaster.setFromCamera( _pointer, camera );

  	if ( _selected ) {

  		if ( this.state === STATE.PAN ) {

  			if ( raycaster.ray.intersectPlane( _plane$2, _intersection ) ) {

  				_selected.position.copy( _intersection.sub( _offset ).applyMatrix4( _inverseMatrix ) );
  				this.dispatchEvent( { type: 'drag', object: _selected } );

  			}

  		} else if ( this.state === STATE.ROTATE ) {

  			_diff.subVectors( _pointer, _previousPointer ).multiplyScalar( this.rotateSpeed );
  			_selected.rotateOnWorldAxis( _up, _diff.x );
  			_selected.rotateOnWorldAxis( _right.normalize(), - _diff.y );
  			this.dispatchEvent( { type: 'drag', object: _selected } );

  		}

  		_previousPointer.copy( _pointer );

  	} else {

  		// hover support

  		if ( event.pointerType === 'mouse' || event.pointerType === 'pen' ) {

  			_intersections.length = 0;

  			raycaster.setFromCamera( _pointer, camera );
  			raycaster.intersectObjects( this.objects, this.recursive, _intersections );

  			if ( _intersections.length > 0 ) {

  				const object = _intersections[ 0 ].object;

  				_plane$2.setFromNormalAndCoplanarPoint( camera.getWorldDirection( _plane$2.normal ), _worldPosition.setFromMatrixPosition( object.matrixWorld ) );

  				if ( _hovered !== object && _hovered !== null ) {

  					this.dispatchEvent( { type: 'hoveroff', object: _hovered } );

  					domElement.style.cursor = 'auto';
  					_hovered = null;

  				}

  				if ( _hovered !== object ) {

  					this.dispatchEvent( { type: 'hoveron', object: object } );

  					domElement.style.cursor = 'pointer';
  					_hovered = object;

  				}

  			} else {

  				if ( _hovered !== null ) {

  					this.dispatchEvent( { type: 'hoveroff', object: _hovered } );

  					domElement.style.cursor = 'auto';
  					_hovered = null;

  				}

  			}

  		}

  	}

  	_previousPointer.copy( _pointer );

  }

  function onPointerDown$3( event ) {

  	const camera = this.object;
  	const domElement = this.domElement;
  	const raycaster = this.raycaster;

  	if ( this.enabled === false ) return;

  	this._updatePointer( event );
  	this._updateState( event );

  	_intersections.length = 0;

  	raycaster.setFromCamera( _pointer, camera );
  	raycaster.intersectObjects( this.objects, this.recursive, _intersections );

  	if ( _intersections.length > 0 ) {

  		if ( this.transformGroup === true ) {

  			// look for the outermost group in the object's upper hierarchy

  			_selected = findGroup( _intersections[ 0 ].object );

  		} else {

  			_selected = _intersections[ 0 ].object;

  		}

  		_plane$2.setFromNormalAndCoplanarPoint( camera.getWorldDirection( _plane$2.normal ), _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );

  		if ( raycaster.ray.intersectPlane( _plane$2, _intersection ) ) {

  			if ( this.state === STATE.PAN ) {

  				_inverseMatrix.copy( _selected.parent.matrixWorld ).invert();
  				_offset.copy( _intersection ).sub( _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
  				domElement.style.cursor = 'move';
  				this.dispatchEvent( { type: 'dragstart', object: _selected } );

  			} else if ( this.state === STATE.ROTATE ) {

  				// the controls only support Y+ up
  				_up.set( 0, 1, 0 ).applyQuaternion( camera.quaternion ).normalize();
  				_right.set( 1, 0, 0 ).applyQuaternion( camera.quaternion ).normalize();
  				domElement.style.cursor = 'move';
  				this.dispatchEvent( { type: 'dragstart', object: _selected } );

  			}

  		}

  	}

  	_previousPointer.copy( _pointer );

  }

  function onPointerCancel$2() {

  	if ( this.enabled === false ) return;

  	if ( _selected ) {

  		this.dispatchEvent( { type: 'dragend', object: _selected } );

  		_selected = null;

  	}

  	this.domElement.style.cursor = _hovered ? 'pointer' : 'auto';

  	this.state = STATE.NONE;

  }

  function onContextMenu$3( event ) {

  	if ( this.enabled === false ) return;

  	event.preventDefault();

  }

  function findGroup( obj, group = null ) {

  	if ( obj.isGroup ) group = obj;

  	if ( obj.parent === null ) return group;

  	return findGroup( obj.parent, group );

  }

  function forceCenter(x, y, z) {
    var nodes, strength = 1;

    if (x == null) x = 0;
    if (y == null) y = 0;
    if (z == null) z = 0;

    function force() {
      var i,
          n = nodes.length,
          node,
          sx = 0,
          sy = 0,
          sz = 0;

      for (i = 0; i < n; ++i) {
        node = nodes[i], sx += node.x || 0, sy += node.y || 0, sz += node.z || 0;
      }

      for (sx = (sx / n - x) * strength, sy = (sy / n - y) * strength, sz = (sz / n - z) * strength, i = 0; i < n; ++i) {
        node = nodes[i];
        if (sx) { node.x -= sx; }
        if (sy) { node.y -= sy; }
        if (sz) { node.z -= sz; }
      }
    }

    force.initialize = function(_) {
      nodes = _;
    };

    force.x = function(_) {
      return arguments.length ? (x = +_, force) : x;
    };

    force.y = function(_) {
      return arguments.length ? (y = +_, force) : y;
    };

    force.z = function(_) {
      return arguments.length ? (z = +_, force) : z;
    };

    force.strength = function(_) {
      return arguments.length ? (strength = +_, force) : strength;
    };

    return force;
  }

  function tree_add$2(d) {
    const x = +this._x.call(null, d);
    return add$3(this.cover(x), x, d);
  }

  function add$3(tree, x, d) {
    if (isNaN(x)) return tree; // ignore invalid points

    var parent,
        node = tree._root,
        leaf = {data: d},
        x0 = tree._x0,
        x1 = tree._x1,
        xm,
        xp,
        right,
        i,
        j;

    // If the tree is empty, initialize the root as a leaf.
    if (!node) return tree._root = leaf, tree;

    // Find the existing leaf for the new point, or add it.
    while (node.length) {
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (parent = node, !(node = node[i = +right])) return parent[i] = leaf, tree;
    }

    // Is the new point is exactly coincident with the existing point?
    xp = +tree._x.call(null, node.data);
    if (x === xp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;

    // Otherwise, split the leaf node until the old and new point are separated.
    do {
      parent = parent ? parent[i] = new Array(2) : tree._root = new Array(2);
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
    } while ((i = +right) === (j = +(xp >= xm)));
    return parent[j] = node, parent[i] = leaf, tree;
  }

  function addAll$2(data) {
    if (!Array.isArray(data)) data = Array.from(data);
    const n = data.length;
    const xz = new Float64Array(n);
    let x0 = Infinity,
        x1 = -Infinity;

    // Compute the points and their extent.
    for (let i = 0, x; i < n; ++i) {
      if (isNaN(x = +this._x.call(null, data[i]))) continue;
      xz[i] = x;
      if (x < x0) x0 = x;
      if (x > x1) x1 = x;
    }

    // If there were no (valid) points, abort.
    if (x0 > x1) return this;

    // Expand the tree to cover the new points.
    this.cover(x0).cover(x1);

    // Add the new points.
    for (let i = 0; i < n; ++i) {
      add$3(this, xz[i], data[i]);
    }

    return this;
  }

  function tree_cover$2(x) {
    if (isNaN(x = +x)) return this; // ignore invalid points

    var x0 = this._x0,
        x1 = this._x1;

    // If the binarytree has no extent, initialize them.
    // Integer extent are necessary so that if we later double the extent,
    // the existing half boundaries don’t change due to floating point error!
    if (isNaN(x0)) {
      x1 = (x0 = Math.floor(x)) + 1;
    }

    // Otherwise, double repeatedly to cover.
    else {
      var z = x1 - x0 || 1,
          node = this._root,
          parent,
          i;

      while (x0 > x || x >= x1) {
        i = +(x < x0);
        parent = new Array(2), parent[i] = node, node = parent, z *= 2;
        switch (i) {
          case 0: x1 = x0 + z; break;
          case 1: x0 = x1 - z; break;
        }
      }

      if (this._root && this._root.length) this._root = node;
    }

    this._x0 = x0;
    this._x1 = x1;
    return this;
  }

  function tree_data$2() {
    var data = [];
    this.visit(function(node) {
      if (!node.length) do data.push(node.data); while (node = node.next)
    });
    return data;
  }

  function tree_extent$2(_) {
    return arguments.length
        ? this.cover(+_[0][0]).cover(+_[1][0])
        : isNaN(this._x0) ? undefined : [[this._x0], [this._x1]];
  }

  function Half(node, x0, x1) {
    this.node = node;
    this.x0 = x0;
    this.x1 = x1;
  }

  function tree_find$2(x, radius) {
    var data,
        x0 = this._x0,
        x1,
        x2,
        x3 = this._x1,
        halves = [],
        node = this._root,
        q,
        i;

    if (node) halves.push(new Half(node, x0, x3));
    if (radius == null) radius = Infinity;
    else {
      x0 = x - radius;
      x3 = x + radius;
    }

    while (q = halves.pop()) {

      // Stop searching if this half can’t contain a closer node.
      if (!(node = q.node)
          || (x1 = q.x0) > x3
          || (x2 = q.x1) < x0) continue;

      // Bisect the current half.
      if (node.length) {
        var xm = (x1 + x2) / 2;

        halves.push(
          new Half(node[1], xm, x2),
          new Half(node[0], x1, xm)
        );

        // Visit the closest half first.
        if (i = +(x >= xm)) {
          q = halves[halves.length - 1];
          halves[halves.length - 1] = halves[halves.length - 1 - i];
          halves[halves.length - 1 - i] = q;
        }
      }

      // Visit this point. (Visiting coincident points isn’t necessary!)
      else {
        var d = Math.abs(x - +this._x.call(null, node.data));
        if (d < radius) {
          radius = d;
          x0 = x - d;
          x3 = x + d;
          data = node.data;
        }
      }
    }

    return data;
  }

  function tree_remove$2(d) {
    if (isNaN(x = +this._x.call(null, d))) return this; // ignore invalid points

    var parent,
        node = this._root,
        retainer,
        previous,
        next,
        x0 = this._x0,
        x1 = this._x1,
        x,
        xm,
        right,
        i,
        j;

    // If the tree is empty, initialize the root as a leaf.
    if (!node) return this;

    // Find the leaf node for the point.
    // While descending, also retain the deepest parent with a non-removed sibling.
    if (node.length) while (true) {
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (!(parent = node, node = node[i = +right])) return this;
      if (!node.length) break;
      if (parent[(i + 1) & 1]) retainer = parent, j = i;
    }

    // Find the point to remove.
    while (node.data !== d) if (!(previous = node, node = node.next)) return this;
    if (next = node.next) delete node.next;

    // If there are multiple coincident points, remove just the point.
    if (previous) return (next ? previous.next = next : delete previous.next), this;

    // If this is the root point, remove it.
    if (!parent) return this._root = next, this;

    // Remove this leaf.
    next ? parent[i] = next : delete parent[i];

    // If the parent now contains exactly one leaf, collapse superfluous parents.
    if ((node = parent[0] || parent[1])
        && node === (parent[1] || parent[0])
        && !node.length) {
      if (retainer) retainer[j] = node;
      else this._root = node;
    }

    return this;
  }

  function removeAll$2(data) {
    for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
    return this;
  }

  function tree_root$2() {
    return this._root;
  }

  function tree_size$2() {
    var size = 0;
    this.visit(function(node) {
      if (!node.length) do ++size; while (node = node.next)
    });
    return size;
  }

  function tree_visit$2(callback) {
    var halves = [], q, node = this._root, child, x0, x1;
    if (node) halves.push(new Half(node, this._x0, this._x1));
    while (q = halves.pop()) {
      if (!callback(node = q.node, x0 = q.x0, x1 = q.x1) && node.length) {
        var xm = (x0 + x1) / 2;
        if (child = node[1]) halves.push(new Half(child, xm, x1));
        if (child = node[0]) halves.push(new Half(child, x0, xm));
      }
    }
    return this;
  }

  function tree_visitAfter$2(callback) {
    var halves = [], next = [], q;
    if (this._root) halves.push(new Half(this._root, this._x0, this._x1));
    while (q = halves.pop()) {
      var node = q.node;
      if (node.length) {
        var child, x0 = q.x0, x1 = q.x1, xm = (x0 + x1) / 2;
        if (child = node[0]) halves.push(new Half(child, x0, xm));
        if (child = node[1]) halves.push(new Half(child, xm, x1));
      }
      next.push(q);
    }
    while (q = next.pop()) {
      callback(q.node, q.x0, q.x1);
    }
    return this;
  }

  function defaultX$2(d) {
    return d[0];
  }

  function tree_x$2(_) {
    return arguments.length ? (this._x = _, this) : this._x;
  }

  function binarytree(nodes, x) {
    var tree = new Binarytree(x == null ? defaultX$2 : x, NaN, NaN);
    return nodes == null ? tree : tree.addAll(nodes);
  }

  function Binarytree(x, x0, x1) {
    this._x = x;
    this._x0 = x0;
    this._x1 = x1;
    this._root = undefined;
  }

  function leaf_copy$2(leaf) {
    var copy = {data: leaf.data}, next = copy;
    while (leaf = leaf.next) next = next.next = {data: leaf.data};
    return copy;
  }

  var treeProto$2 = binarytree.prototype = Binarytree.prototype;

  treeProto$2.copy = function() {
    var copy = new Binarytree(this._x, this._x0, this._x1),
        node = this._root,
        nodes,
        child;

    if (!node) return copy;

    if (!node.length) return copy._root = leaf_copy$2(node), copy;

    nodes = [{source: node, target: copy._root = new Array(2)}];
    while (node = nodes.pop()) {
      for (var i = 0; i < 2; ++i) {
        if (child = node.source[i]) {
          if (child.length) nodes.push({source: child, target: node.target[i] = new Array(2)});
          else node.target[i] = leaf_copy$2(child);
        }
      }
    }

    return copy;
  };

  treeProto$2.add = tree_add$2;
  treeProto$2.addAll = addAll$2;
  treeProto$2.cover = tree_cover$2;
  treeProto$2.data = tree_data$2;
  treeProto$2.extent = tree_extent$2;
  treeProto$2.find = tree_find$2;
  treeProto$2.remove = tree_remove$2;
  treeProto$2.removeAll = removeAll$2;
  treeProto$2.root = tree_root$2;
  treeProto$2.size = tree_size$2;
  treeProto$2.visit = tree_visit$2;
  treeProto$2.visitAfter = tree_visitAfter$2;
  treeProto$2.x = tree_x$2;

  function tree_add$1(d) {
    const x = +this._x.call(null, d),
        y = +this._y.call(null, d);
    return add$2(this.cover(x, y), x, y, d);
  }

  function add$2(tree, x, y, d) {
    if (isNaN(x) || isNaN(y)) return tree; // ignore invalid points

    var parent,
        node = tree._root,
        leaf = {data: d},
        x0 = tree._x0,
        y0 = tree._y0,
        x1 = tree._x1,
        y1 = tree._y1,
        xm,
        ym,
        xp,
        yp,
        right,
        bottom,
        i,
        j;

    // If the tree is empty, initialize the root as a leaf.
    if (!node) return tree._root = leaf, tree;

    // Find the existing leaf for the new point, or add it.
    while (node.length) {
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
      if (parent = node, !(node = node[i = bottom << 1 | right])) return parent[i] = leaf, tree;
    }

    // Is the new point is exactly coincident with the existing point?
    xp = +tree._x.call(null, node.data);
    yp = +tree._y.call(null, node.data);
    if (x === xp && y === yp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;

    // Otherwise, split the leaf node until the old and new point are separated.
    do {
      parent = parent ? parent[i] = new Array(4) : tree._root = new Array(4);
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
    } while ((i = bottom << 1 | right) === (j = (yp >= ym) << 1 | (xp >= xm)));
    return parent[j] = node, parent[i] = leaf, tree;
  }

  function addAll$1(data) {
    var d, i, n = data.length,
        x,
        y,
        xz = new Array(n),
        yz = new Array(n),
        x0 = Infinity,
        y0 = Infinity,
        x1 = -Infinity,
        y1 = -Infinity;

    // Compute the points and their extent.
    for (i = 0; i < n; ++i) {
      if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d))) continue;
      xz[i] = x;
      yz[i] = y;
      if (x < x0) x0 = x;
      if (x > x1) x1 = x;
      if (y < y0) y0 = y;
      if (y > y1) y1 = y;
    }

    // If there were no (valid) points, abort.
    if (x0 > x1 || y0 > y1) return this;

    // Expand the tree to cover the new points.
    this.cover(x0, y0).cover(x1, y1);

    // Add the new points.
    for (i = 0; i < n; ++i) {
      add$2(this, xz[i], yz[i], data[i]);
    }

    return this;
  }

  function tree_cover$1(x, y) {
    if (isNaN(x = +x) || isNaN(y = +y)) return this; // ignore invalid points

    var x0 = this._x0,
        y0 = this._y0,
        x1 = this._x1,
        y1 = this._y1;

    // If the quadtree has no extent, initialize them.
    // Integer extent are necessary so that if we later double the extent,
    // the existing quadrant boundaries don’t change due to floating point error!
    if (isNaN(x0)) {
      x1 = (x0 = Math.floor(x)) + 1;
      y1 = (y0 = Math.floor(y)) + 1;
    }

    // Otherwise, double repeatedly to cover.
    else {
      var z = x1 - x0 || 1,
          node = this._root,
          parent,
          i;

      while (x0 > x || x >= x1 || y0 > y || y >= y1) {
        i = (y < y0) << 1 | (x < x0);
        parent = new Array(4), parent[i] = node, node = parent, z *= 2;
        switch (i) {
          case 0: x1 = x0 + z, y1 = y0 + z; break;
          case 1: x0 = x1 - z, y1 = y0 + z; break;
          case 2: x1 = x0 + z, y0 = y1 - z; break;
          case 3: x0 = x1 - z, y0 = y1 - z; break;
        }
      }

      if (this._root && this._root.length) this._root = node;
    }

    this._x0 = x0;
    this._y0 = y0;
    this._x1 = x1;
    this._y1 = y1;
    return this;
  }

  function tree_data$1() {
    var data = [];
    this.visit(function(node) {
      if (!node.length) do data.push(node.data); while (node = node.next)
    });
    return data;
  }

  function tree_extent$1(_) {
    return arguments.length
        ? this.cover(+_[0][0], +_[0][1]).cover(+_[1][0], +_[1][1])
        : isNaN(this._x0) ? undefined : [[this._x0, this._y0], [this._x1, this._y1]];
  }

  function Quad(node, x0, y0, x1, y1) {
    this.node = node;
    this.x0 = x0;
    this.y0 = y0;
    this.x1 = x1;
    this.y1 = y1;
  }

  function tree_find$1(x, y, radius) {
    var data,
        x0 = this._x0,
        y0 = this._y0,
        x1,
        y1,
        x2,
        y2,
        x3 = this._x1,
        y3 = this._y1,
        quads = [],
        node = this._root,
        q,
        i;

    if (node) quads.push(new Quad(node, x0, y0, x3, y3));
    if (radius == null) radius = Infinity;
    else {
      x0 = x - radius, y0 = y - radius;
      x3 = x + radius, y3 = y + radius;
      radius *= radius;
    }

    while (q = quads.pop()) {

      // Stop searching if this quadrant can’t contain a closer node.
      if (!(node = q.node)
          || (x1 = q.x0) > x3
          || (y1 = q.y0) > y3
          || (x2 = q.x1) < x0
          || (y2 = q.y1) < y0) continue;

      // Bisect the current quadrant.
      if (node.length) {
        var xm = (x1 + x2) / 2,
            ym = (y1 + y2) / 2;

        quads.push(
          new Quad(node[3], xm, ym, x2, y2),
          new Quad(node[2], x1, ym, xm, y2),
          new Quad(node[1], xm, y1, x2, ym),
          new Quad(node[0], x1, y1, xm, ym)
        );

        // Visit the closest quadrant first.
        if (i = (y >= ym) << 1 | (x >= xm)) {
          q = quads[quads.length - 1];
          quads[quads.length - 1] = quads[quads.length - 1 - i];
          quads[quads.length - 1 - i] = q;
        }
      }

      // Visit this point. (Visiting coincident points isn’t necessary!)
      else {
        var dx = x - +this._x.call(null, node.data),
            dy = y - +this._y.call(null, node.data),
            d2 = dx * dx + dy * dy;
        if (d2 < radius) {
          var d = Math.sqrt(radius = d2);
          x0 = x - d, y0 = y - d;
          x3 = x + d, y3 = y + d;
          data = node.data;
        }
      }
    }

    return data;
  }

  function tree_remove$1(d) {
    if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d))) return this; // ignore invalid points

    var parent,
        node = this._root,
        retainer,
        previous,
        next,
        x0 = this._x0,
        y0 = this._y0,
        x1 = this._x1,
        y1 = this._y1,
        x,
        y,
        xm,
        ym,
        right,
        bottom,
        i,
        j;

    // If the tree is empty, initialize the root as a leaf.
    if (!node) return this;

    // Find the leaf node for the point.
    // While descending, also retain the deepest parent with a non-removed sibling.
    if (node.length) while (true) {
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
      if (!(parent = node, node = node[i = bottom << 1 | right])) return this;
      if (!node.length) break;
      if (parent[(i + 1) & 3] || parent[(i + 2) & 3] || parent[(i + 3) & 3]) retainer = parent, j = i;
    }

    // Find the point to remove.
    while (node.data !== d) if (!(previous = node, node = node.next)) return this;
    if (next = node.next) delete node.next;

    // If there are multiple coincident points, remove just the point.
    if (previous) return (next ? previous.next = next : delete previous.next), this;

    // If this is the root point, remove it.
    if (!parent) return this._root = next, this;

    // Remove this leaf.
    next ? parent[i] = next : delete parent[i];

    // If the parent now contains exactly one leaf, collapse superfluous parents.
    if ((node = parent[0] || parent[1] || parent[2] || parent[3])
        && node === (parent[3] || parent[2] || parent[1] || parent[0])
        && !node.length) {
      if (retainer) retainer[j] = node;
      else this._root = node;
    }

    return this;
  }

  function removeAll$1(data) {
    for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
    return this;
  }

  function tree_root$1() {
    return this._root;
  }

  function tree_size$1() {
    var size = 0;
    this.visit(function(node) {
      if (!node.length) do ++size; while (node = node.next)
    });
    return size;
  }

  function tree_visit$1(callback) {
    var quads = [], q, node = this._root, child, x0, y0, x1, y1;
    if (node) quads.push(new Quad(node, this._x0, this._y0, this._x1, this._y1));
    while (q = quads.pop()) {
      if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1) && node.length) {
        var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;
        if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));
        if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));
        if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));
        if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));
      }
    }
    return this;
  }

  function tree_visitAfter$1(callback) {
    var quads = [], next = [], q;
    if (this._root) quads.push(new Quad(this._root, this._x0, this._y0, this._x1, this._y1));
    while (q = quads.pop()) {
      var node = q.node;
      if (node.length) {
        var child, x0 = q.x0, y0 = q.y0, x1 = q.x1, y1 = q.y1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2;
        if (child = node[0]) quads.push(new Quad(child, x0, y0, xm, ym));
        if (child = node[1]) quads.push(new Quad(child, xm, y0, x1, ym));
        if (child = node[2]) quads.push(new Quad(child, x0, ym, xm, y1));
        if (child = node[3]) quads.push(new Quad(child, xm, ym, x1, y1));
      }
      next.push(q);
    }
    while (q = next.pop()) {
      callback(q.node, q.x0, q.y0, q.x1, q.y1);
    }
    return this;
  }

  function defaultX$1(d) {
    return d[0];
  }

  function tree_x$1(_) {
    return arguments.length ? (this._x = _, this) : this._x;
  }

  function defaultY$1(d) {
    return d[1];
  }

  function tree_y$1(_) {
    return arguments.length ? (this._y = _, this) : this._y;
  }

  function quadtree(nodes, x, y) {
    var tree = new Quadtree(x == null ? defaultX$1 : x, y == null ? defaultY$1 : y, NaN, NaN, NaN, NaN);
    return nodes == null ? tree : tree.addAll(nodes);
  }

  function Quadtree(x, y, x0, y0, x1, y1) {
    this._x = x;
    this._y = y;
    this._x0 = x0;
    this._y0 = y0;
    this._x1 = x1;
    this._y1 = y1;
    this._root = undefined;
  }

  function leaf_copy$1(leaf) {
    var copy = {data: leaf.data}, next = copy;
    while (leaf = leaf.next) next = next.next = {data: leaf.data};
    return copy;
  }

  var treeProto$1 = quadtree.prototype = Quadtree.prototype;

  treeProto$1.copy = function() {
    var copy = new Quadtree(this._x, this._y, this._x0, this._y0, this._x1, this._y1),
        node = this._root,
        nodes,
        child;

    if (!node) return copy;

    if (!node.length) return copy._root = leaf_copy$1(node), copy;

    nodes = [{source: node, target: copy._root = new Array(4)}];
    while (node = nodes.pop()) {
      for (var i = 0; i < 4; ++i) {
        if (child = node.source[i]) {
          if (child.length) nodes.push({source: child, target: node.target[i] = new Array(4)});
          else node.target[i] = leaf_copy$1(child);
        }
      }
    }

    return copy;
  };

  treeProto$1.add = tree_add$1;
  treeProto$1.addAll = addAll$1;
  treeProto$1.cover = tree_cover$1;
  treeProto$1.data = tree_data$1;
  treeProto$1.extent = tree_extent$1;
  treeProto$1.find = tree_find$1;
  treeProto$1.remove = tree_remove$1;
  treeProto$1.removeAll = removeAll$1;
  treeProto$1.root = tree_root$1;
  treeProto$1.size = tree_size$1;
  treeProto$1.visit = tree_visit$1;
  treeProto$1.visitAfter = tree_visitAfter$1;
  treeProto$1.x = tree_x$1;
  treeProto$1.y = tree_y$1;

  function tree_add(d) {
    const x = +this._x.call(null, d),
        y = +this._y.call(null, d),
        z = +this._z.call(null, d);
    return add$1(this.cover(x, y, z), x, y, z, d);
  }

  function add$1(tree, x, y, z, d) {
    if (isNaN(x) || isNaN(y) || isNaN(z)) return tree; // ignore invalid points

    var parent,
        node = tree._root,
        leaf = {data: d},
        x0 = tree._x0,
        y0 = tree._y0,
        z0 = tree._z0,
        x1 = tree._x1,
        y1 = tree._y1,
        z1 = tree._z1,
        xm,
        ym,
        zm,
        xp,
        yp,
        zp,
        right,
        bottom,
        deep,
        i,
        j;

    // If the tree is empty, initialize the root as a leaf.
    if (!node) return tree._root = leaf, tree;

    // Find the existing leaf for the new point, or add it.
    while (node.length) {
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
      if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
      if (parent = node, !(node = node[i = deep << 2 | bottom << 1 | right])) return parent[i] = leaf, tree;
    }

    // Is the new point is exactly coincident with the existing point?
    xp = +tree._x.call(null, node.data);
    yp = +tree._y.call(null, node.data);
    zp = +tree._z.call(null, node.data);
    if (x === xp && y === yp && z === zp) return leaf.next = node, parent ? parent[i] = leaf : tree._root = leaf, tree;

    // Otherwise, split the leaf node until the old and new point are separated.
    do {
      parent = parent ? parent[i] = new Array(8) : tree._root = new Array(8);
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
      if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
    } while ((i = deep << 2 | bottom << 1 | right) === (j = (zp >= zm) << 2 | (yp >= ym) << 1 | (xp >= xm)));
    return parent[j] = node, parent[i] = leaf, tree;
  }

  function addAll(data) {
    if (!Array.isArray(data)) data = Array.from(data);
    const n = data.length;
    const xz = new Float64Array(n);
    const yz = new Float64Array(n);
    const zz = new Float64Array(n);
    let x0 = Infinity,
        y0 = Infinity,
        z0 = Infinity,
        x1 = -Infinity,
        y1 = -Infinity,
        z1 = -Infinity;

    // Compute the points and their extent.
    for (let i = 0, d, x, y, z; i < n; ++i) {
      if (isNaN(x = +this._x.call(null, d = data[i])) || isNaN(y = +this._y.call(null, d)) || isNaN(z = +this._z.call(null, d))) continue;
      xz[i] = x;
      yz[i] = y;
      zz[i] = z;
      if (x < x0) x0 = x;
      if (x > x1) x1 = x;
      if (y < y0) y0 = y;
      if (y > y1) y1 = y;
      if (z < z0) z0 = z;
      if (z > z1) z1 = z;
    }

    // If there were no (valid) points, abort.
    if (x0 > x1 || y0 > y1 || z0 > z1) return this;

    // Expand the tree to cover the new points.
    this.cover(x0, y0, z0).cover(x1, y1, z1);

    // Add the new points.
    for (let i = 0; i < n; ++i) {
      add$1(this, xz[i], yz[i], zz[i], data[i]);
    }

    return this;
  }

  function tree_cover(x, y, z) {
    if (isNaN(x = +x) || isNaN(y = +y) || isNaN(z = +z)) return this; // ignore invalid points

    var x0 = this._x0,
        y0 = this._y0,
        z0 = this._z0,
        x1 = this._x1,
        y1 = this._y1,
        z1 = this._z1;

    // If the octree has no extent, initialize them.
    // Integer extent are necessary so that if we later double the extent,
    // the existing octant boundaries don’t change due to floating point error!
    if (isNaN(x0)) {
      x1 = (x0 = Math.floor(x)) + 1;
      y1 = (y0 = Math.floor(y)) + 1;
      z1 = (z0 = Math.floor(z)) + 1;
    }

    // Otherwise, double repeatedly to cover.
    else {
      var t = x1 - x0 || 1,
          node = this._root,
          parent,
          i;

      while (x0 > x || x >= x1 || y0 > y || y >= y1 || z0 > z || z >= z1) {
        i = (z < z0) << 2 | (y < y0) << 1 | (x < x0);
        parent = new Array(8), parent[i] = node, node = parent, t *= 2;
        switch (i) {
          case 0: x1 = x0 + t, y1 = y0 + t, z1 = z0 + t; break;
          case 1: x0 = x1 - t, y1 = y0 + t, z1 = z0 + t; break;
          case 2: x1 = x0 + t, y0 = y1 - t, z1 = z0 + t; break;
          case 3: x0 = x1 - t, y0 = y1 - t, z1 = z0 + t; break;
          case 4: x1 = x0 + t, y1 = y0 + t, z0 = z1 - t; break;
          case 5: x0 = x1 - t, y1 = y0 + t, z0 = z1 - t; break;
          case 6: x1 = x0 + t, y0 = y1 - t, z0 = z1 - t; break;
          case 7: x0 = x1 - t, y0 = y1 - t, z0 = z1 - t; break;
        }
      }

      if (this._root && this._root.length) this._root = node;
    }

    this._x0 = x0;
    this._y0 = y0;
    this._z0 = z0;
    this._x1 = x1;
    this._y1 = y1;
    this._z1 = z1;
    return this;
  }

  function tree_data() {
    var data = [];
    this.visit(function(node) {
      if (!node.length) do data.push(node.data); while (node = node.next)
    });
    return data;
  }

  function tree_extent(_) {
    return arguments.length
        ? this.cover(+_[0][0], +_[0][1], +_[0][2]).cover(+_[1][0], +_[1][1], +_[1][2])
        : isNaN(this._x0) ? undefined : [[this._x0, this._y0, this._z0], [this._x1, this._y1, this._z1]];
  }

  function Octant(node, x0, y0, z0, x1, y1, z1) {
    this.node = node;
    this.x0 = x0;
    this.y0 = y0;
    this.z0 = z0;
    this.x1 = x1;
    this.y1 = y1;
    this.z1 = z1;
  }

  function tree_find(x, y, z, radius) {
    var data,
        x0 = this._x0,
        y0 = this._y0,
        z0 = this._z0,
        x1,
        y1,
        z1,
        x2,
        y2,
        z2,
        x3 = this._x1,
        y3 = this._y1,
        z3 = this._z1,
        octs = [],
        node = this._root,
        q,
        i;

    if (node) octs.push(new Octant(node, x0, y0, z0, x3, y3, z3));
    if (radius == null) radius = Infinity;
    else {
      x0 = x - radius, y0 = y - radius, z0 = z - radius;
      x3 = x + radius, y3 = y + radius, z3 = z + radius;
      radius *= radius;
    }

    while (q = octs.pop()) {

      // Stop searching if this octant can’t contain a closer node.
      if (!(node = q.node)
          || (x1 = q.x0) > x3
          || (y1 = q.y0) > y3
          || (z1 = q.z0) > z3
          || (x2 = q.x1) < x0
          || (y2 = q.y1) < y0
          || (z2 = q.z1) < z0) continue;

      // Bisect the current octant.
      if (node.length) {
        var xm = (x1 + x2) / 2,
            ym = (y1 + y2) / 2,
            zm = (z1 + z2) / 2;

        octs.push(
          new Octant(node[7], xm, ym, zm, x2, y2, z2),
          new Octant(node[6], x1, ym, zm, xm, y2, z2),
          new Octant(node[5], xm, y1, zm, x2, ym, z2),
          new Octant(node[4], x1, y1, zm, xm, ym, z2),
          new Octant(node[3], xm, ym, z1, x2, y2, zm),
          new Octant(node[2], x1, ym, z1, xm, y2, zm),
          new Octant(node[1], xm, y1, z1, x2, ym, zm),
          new Octant(node[0], x1, y1, z1, xm, ym, zm)
        );

        // Visit the closest octant first.
        if (i = (z >= zm) << 2 | (y >= ym) << 1 | (x >= xm)) {
          q = octs[octs.length - 1];
          octs[octs.length - 1] = octs[octs.length - 1 - i];
          octs[octs.length - 1 - i] = q;
        }
      }

      // Visit this point. (Visiting coincident points isn’t necessary!)
      else {
        var dx = x - +this._x.call(null, node.data),
            dy = y - +this._y.call(null, node.data),
            dz = z - +this._z.call(null, node.data),
            d2 = dx * dx + dy * dy + dz * dz;
        if (d2 < radius) {
          var d = Math.sqrt(radius = d2);
          x0 = x - d, y0 = y - d, z0 = z - d;
          x3 = x + d, y3 = y + d, z3 = z + d;
          data = node.data;
        }
      }
    }

    return data;
  }

  const distance$1 = (x1, y1, z1, x2, y2, z2) => Math.sqrt((x1-x2)**2 + (y1-y2)**2 + (z1-z2)**2);

  function findAllWithinRadius(x, y, z, radius) {
    const result = [];

    const xMin = x - radius;
    const yMin = y - radius;
    const zMin = z - radius;
    const xMax = x + radius;
    const yMax = y + radius;
    const zMax = z + radius;

    this.visit((node, x1, y1, z1, x2, y2, z2) => {
      if (!node.length) {
        do {
          const d = node.data;
          if (distance$1(x, y, z, this._x(d), this._y(d), this._z(d)) <= radius) {
            result.push(d);
          }
        } while (node = node.next);
      }
      return x1 > xMax || y1 > yMax || z1 > zMax || x2 < xMin || y2 < yMin || z2 < zMin;
    });

    return result;
  }

  function tree_remove(d) {
    if (isNaN(x = +this._x.call(null, d)) || isNaN(y = +this._y.call(null, d)) || isNaN(z = +this._z.call(null, d))) return this; // ignore invalid points

    var parent,
        node = this._root,
        retainer,
        previous,
        next,
        x0 = this._x0,
        y0 = this._y0,
        z0 = this._z0,
        x1 = this._x1,
        y1 = this._y1,
        z1 = this._z1,
        x,
        y,
        z,
        xm,
        ym,
        zm,
        right,
        bottom,
        deep,
        i,
        j;

    // If the tree is empty, initialize the root as a leaf.
    if (!node) return this;

    // Find the leaf node for the point.
    // While descending, also retain the deepest parent with a non-removed sibling.
    if (node.length) while (true) {
      if (right = x >= (xm = (x0 + x1) / 2)) x0 = xm; else x1 = xm;
      if (bottom = y >= (ym = (y0 + y1) / 2)) y0 = ym; else y1 = ym;
      if (deep = z >= (zm = (z0 + z1) / 2)) z0 = zm; else z1 = zm;
      if (!(parent = node, node = node[i = deep << 2 | bottom << 1 | right])) return this;
      if (!node.length) break;
      if (parent[(i + 1) & 7] || parent[(i + 2) & 7] || parent[(i + 3) & 7] || parent[(i + 4) & 7] || parent[(i + 5) & 7] || parent[(i + 6) & 7] || parent[(i + 7) & 7]) retainer = parent, j = i;
    }

    // Find the point to remove.
    while (node.data !== d) if (!(previous = node, node = node.next)) return this;
    if (next = node.next) delete node.next;

    // If there are multiple coincident points, remove just the point.
    if (previous) return (next ? previous.next = next : delete previous.next), this;

    // If this is the root point, remove it.
    if (!parent) return this._root = next, this;

    // Remove this leaf.
    next ? parent[i] = next : delete parent[i];

    // If the parent now contains exactly one leaf, collapse superfluous parents.
    if ((node = parent[0] || parent[1] || parent[2] || parent[3] || parent[4] || parent[5] || parent[6] || parent[7])
        && node === (parent[7] || parent[6] || parent[5] || parent[4] || parent[3] || parent[2] || parent[1] || parent[0])
        && !node.length) {
      if (retainer) retainer[j] = node;
      else this._root = node;
    }

    return this;
  }

  function removeAll(data) {
    for (var i = 0, n = data.length; i < n; ++i) this.remove(data[i]);
    return this;
  }

  function tree_root() {
    return this._root;
  }

  function tree_size() {
    var size = 0;
    this.visit(function(node) {
      if (!node.length) do ++size; while (node = node.next)
    });
    return size;
  }

  function tree_visit(callback) {
    var octs = [], q, node = this._root, child, x0, y0, z0, x1, y1, z1;
    if (node) octs.push(new Octant(node, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1));
    while (q = octs.pop()) {
      if (!callback(node = q.node, x0 = q.x0, y0 = q.y0, z0 = q.z0, x1 = q.x1, y1 = q.y1, z1 = q.z1) && node.length) {
        var xm = (x0 + x1) / 2, ym = (y0 + y1) / 2, zm = (z0 + z1) / 2;
        if (child = node[7]) octs.push(new Octant(child, xm, ym, zm, x1, y1, z1));
        if (child = node[6]) octs.push(new Octant(child, x0, ym, zm, xm, y1, z1));
        if (child = node[5]) octs.push(new Octant(child, xm, y0, zm, x1, ym, z1));
        if (child = node[4]) octs.push(new Octant(child, x0, y0, zm, xm, ym, z1));
        if (child = node[3]) octs.push(new Octant(child, xm, ym, z0, x1, y1, zm));
        if (child = node[2]) octs.push(new Octant(child, x0, ym, z0, xm, y1, zm));
        if (child = node[1]) octs.push(new Octant(child, xm, y0, z0, x1, ym, zm));
        if (child = node[0]) octs.push(new Octant(child, x0, y0, z0, xm, ym, zm));
      }
    }
    return this;
  }

  function tree_visitAfter(callback) {
    var octs = [], next = [], q;
    if (this._root) octs.push(new Octant(this._root, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1));
    while (q = octs.pop()) {
      var node = q.node;
      if (node.length) {
        var child, x0 = q.x0, y0 = q.y0, z0 = q.z0, x1 = q.x1, y1 = q.y1, z1 = q.z1, xm = (x0 + x1) / 2, ym = (y0 + y1) / 2, zm = (z0 + z1) / 2;
        if (child = node[0]) octs.push(new Octant(child, x0, y0, z0, xm, ym, zm));
        if (child = node[1]) octs.push(new Octant(child, xm, y0, z0, x1, ym, zm));
        if (child = node[2]) octs.push(new Octant(child, x0, ym, z0, xm, y1, zm));
        if (child = node[3]) octs.push(new Octant(child, xm, ym, z0, x1, y1, zm));
        if (child = node[4]) octs.push(new Octant(child, x0, y0, zm, xm, ym, z1));
        if (child = node[5]) octs.push(new Octant(child, xm, y0, zm, x1, ym, z1));
        if (child = node[6]) octs.push(new Octant(child, x0, ym, zm, xm, y1, z1));
        if (child = node[7]) octs.push(new Octant(child, xm, ym, zm, x1, y1, z1));
      }
      next.push(q);
    }
    while (q = next.pop()) {
      callback(q.node, q.x0, q.y0, q.z0, q.x1, q.y1, q.z1);
    }
    return this;
  }

  function defaultX(d) {
    return d[0];
  }

  function tree_x(_) {
    return arguments.length ? (this._x = _, this) : this._x;
  }

  function defaultY(d) {
    return d[1];
  }

  function tree_y(_) {
    return arguments.length ? (this._y = _, this) : this._y;
  }

  function defaultZ(d) {
    return d[2];
  }

  function tree_z(_) {
    return arguments.length ? (this._z = _, this) : this._z;
  }

  function octree(nodes, x, y, z) {
    var tree = new Octree(x == null ? defaultX : x, y == null ? defaultY : y, z == null ? defaultZ : z, NaN, NaN, NaN, NaN, NaN, NaN);
    return nodes == null ? tree : tree.addAll(nodes);
  }

  function Octree(x, y, z, x0, y0, z0, x1, y1, z1) {
    this._x = x;
    this._y = y;
    this._z = z;
    this._x0 = x0;
    this._y0 = y0;
    this._z0 = z0;
    this._x1 = x1;
    this._y1 = y1;
    this._z1 = z1;
    this._root = undefined;
  }

  function leaf_copy(leaf) {
    var copy = {data: leaf.data}, next = copy;
    while (leaf = leaf.next) next = next.next = {data: leaf.data};
    return copy;
  }

  var treeProto = octree.prototype = Octree.prototype;

  treeProto.copy = function() {
    var copy = new Octree(this._x, this._y, this._z, this._x0, this._y0, this._z0, this._x1, this._y1, this._z1),
        node = this._root,
        nodes,
        child;

    if (!node) return copy;

    if (!node.length) return copy._root = leaf_copy(node), copy;

    nodes = [{source: node, target: copy._root = new Array(8)}];
    while (node = nodes.pop()) {
      for (var i = 0; i < 8; ++i) {
        if (child = node.source[i]) {
          if (child.length) nodes.push({source: child, target: node.target[i] = new Array(8)});
          else node.target[i] = leaf_copy(child);
        }
      }
    }

    return copy;
  };

  treeProto.add = tree_add;
  treeProto.addAll = addAll;
  treeProto.cover = tree_cover;
  treeProto.data = tree_data;
  treeProto.extent = tree_extent;
  treeProto.find = tree_find;
  treeProto.findAllWithinRadius = findAllWithinRadius;
  treeProto.remove = tree_remove;
  treeProto.removeAll = removeAll;
  treeProto.root = tree_root;
  treeProto.size = tree_size;
  treeProto.visit = tree_visit;
  treeProto.visitAfter = tree_visitAfter;
  treeProto.x = tree_x;
  treeProto.y = tree_y;
  treeProto.z = tree_z;

  function constant$1(x) {
    return function() {
      return x;
    };
  }

  function jiggle(random) {
    return (random() - 0.5) * 1e-6;
  }

  function index$3(d) {
    return d.index;
  }

  function find$1(nodeById, nodeId) {
    var node = nodeById.get(nodeId);
    if (!node) throw new Error("node not found: " + nodeId);
    return node;
  }

  function forceLink(links) {
    var id = index$3,
        strength = defaultStrength,
        strengths,
        distance = constant$1(30),
        distances,
        nodes,
        nDim,
        count,
        bias,
        random,
        iterations = 1;

    if (links == null) links = [];

    function defaultStrength(link) {
      return 1 / Math.min(count[link.source.index], count[link.target.index]);
    }

    function force(alpha) {
      for (var k = 0, n = links.length; k < iterations; ++k) {
        for (var i = 0, link, source, target, x = 0, y = 0, z = 0, l, b; i < n; ++i) {
          link = links[i], source = link.source, target = link.target;
          x = target.x + target.vx - source.x - source.vx || jiggle(random);
          if (nDim > 1) { y = target.y + target.vy - source.y - source.vy || jiggle(random); }
          if (nDim > 2) { z = target.z + target.vz - source.z - source.vz || jiggle(random); }
          l = Math.sqrt(x * x + y * y + z * z);
          l = (l - distances[i]) / l * alpha * strengths[i];
          x *= l, y *= l, z *= l;

          target.vx -= x * (b = bias[i]);
          if (nDim > 1) { target.vy -= y * b; }
          if (nDim > 2) { target.vz -= z * b; }

          source.vx += x * (b = 1 - b);
          if (nDim > 1) { source.vy += y * b; }
          if (nDim > 2) { source.vz += z * b; }
        }
      }
    }

    function initialize() {
      if (!nodes) return;

      var i,
          n = nodes.length,
          m = links.length,
          nodeById = new Map(nodes.map((d, i) => [id(d, i, nodes), d])),
          link;

      for (i = 0, count = new Array(n); i < m; ++i) {
        link = links[i], link.index = i;
        if (typeof link.source !== "object") link.source = find$1(nodeById, link.source);
        if (typeof link.target !== "object") link.target = find$1(nodeById, link.target);
        count[link.source.index] = (count[link.source.index] || 0) + 1;
        count[link.target.index] = (count[link.target.index] || 0) + 1;
      }

      for (i = 0, bias = new Array(m); i < m; ++i) {
        link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]);
      }

      strengths = new Array(m), initializeStrength();
      distances = new Array(m), initializeDistance();
    }

    function initializeStrength() {
      if (!nodes) return;

      for (var i = 0, n = links.length; i < n; ++i) {
        strengths[i] = +strength(links[i], i, links);
      }
    }

    function initializeDistance() {
      if (!nodes) return;

      for (var i = 0, n = links.length; i < n; ++i) {
        distances[i] = +distance(links[i], i, links);
      }
    }

    force.initialize = function(_nodes, ...args) {
      nodes = _nodes;
      random = args.find(arg => typeof arg === 'function') || Math.random;
      nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
      initialize();
    };

    force.links = function(_) {
      return arguments.length ? (links = _, initialize(), force) : links;
    };

    force.id = function(_) {
      return arguments.length ? (id = _, force) : id;
    };

    force.iterations = function(_) {
      return arguments.length ? (iterations = +_, force) : iterations;
    };

    force.strength = function(_) {
      return arguments.length ? (strength = typeof _ === "function" ? _ : constant$1(+_), initializeStrength(), force) : strength;
    };

    force.distance = function(_) {
      return arguments.length ? (distance = typeof _ === "function" ? _ : constant$1(+_), initializeDistance(), force) : distance;
    };

    return force;
  }

  var noop = {value: () => {}};

  function dispatch() {
    for (var i = 0, n = arguments.length, _ = {}, t; i < n; ++i) {
      if (!(t = arguments[i] + "") || (t in _) || /[\s.]/.test(t)) throw new Error("illegal type: " + t);
      _[t] = [];
    }
    return new Dispatch(_);
  }

  function Dispatch(_) {
    this._ = _;
  }

  function parseTypenames$1(typenames, types) {
    return typenames.trim().split(/^|\s+/).map(function(t) {
      var name = "", i = t.indexOf(".");
      if (i >= 0) name = t.slice(i + 1), t = t.slice(0, i);
      if (t && !types.hasOwnProperty(t)) throw new Error("unknown type: " + t);
      return {type: t, name: name};
    });
  }

  Dispatch.prototype = dispatch.prototype = {
    constructor: Dispatch,
    on: function(typename, callback) {
      var _ = this._,
          T = parseTypenames$1(typename + "", _),
          t,
          i = -1,
          n = T.length;

      // If no callback was specified, return the callback of the given type and name.
      if (arguments.length < 2) {
        while (++i < n) if ((t = (typename = T[i]).type) && (t = get(_[t], typename.name))) return t;
        return;
      }

      // If a type was specified, set the callback for the given type and name.
      // Otherwise, if a null callback was specified, remove callbacks of the given name.
      if (callback != null && typeof callback !== "function") throw new Error("invalid callback: " + callback);
      while (++i < n) {
        if (t = (typename = T[i]).type) _[t] = set(_[t], typename.name, callback);
        else if (callback == null) for (t in _) _[t] = set(_[t], typename.name, null);
      }

      return this;
    },
    copy: function() {
      var copy = {}, _ = this._;
      for (var t in _) copy[t] = _[t].slice();
      return new Dispatch(copy);
    },
    call: function(type, that) {
      if ((n = arguments.length - 2) > 0) for (var args = new Array(n), i = 0, n, t; i < n; ++i) args[i] = arguments[i + 2];
      if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type);
      for (t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);
    },
    apply: function(type, that, args) {
      if (!this._.hasOwnProperty(type)) throw new Error("unknown type: " + type);
      for (var t = this._[type], i = 0, n = t.length; i < n; ++i) t[i].value.apply(that, args);
    }
  };

  function get(type, name) {
    for (var i = 0, n = type.length, c; i < n; ++i) {
      if ((c = type[i]).name === name) {
        return c.value;
      }
    }
  }

  function set(type, name, callback) {
    for (var i = 0, n = type.length; i < n; ++i) {
      if (type[i].name === name) {
        type[i] = noop, type = type.slice(0, i).concat(type.slice(i + 1));
        break;
      }
    }
    if (callback != null) type.push({name: name, value: callback});
    return type;
  }

  var frame = 0, // is an animation frame pending?
      timeout = 0, // is a timeout pending?
      interval = 0, // are any timers active?
      pokeDelay = 1000, // how frequently we check for clock skew
      taskHead,
      taskTail,
      clockLast = 0,
      clockNow = 0,
      clockSkew = 0,
      clock = typeof performance === "object" && performance.now ? performance : Date,
      setFrame = typeof window === "object" && window.requestAnimationFrame ? window.requestAnimationFrame.bind(window) : function(f) { setTimeout(f, 17); };

  function now$2() {
    return clockNow || (setFrame(clearNow), clockNow = clock.now() + clockSkew);
  }

  function clearNow() {
    clockNow = 0;
  }

  function Timer() {
    this._call =
    this._time =
    this._next = null;
  }

  Timer.prototype = timer.prototype = {
    constructor: Timer,
    restart: function(callback, delay, time) {
      if (typeof callback !== "function") throw new TypeError("callback is not a function");
      time = (time == null ? now$2() : +time) + (delay == null ? 0 : +delay);
      if (!this._next && taskTail !== this) {
        if (taskTail) taskTail._next = this;
        else taskHead = this;
        taskTail = this;
      }
      this._call = callback;
      this._time = time;
      sleep();
    },
    stop: function() {
      if (this._call) {
        this._call = null;
        this._time = Infinity;
        sleep();
      }
    }
  };

  function timer(callback, delay, time) {
    var t = new Timer;
    t.restart(callback, delay, time);
    return t;
  }

  function timerFlush() {
    now$2(); // Get the current time, if not already set.
    ++frame; // Pretend we’ve set an alarm, if we haven’t already.
    var t = taskHead, e;
    while (t) {
      if ((e = clockNow - t._time) >= 0) t._call.call(undefined, e);
      t = t._next;
    }
    --frame;
  }

  function wake() {
    clockNow = (clockLast = clock.now()) + clockSkew;
    frame = timeout = 0;
    try {
      timerFlush();
    } finally {
      frame = 0;
      nap();
      clockNow = 0;
    }
  }

  function poke() {
    var now = clock.now(), delay = now - clockLast;
    if (delay > pokeDelay) clockSkew -= delay, clockLast = now;
  }

  function nap() {
    var t0, t1 = taskHead, t2, time = Infinity;
    while (t1) {
      if (t1._call) {
        if (time > t1._time) time = t1._time;
        t0 = t1, t1 = t1._next;
      } else {
        t2 = t1._next, t1._next = null;
        t1 = t0 ? t0._next = t2 : taskHead = t2;
      }
    }
    taskTail = t0;
    sleep(time);
  }

  function sleep(time) {
    if (frame) return; // Soonest alarm already set, or will be.
    if (timeout) timeout = clearTimeout(timeout);
    var delay = time - clockNow; // Strictly less than if we recomputed clockNow.
    if (delay > 24) {
      if (time < Infinity) timeout = setTimeout(wake, time - clock.now() - clockSkew);
      if (interval) interval = clearInterval(interval);
    } else {
      if (!interval) clockLast = clock.now(), interval = setInterval(poke, pokeDelay);
      frame = 1, setFrame(wake);
    }
  }

  // https://en.wikipedia.org/wiki/Linear_congruential_generator#Parameters_in_common_use
  const a$1 = 1664525;
  const c$1 = 1013904223;
  const m$1 = 4294967296; // 2^32

  function lcg() {
    let s = 1;
    return () => (s = (a$1 * s + c$1) % m$1) / m$1;
  }

  var MAX_DIMENSIONS = 3;

  function x$1(d) {
    return d.x;
  }

  function y(d) {
    return d.y;
  }

  function z$1(d) {
    return d.z;
  }

  var initialRadius = 10,
      initialAngleRoll = Math.PI * (3 - Math.sqrt(5)), // Golden ratio angle
      initialAngleYaw = Math.PI * 20 / (9 + Math.sqrt(221)); // Markov irrational number

  function forceSimulation(nodes, numDimensions) {
    numDimensions = numDimensions || 2;

    var nDim = Math.min(MAX_DIMENSIONS, Math.max(1, Math.round(numDimensions))),
        simulation,
        alpha = 1,
        alphaMin = 0.001,
        alphaDecay = 1 - Math.pow(alphaMin, 1 / 300),
        alphaTarget = 0,
        velocityDecay = 0.6,
        forces = new Map(),
        stepper = timer(step),
        event = dispatch("tick", "end"),
        random = lcg();

    if (nodes == null) nodes = [];

    function step() {
      tick();
      event.call("tick", simulation);
      if (alpha < alphaMin) {
        stepper.stop();
        event.call("end", simulation);
      }
    }

    function tick(iterations) {
      var i, n = nodes.length, node;

      if (iterations === undefined) iterations = 1;

      for (var k = 0; k < iterations; ++k) {
        alpha += (alphaTarget - alpha) * alphaDecay;

        forces.forEach(function (force) {
          force(alpha);
        });

        for (i = 0; i < n; ++i) {
          node = nodes[i];
          if (node.fx == null) node.x += node.vx *= velocityDecay;
          else node.x = node.fx, node.vx = 0;
          if (nDim > 1) {
            if (node.fy == null) node.y += node.vy *= velocityDecay;
            else node.y = node.fy, node.vy = 0;
          }
          if (nDim > 2) {
            if (node.fz == null) node.z += node.vz *= velocityDecay;
            else node.z = node.fz, node.vz = 0;
          }
        }
      }

      return simulation;
    }

    function initializeNodes() {
      for (var i = 0, n = nodes.length, node; i < n; ++i) {
        node = nodes[i], node.index = i;
        if (node.fx != null) node.x = node.fx;
        if (node.fy != null) node.y = node.fy;
        if (node.fz != null) node.z = node.fz;
        if (isNaN(node.x) || (nDim > 1 && isNaN(node.y)) || (nDim > 2 && isNaN(node.z))) {
          var radius = initialRadius * (nDim > 2 ? Math.cbrt(0.5 + i) : (nDim > 1 ? Math.sqrt(0.5 + i) : i)),
            rollAngle = i * initialAngleRoll,
            yawAngle = i * initialAngleYaw;

          if (nDim === 1) {
            node.x = radius;
          } else if (nDim === 2) {
            node.x = radius * Math.cos(rollAngle);
            node.y = radius * Math.sin(rollAngle);
          } else { // 3 dimensions: use spherical distribution along 2 irrational number angles
            node.x = radius * Math.sin(rollAngle) * Math.cos(yawAngle);
            node.y = radius * Math.cos(rollAngle);
            node.z = radius * Math.sin(rollAngle) * Math.sin(yawAngle);
          }
        }
        if (isNaN(node.vx) || (nDim > 1 && isNaN(node.vy)) || (nDim > 2 && isNaN(node.vz))) {
          node.vx = 0;
          if (nDim > 1) { node.vy = 0; }
          if (nDim > 2) { node.vz = 0; }
        }
      }
    }

    function initializeForce(force) {
      if (force.initialize) force.initialize(nodes, random, nDim);
      return force;
    }

    initializeNodes();

    return simulation = {
      tick: tick,

      restart: function() {
        return stepper.restart(step), simulation;
      },

      stop: function() {
        return stepper.stop(), simulation;
      },

      numDimensions: function(_) {
        return arguments.length
            ? (nDim = Math.min(MAX_DIMENSIONS, Math.max(1, Math.round(_))), forces.forEach(initializeForce), simulation)
            : nDim;
      },

      nodes: function(_) {
        return arguments.length ? (nodes = _, initializeNodes(), forces.forEach(initializeForce), simulation) : nodes;
      },

      alpha: function(_) {
        return arguments.length ? (alpha = +_, simulation) : alpha;
      },

      alphaMin: function(_) {
        return arguments.length ? (alphaMin = +_, simulation) : alphaMin;
      },

      alphaDecay: function(_) {
        return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay;
      },

      alphaTarget: function(_) {
        return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget;
      },

      velocityDecay: function(_) {
        return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay;
      },

      randomSource: function(_) {
        return arguments.length ? (random = _, forces.forEach(initializeForce), simulation) : random;
      },

      force: function(name, _) {
        return arguments.length > 1 ? ((_ == null ? forces.delete(name) : forces.set(name, initializeForce(_))), simulation) : forces.get(name);
      },

      find: function() {
        var args = Array.prototype.slice.call(arguments);
        var x = args.shift() || 0,
            y = (nDim > 1 ? args.shift() : null) || 0,
            z = (nDim > 2 ? args.shift() : null) || 0,
            radius = args.shift() || Infinity;

        var i = 0,
            n = nodes.length,
            dx,
            dy,
            dz,
            d2,
            node,
            closest;

        radius *= radius;

        for (i = 0; i < n; ++i) {
          node = nodes[i];
          dx = x - node.x;
          dy = y - (node.y || 0);
          dz = z - (node.z ||0);
          d2 = dx * dx + dy * dy + dz * dz;
          if (d2 < radius) closest = node, radius = d2;
        }

        return closest;
      },

      on: function(name, _) {
        return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name);
      }
    };
  }

  function forceManyBody() {
    var nodes,
        nDim,
        node,
        random,
        alpha,
        strength = constant$1(-30),
        strengths,
        distanceMin2 = 1,
        distanceMax2 = Infinity,
        theta2 = 0.81;

    function force(_) {
      var i,
          n = nodes.length,
          tree =
              (nDim === 1 ? binarytree(nodes, x$1)
              :(nDim === 2 ? quadtree(nodes, x$1, y)
              :(nDim === 3 ? octree(nodes, x$1, y, z$1)
              :null
          ))).visitAfter(accumulate);

      for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);
    }

    function initialize() {
      if (!nodes) return;
      var i, n = nodes.length, node;
      strengths = new Array(n);
      for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);
    }

    function accumulate(treeNode) {
      var strength = 0, q, c, weight = 0, x, y, z, i;
      var numChildren = treeNode.length;

      // For internal nodes, accumulate forces from children.
      if (numChildren) {
        for (x = y = z = i = 0; i < numChildren; ++i) {
          if ((q = treeNode[i]) && (c = Math.abs(q.value))) {
            strength += q.value, weight += c, x += c * (q.x || 0), y += c * (q.y || 0), z += c * (q.z || 0);
          }
        }
        strength *= Math.sqrt(4 / numChildren); // scale accumulated strength according to number of dimensions

        treeNode.x = x / weight;
        if (nDim > 1) { treeNode.y = y / weight; }
        if (nDim > 2) { treeNode.z = z / weight; }
      }

      // For leaf nodes, accumulate forces from coincident nodes.
      else {
        q = treeNode;
        q.x = q.data.x;
        if (nDim > 1) { q.y = q.data.y; }
        if (nDim > 2) { q.z = q.data.z; }
        do strength += strengths[q.data.index];
        while (q = q.next);
      }

      treeNode.value = strength;
    }

    function apply(treeNode, x1, arg1, arg2, arg3) {
      if (!treeNode.value) return true;
      var x2 = [arg1, arg2, arg3][nDim-1];

      var x = treeNode.x - node.x,
          y = (nDim > 1 ? treeNode.y - node.y : 0),
          z = (nDim > 2 ? treeNode.z - node.z : 0),
          w = x2 - x1,
          l = x * x + y * y + z * z;

      // Apply the Barnes-Hut approximation if possible.
      // Limit forces for very close nodes; randomize direction if coincident.
      if (w * w / theta2 < l) {
        if (l < distanceMax2) {
          if (x === 0) x = jiggle(random), l += x * x;
          if (nDim > 1 && y === 0) y = jiggle(random), l += y * y;
          if (nDim > 2 && z === 0) z = jiggle(random), l += z * z;
          if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
          node.vx += x * treeNode.value * alpha / l;
          if (nDim > 1) { node.vy += y * treeNode.value * alpha / l; }
          if (nDim > 2) { node.vz += z * treeNode.value * alpha / l; }
        }
        return true;
      }

      // Otherwise, process points directly.
      else if (treeNode.length || l >= distanceMax2) return;

      // Limit forces for very close nodes; randomize direction if coincident.
      if (treeNode.data !== node || treeNode.next) {
        if (x === 0) x = jiggle(random), l += x * x;
        if (nDim > 1 && y === 0) y = jiggle(random), l += y * y;
        if (nDim > 2 && z === 0) z = jiggle(random), l += z * z;
        if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
      }

      do if (treeNode.data !== node) {
        w = strengths[treeNode.data.index] * alpha / l;
        node.vx += x * w;
        if (nDim > 1) { node.vy += y * w; }
        if (nDim > 2) { node.vz += z * w; }
      } while (treeNode = treeNode.next);
    }

    force.initialize = function(_nodes, ...args) {
      nodes = _nodes;
      random = args.find(arg => typeof arg === 'function') || Math.random;
      nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
      initialize();
    };

    force.strength = function(_) {
      return arguments.length ? (strength = typeof _ === "function" ? _ : constant$1(+_), initialize(), force) : strength;
    };

    force.distanceMin = function(_) {
      return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);
    };

    force.distanceMax = function(_) {
      return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);
    };

    force.theta = function(_) {
      return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);
    };

    return force;
  }

  function forceRadial(radius, x, y, z) {
    var nodes,
        nDim,
        strength = constant$1(0.1),
        strengths,
        radiuses;

    if (typeof radius !== "function") radius = constant$1(+radius);
    if (x == null) x = 0;
    if (y == null) y = 0;
    if (z == null) z = 0;

    function force(alpha) {
      for (var i = 0, n = nodes.length; i < n; ++i) {
        var node = nodes[i],
            dx = node.x - x || 1e-6,
            dy = (node.y || 0) - y || 1e-6,
            dz = (node.z || 0) - z || 1e-6,
            r = Math.sqrt(dx * dx + dy * dy + dz * dz),
            k = (radiuses[i] - r) * strengths[i] * alpha / r;
        node.vx += dx * k;
        if (nDim>1) { node.vy += dy * k; }
        if (nDim>2) { node.vz += dz * k; }
      }
    }

    function initialize() {
      if (!nodes) return;
      var i, n = nodes.length;
      strengths = new Array(n);
      radiuses = new Array(n);
      for (i = 0; i < n; ++i) {
        radiuses[i] = +radius(nodes[i], i, nodes);
        strengths[i] = isNaN(radiuses[i]) ? 0 : +strength(nodes[i], i, nodes);
      }
    }

    force.initialize = function(initNodes, ...args) {
      nodes = initNodes;
      nDim = args.find(arg => [1, 2, 3].includes(arg)) || 2;
      initialize();
    };

    force.strength = function(_) {
      return arguments.length ? (strength = typeof _ === "function" ? _ : constant$1(+_), initialize(), force) : strength;
    };

    force.radius = function(_) {
      return arguments.length ? (radius = typeof _ === "function" ? _ : constant$1(+_), initialize(), force) : radius;
    };

    force.x = function(_) {
      return arguments.length ? (x = +_, force) : x;
    };

    force.y = function(_) {
      return arguments.length ? (y = +_, force) : y;
    };

    force.z = function(_) {
      return arguments.length ? (z = +_, force) : z;
    };

    return force;
  }

  function eventify(subject) {
    validateSubject(subject);

    const eventsStorage = createEventsStorage(subject);
    subject.on = eventsStorage.on;
    subject.off = eventsStorage.off;
    subject.fire = eventsStorage.fire;
    return subject;
  }

  function createEventsStorage(subject) {
    // Store all event listeners to this hash. Key is event name, value is array
    // of callback records.
    //
    // A callback record consists of callback function and its optional context:
    // { 'eventName' => [{callback: function, ctx: object}] }
    let registeredEvents = Object.create(null);

    return {
      on: function (eventName, callback, ctx) {
        if (typeof callback !== 'function') {
          throw new Error('callback is expected to be a function');
        }
        let handlers = registeredEvents[eventName];
        if (!handlers) {
          handlers = registeredEvents[eventName] = [];
        }
        handlers.push({ callback: callback, ctx: ctx });

        return subject;
      },

      off: function (eventName, callback) {
        const wantToRemoveAll = (typeof eventName === 'undefined');
        if (wantToRemoveAll) {
          // Killing old events storage should be enough in this case:
          registeredEvents = Object.create(null);
          return subject;
        }

        if (registeredEvents[eventName]) {
          const deleteAllCallbacksForEvent = (typeof callback !== 'function');
          if (deleteAllCallbacksForEvent) {
            delete registeredEvents[eventName];
          } else {
            const callbacks = registeredEvents[eventName];
            for (let i = 0; i < callbacks.length; ++i) {
              if (callbacks[i].callback === callback) {
                callbacks.splice(i, 1);
              }
            }
          }
        }

        return subject;
      },

      fire: function (eventName) {
        const callbacks = registeredEvents[eventName];
        if (!callbacks) {
          return subject;
        }

        let fireArguments;
        if (arguments.length > 1) {
          // copy all args after eventName
          fireArguments = Array.prototype.slice.call(arguments, 1);
        }
        for (let i = 0; i < callbacks.length; ++i) {
          const callbackInfo = callbacks[i];
          callbackInfo.callback.apply(callbackInfo.ctx, fireArguments);
        }

        return subject;
      }
    };
  }

  function validateSubject(subject) {
    if (!subject) {
      throw new Error('Eventify cannot use falsy object as events subject');
    }
    const reservedWords = ['on', 'fire', 'off'];
    for (let i = 0; i < reservedWords.length; ++i) {
      if (subject.hasOwnProperty(reservedWords[i])) {
        throw new Error("Subject cannot be eventified, since it already has property '" + reservedWords[i] + "'");
      }
    }
  }

  /**
   * @fileOverview Contains definition of the core graph object.
   */


  /**
   * Creates a new graph
   */
  function createGraph(options) {
    // Graph structure is maintained as Map of nodes and Map of links.
    // Each node has 'links' (Set) which holds all incident links. This is
    // efficient for lookups and iteration, while keeping the API simple.
    options = options || {};
    if ('uniqueLinkId' in options) {
      console.warn(
        'ngraph.graph: Starting from version 0.14 `uniqueLinkId` is deprecated.\n' +
        'Use `multigraph` option instead\n',
        '\n',
        'Note: there is also change in default behavior: From now on each graph\n' +
        'is considered to be not a multigraph by default (each edge is unique).'
      );

      options.multigraph = options.uniqueLinkId;
    }

    // Dear reader, the non-multigraphs do not guarantee that there is only
    // one link for a given pair of node. When this option is set to false
    // we can save some memory and CPU (18% faster for non-multigraph);
    if (options.multigraph === undefined) options.multigraph = false;

    if (typeof Map !== 'function') {
      // TODO: Should we polyfill it ourselves? We don't use much operations there..
      throw new Error('ngraph.graph requires `Map` to be defined. Please polyfill it before using ngraph');
    }

    var nodes = new Map(); // nodeId => Node
    var links = new Map(); // linkId => Link
    // Hash of multi-edges. Used to track ids of edges between same nodes
    var multiEdges = {};
    var suspendEvents = 0;

    var createLink = options.multigraph ? createUniqueLink : createSingleLink,

      // Our graph API provides means to listen to graph changes. Users can subscribe
      // to be notified about changes in the graph by using `on` method. However
      // in some cases they don't use it. To avoid unnecessary memory consumption
      // we will not record graph changes until we have at least one subscriber.
      // Code below supports this optimization.
      //
      // Accumulates all changes made during graph updates.
      // Each change element contains:
      //  changeType - one of the strings: 'add', 'remove' or 'update';
      //  node - if change is related to node this property is set to changed graph's node;
      //  link - if change is related to link this property is set to changed graph's link;
      changes = [],
      recordLinkChange = noop,
      recordNodeChange = noop,
      enterModification = noop,
      exitModification = noop;

    // this is our public API:
    var graphPart = {
      /**
       * Sometimes duck typing could be slow. Giving clients a hint about data structure
       * via explicit version number here:
       */
      version: 20.0,

      /**
       * Adds node to the graph. If node with given id already exists in the graph
       * its data is extended with whatever comes in 'data' argument.
       *
       * @param nodeId the node's identifier. A string or number is preferred.
       * @param [data] additional data for the node being added. If node already
       *   exists its data object is augmented with the new one.
       *
       * @return {node} The newly added node or node with given id if it already exists.
       */
      addNode: addNode,

      /**
       * Adds a link to the graph. The function always create a new
       * link between two nodes. If one of the nodes does not exists
       * a new node is created.
       *
       * @param fromId link start node id;
       * @param toId link end node id;
       * @param [data] additional data to be set on the new link;
       *
       * @return {link} The newly created link
       */
      addLink: addLink,

      /**
       * Removes link from the graph. If link does not exist does nothing.
       *
       * @param link - object returned by addLink() or getLinks() methods.
       *
       * @returns true if link was removed; false otherwise.
       */
      removeLink: removeLink,

      /**
       * Removes node with given id from the graph. If node does not exist in the graph
       * does nothing.
       *
       * @param nodeId node's identifier passed to addNode() function.
       *
       * @returns true if node was removed; false otherwise.
       */
      removeNode: removeNode,

      /**
       * Gets node with given identifier. If node does not exist undefined value is returned.
       *
       * @param nodeId requested node identifier;
       *
       * @return {node} in with requested identifier or undefined if no such node exists.
       */
      getNode: getNode,

      /**
       * Gets number of nodes in this graph.
       *
       * @return number of nodes in the graph.
       */
      getNodeCount: getNodeCount,

      /**
       * Gets total number of links in the graph.
       */
      getLinkCount: getLinkCount,

      /**
       * Synonym for `getLinkCount()`
       */
      getEdgeCount: getLinkCount,

      /**
       * Synonym for `getLinkCount()`
       */
      getLinksCount: getLinkCount,

      /**
       * Synonym for `getNodeCount()`
       */
      getNodesCount: getNodeCount,

      /**
       * Gets all links (inbound and outbound) from the node with given id.
       * If node with given id is not found null is returned.
       *
       * @param nodeId requested node identifier.
       *
       * @return Set of links from and to requested node if such node exists;
       *   otherwise null is returned.
       */
      getLinks: getLinks,

      /**
       * Invokes callback on each node of the graph.
       *
       * @param {Function(node)} callback Function to be invoked. The function
       *   is passed one argument: visited node.
       */
      forEachNode: forEachNode,

      /**
       * Invokes callback on every linked (adjacent) node to the given one.
       *
       * @param nodeId Identifier of the requested node.
       * @param {Function(node, link)} callback Function to be called on all linked nodes.
       *   The function is passed two parameters: adjacent node and link object itself.
       * @param oriented if true graph treated as oriented.
       */
      forEachLinkedNode: forEachLinkedNode,

      /**
       * Enumerates all links in the graph
       *
       * @param {Function(link)} callback Function to be called on all links in the graph.
       *   The function is passed one parameter: graph's link object.
       *
       * Link object contains at least the following fields:
       *  fromId - node id where link starts;
       *  toId - node id where link ends,
       *  data - additional data passed to graph.addLink() method.
       */
      forEachLink: forEachLink,

      /**
       * Suspend all notifications about graph changes until
       * endUpdate is called.
       */
      beginUpdate: enterModification,

      /**
       * Resumes all notifications about graph changes and fires
       * graph 'changed' event in case there are any pending changes.
       */
      endUpdate: exitModification,

      /**
       * Removes all nodes and links from the graph.
       */
      clear: clear,

      /**
       * Detects whether there is a link between two nodes.
       * Operation complexity is O(n) where n - number of links of a node.
       * NOTE: this function is synonym for getLink()
       *
       * @returns link if there is one. null otherwise.
       */
      hasLink: getLink,

      /**
       * Detects whether there is a node with given id
       * 
       * Operation complexity is O(1)
       * NOTE: this function is synonym for getNode()
       *
       * @returns node if there is one; Falsy value otherwise.
       */
      hasNode: getNode,

      /**
       * Gets an edge between two nodes.
       * Operation complexity is O(n) where n - number of links of a node.
       *
       * @param {string} fromId link start identifier
       * @param {string} toId link end identifier
       *
       * @returns link if there is one; undefined otherwise.
       */
      getLink: getLink,

      /**
       * Gets a link by its id.
       *
       * @param {string} linkId link identifier
       *
       * @returns link if there is one; undefined otherwise.
       */
      getLinkById: getLinkById
    };

    // this will add `on()` and `fire()` methods.
    eventify(graphPart);

    monitorSubscribers();

    return graphPart;

    function monitorSubscribers() {
      var realOn = graphPart.on;

      // replace real `on` with our temporary on, which will trigger change
      // modification monitoring:
      graphPart.on = on;

      function on() {
        // now it's time to start tracking stuff:
        graphPart.beginUpdate = enterModification = enterModificationReal;
        graphPart.endUpdate = exitModification = exitModificationReal;
        recordLinkChange = recordLinkChangeReal;
        recordNodeChange = recordNodeChangeReal;

        // this will replace current `on` method with real pub/sub from `eventify`.
        graphPart.on = realOn;
        // delegate to real `on` handler:
        return realOn.apply(graphPart, arguments);
      }
    }

    function recordLinkChangeReal(link, changeType) {
      changes.push({
        link: link,
        changeType: changeType
      });
    }

    function recordNodeChangeReal(node, changeType) {
      changes.push({
        node: node,
        changeType: changeType
      });
    }

    function addNode(nodeId, data) {
      if (nodeId === undefined) {
        throw new Error('Invalid node identifier');
      }

      enterModification();

      var node = getNode(nodeId);
      if (!node) {
        node = new Node$1(nodeId, data);
        recordNodeChange(node, 'add');
      } else {
        node.data = data;
        recordNodeChange(node, 'update');
      }

      nodes.set(nodeId, node);

      exitModification();
      return node;
    }

    function getNode(nodeId) {
      return nodes.get(nodeId);
    }

    function removeNode(nodeId) {
      var node = getNode(nodeId);
      if (!node) {
        return false;
      }

      enterModification();

      var prevLinks = node.links;
      if (prevLinks) {
        prevLinks.forEach(removeLinkInstance);
        node.links = null;
      }

      nodes.delete(nodeId);

      recordNodeChange(node, 'remove');

      exitModification();

      return true;
    }


    function addLink(fromId, toId, data) {
      enterModification();

      var fromNode = getNode(fromId) || addNode(fromId);
      var toNode = getNode(toId) || addNode(toId);

      var link = createLink(fromId, toId, data);
      var isUpdate = links.has(link.id);

      links.set(link.id, link);

      // TODO: this is not cool. On large graphs potentially would consume more memory.
      addLinkToNode(fromNode, link);
      if (fromId !== toId) {
        // make sure we are not duplicating links for self-loops
        addLinkToNode(toNode, link);
      }

      recordLinkChange(link, isUpdate ? 'update' : 'add');

      exitModification();

      return link;
    }

    function createSingleLink(fromId, toId, data) {
      var linkId = makeLinkId(fromId, toId);
      var prevLink = links.get(linkId);
      if (prevLink) {
        prevLink.data = data;
        return prevLink;
      }

      return new Link(fromId, toId, data, linkId);
    }

    function createUniqueLink(fromId, toId, data) {
      // TODO: Find a better/faster way to store multigraphs
      var linkId = makeLinkId(fromId, toId);
      var isMultiEdge = multiEdges.hasOwnProperty(linkId);
      if (isMultiEdge || getLink(fromId, toId)) {
        if (!isMultiEdge) {
          multiEdges[linkId] = 0;
        }
        var suffix = '@' + (++multiEdges[linkId]);
        linkId = makeLinkId(fromId + suffix, toId + suffix);
      }

      return new Link(fromId, toId, data, linkId);
    }

    function getNodeCount() {
      return nodes.size;
    }

    function getLinkCount() {
      return links.size;
    }

    function getLinks(nodeId) {
      var node = getNode(nodeId);
      return node ? node.links : null;
    }

    function removeLink(link, otherId) {
      if (otherId !== undefined) {
        link = getLink(link, otherId);
      }
      return removeLinkInstance(link);
    }

    function removeLinkInstance(link) {
      if (!link) {
        return false;
      }
      if (!links.get(link.id)) return false;

      enterModification();

      links.delete(link.id);

      var fromNode = getNode(link.fromId);
      var toNode = getNode(link.toId);

      if (fromNode) {
        fromNode.links.delete(link);
      }

      if (toNode) {
        toNode.links.delete(link);
      }

      recordLinkChange(link, 'remove');

      exitModification();

      return true;
    }

    function getLink(fromNodeId, toNodeId) {
      if (fromNodeId === undefined || toNodeId === undefined) return undefined;
      return links.get(makeLinkId(fromNodeId, toNodeId));
    }

    function getLinkById(linkId) {
      if (linkId === undefined) return undefined;
      return links.get(linkId);
    }

    function clear() {
      enterModification();
      forEachNode(function (node) {
        removeNode(node.id);
      });
      exitModification();
    }

    function forEachLink(callback) {
      if (typeof callback === 'function') {
        var valuesIterator = links.values();
        var nextValue = valuesIterator.next();
        while (!nextValue.done) {
          if (callback(nextValue.value)) {
            return true; // client doesn't want to proceed. Return.
          }
          nextValue = valuesIterator.next();
        }
      }
    }

    function forEachLinkedNode(nodeId, callback, oriented) {
      var node = getNode(nodeId);

      if (node && node.links && typeof callback === 'function') {
        if (oriented) {
          return forEachOrientedLink(node.links, nodeId, callback);
        } else {
          return forEachNonOrientedLink(node.links, nodeId, callback);
        }
      }
    }

    // eslint-disable-next-line no-shadow
    function forEachNonOrientedLink(links, nodeId, callback) {
      var quitFast;

      var valuesIterator = links.values();
      var nextValue = valuesIterator.next();
      while (!nextValue.done) {
        var link = nextValue.value;
        var linkedNodeId = link.fromId === nodeId ? link.toId : link.fromId;
        quitFast = callback(nodes.get(linkedNodeId), link);
        if (quitFast) {
          return true; // Client does not need more iterations. Break now.
        }
        nextValue = valuesIterator.next();
      }
    }

    // eslint-disable-next-line no-shadow
    function forEachOrientedLink(links, nodeId, callback) {
      var quitFast;
      var valuesIterator = links.values();
      var nextValue = valuesIterator.next();
      while (!nextValue.done) {
        var link = nextValue.value;
        if (link.fromId === nodeId) {
          quitFast = callback(nodes.get(link.toId), link);
          if (quitFast) {
            return true; // Client does not need more iterations. Break now.
          }
        }
        nextValue = valuesIterator.next();
      }
    }

    // we will not fire anything until users of this library explicitly call `on()`
    // method.
    function noop() { }

    // Enter, Exit modification allows bulk graph updates without firing events.
    function enterModificationReal() {
      suspendEvents += 1;
    }

    function exitModificationReal() {
      suspendEvents -= 1;
      if (suspendEvents === 0 && changes.length > 0) {
        graphPart.fire('changed', changes);
        changes.length = 0;
      }
    }

    function forEachNode(callback) {
      if (typeof callback !== 'function') {
        throw new Error('Function is expected to iterate over graph nodes. You passed ' + callback);
      }

      var valuesIterator = nodes.values();
      var nextValue = valuesIterator.next();
      while (!nextValue.done) {
        if (callback(nextValue.value)) {
          return true; // client doesn't want to proceed. Return.
        }
        nextValue = valuesIterator.next();
      }
    }
  }

  /**
   * Internal structure to represent node;
   */
  function Node$1(id, data) {
    this.id = id;
    this.links = null;
    this.data = data;
  }

  function addLinkToNode(node, link) {
    if (node.links) {
      node.links.add(link);
    } else {
      node.links = new Set([link]);
    }
  }

  /**
   * Internal structure to represent links;
   */
  function Link(fromId, toId, data, id) {
    this.fromId = fromId;
    this.toId = toId;
    this.data = data;
    this.id = id;
  }

  function makeLinkId(fromId, toId) {
    return fromId.toString() + '👉 ' + toId.toString();
  }

  function getDefaultExportFromCjs (x) {
  	return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;
  }

  var ngraph_forcelayout = {exports: {}};

  var generateCreateBody = {exports: {}};

  var getVariableName;
  var hasRequiredGetVariableName;

  function requireGetVariableName () {
  	if (hasRequiredGetVariableName) return getVariableName;
  	hasRequiredGetVariableName = 1;
  	getVariableName = function getVariableName(index) {
  	  if (index === 0) return 'x';
  	  if (index === 1) return 'y';
  	  if (index === 2) return 'z';
  	  return 'c' + (index + 1);
  	};
  	return getVariableName;
  }

  var createPatternBuilder;
  var hasRequiredCreatePatternBuilder;

  function requireCreatePatternBuilder () {
  	if (hasRequiredCreatePatternBuilder) return createPatternBuilder;
  	hasRequiredCreatePatternBuilder = 1;
  	const getVariableName = requireGetVariableName();

  	createPatternBuilder = function createPatternBuilder(dimension) {

  	  return pattern;
  	  
  	  function pattern(template, config) {
  	    let indent = (config && config.indent) || 0;
  	    let join = (config && config.join !== undefined) ? config.join : '\n';
  	    let indentString = Array(indent + 1).join(' ');
  	    let buffer = [];
  	    for (let i = 0; i < dimension; ++i) {
  	      let variableName = getVariableName(i);
  	      let prefix = (i === 0) ? '' : indentString;
  	      buffer.push(prefix + template.replace(/{var}/g, variableName));
  	    }
  	    return buffer.join(join);
  	  }
  	};
  	return createPatternBuilder;
  }

  var hasRequiredGenerateCreateBody;

  function requireGenerateCreateBody () {
  	if (hasRequiredGenerateCreateBody) return generateCreateBody.exports;
  	hasRequiredGenerateCreateBody = 1;
  	const createPatternBuilder = requireCreatePatternBuilder();

  	generateCreateBody.exports = generateCreateBodyFunction;
  	generateCreateBody.exports.generateCreateBodyFunctionBody = generateCreateBodyFunctionBody;

  	// InlineTransform: getVectorCode
  	generateCreateBody.exports.getVectorCode = getVectorCode;
  	// InlineTransform: getBodyCode
  	generateCreateBody.exports.getBodyCode = getBodyCode;
  	// InlineTransformExport: module.exports = function() { return Body; }

  	function generateCreateBodyFunction(dimension, debugSetters) {
  	  let code = generateCreateBodyFunctionBody(dimension, debugSetters);
  	  let {Body} = (new Function(code))();
  	  return Body;
  	}

  	function generateCreateBodyFunctionBody(dimension, debugSetters) {
  	  let code = `
${getVectorCode(dimension, debugSetters)}
${getBodyCode(dimension)}
return {Body: Body, Vector: Vector};
`;
  	  return code;
  	}

  	function getBodyCode(dimension) {
  	  let pattern = createPatternBuilder(dimension);
  	  let variableList = pattern('{var}', {join: ', '});
  	  return `
function Body(${variableList}) {
  this.isPinned = false;
  this.pos = new Vector(${variableList});
  this.force = new Vector();
  this.velocity = new Vector();
  this.mass = 1;

  this.springCount = 0;
  this.springLength = 0;
}

Body.prototype.reset = function() {
  this.force.reset();
  this.springCount = 0;
  this.springLength = 0;
}

Body.prototype.setPosition = function (${variableList}) {
  ${pattern('this.pos.{var} = {var} || 0;', {indent: 2})}
};`;
  	}

  	function getVectorCode(dimension, debugSetters) {
  	  let pattern = createPatternBuilder(dimension);
  	  let setters = '';
  	  if (debugSetters) {
  	    setters = `${pattern("\n\
	   var v{var};\n\
	Object.defineProperty(this, '{var}', {\n\
	  set: function(v) { \n\
	    if (!Number.isFinite(v)) throw new Error('Cannot set non-numbers to {var}');\n\
	    v{var} = v; \n\
	  },\n\
	  get: function() { return v{var}; }\n\
	});")}`;
  	  }

  	  let variableList = pattern('{var}', {join: ', '});
  	  return `function Vector(${variableList}) {
  ${setters}
    if (typeof arguments[0] === 'object') {
      // could be another vector
      let v = arguments[0];
      ${pattern('if (!Number.isFinite(v.{var})) throw new Error("Expected value is not a finite number at Vector constructor ({var})");', {indent: 4})}
      ${pattern('this.{var} = v.{var};', {indent: 4})}
    } else {
      ${pattern('this.{var} = typeof {var} === "number" ? {var} : 0;', {indent: 4})}
    }
  }
  
  Vector.prototype.reset = function () {
    ${pattern('this.{var} = ', {join: ''})}0;
  };`;
  	}
  	return generateCreateBody.exports;
  }

  var generateQuadTree = {exports: {}};

  var hasRequiredGenerateQuadTree;

  function requireGenerateQuadTree () {
  	if (hasRequiredGenerateQuadTree) return generateQuadTree.exports;
  	hasRequiredGenerateQuadTree = 1;
  	const createPatternBuilder = requireCreatePatternBuilder();
  	const getVariableName = requireGetVariableName();

  	generateQuadTree.exports = generateQuadTreeFunction;
  	generateQuadTree.exports.generateQuadTreeFunctionBody = generateQuadTreeFunctionBody;

  	// These exports are for InlineTransform tool.
  	// InlineTransform: getInsertStackCode
  	generateQuadTree.exports.getInsertStackCode = getInsertStackCode;
  	// InlineTransform: getQuadNodeCode
  	generateQuadTree.exports.getQuadNodeCode = getQuadNodeCode;
  	// InlineTransform: isSamePosition
  	generateQuadTree.exports.isSamePosition = isSamePosition;
  	// InlineTransform: getChildBodyCode
  	generateQuadTree.exports.getChildBodyCode = getChildBodyCode;
  	// InlineTransform: setChildBodyCode
  	generateQuadTree.exports.setChildBodyCode = setChildBodyCode;

  	function generateQuadTreeFunction(dimension) {
  	  let code = generateQuadTreeFunctionBody(dimension);
  	  return (new Function(code))();
  	}

  	function generateQuadTreeFunctionBody(dimension) {
  	  let pattern = createPatternBuilder(dimension);
  	  let quadCount = Math.pow(2, dimension);

  	  let code = `
${getInsertStackCode()}
${getQuadNodeCode(dimension)}
${isSamePosition(dimension)}
${getChildBodyCode(dimension)}
${setChildBodyCode(dimension)}

function createQuadTree(options, random) {
  options = options || {};
  options.gravity = typeof options.gravity === 'number' ? options.gravity : -1;
  options.theta = typeof options.theta === 'number' ? options.theta : 0.8;

  var gravity = options.gravity;
  var updateQueue = [];
  var insertStack = new InsertStack();
  var theta = options.theta;

  var nodesCache = [];
  var currentInCache = 0;
  var root = newNode();

  return {
    insertBodies: insertBodies,

    /**
     * Gets root node if it is present
     */
    getRoot: function() {
      return root;
    },

    updateBodyForce: update,

    options: function(newOptions) {
      if (newOptions) {
        if (typeof newOptions.gravity === 'number') {
          gravity = newOptions.gravity;
        }
        if (typeof newOptions.theta === 'number') {
          theta = newOptions.theta;
        }

        return this;
      }

      return {
        gravity: gravity,
        theta: theta
      };
    }
  };

  function newNode() {
    // To avoid pressure on GC we reuse nodes.
    var node = nodesCache[currentInCache];
    if (node) {
${assignQuads('      node.')}
      node.body = null;
      node.mass = ${pattern('node.mass_{var} = ', {join: ''})}0;
      ${pattern('node.min_{var} = node.max_{var} = ', {join: ''})}0;
    } else {
      node = new QuadNode();
      nodesCache[currentInCache] = node;
    }

    ++currentInCache;
    return node;
  }

  function update(sourceBody) {
    var queue = updateQueue;
    var v;
    ${pattern('var d{var};', {indent: 4})}
    var r; 
    ${pattern('var f{var} = 0;', {indent: 4})}
    var queueLength = 1;
    var shiftIdx = 0;
    var pushIdx = 1;

    queue[0] = root;

    while (queueLength) {
      var node = queue[shiftIdx];
      var body = node.body;

      queueLength -= 1;
      shiftIdx += 1;
      var differentBody = (body !== sourceBody);
      if (body && differentBody) {
        // If the current node is a leaf node (and it is not source body),
        // calculate the force exerted by the current node on body, and add this
        // amount to body's net force.
        ${pattern('d{var} = body.pos.{var} - sourceBody.pos.{var};', {indent: 8})}
        r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});

        if (r === 0) {
          // Poor man's protection against zero distance.
          ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 10})}
          r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
        }

        // This is standard gravitation force calculation but we divide
        // by r^3 to save two operations when normalizing force vector.
        v = gravity * body.mass * sourceBody.mass / (r * r * r);
        ${pattern('f{var} += v * d{var};', {indent: 8})}
      } else if (differentBody) {
        // Otherwise, calculate the ratio s / r,  where s is the width of the region
        // represented by the internal node, and r is the distance between the body
        // and the node's center-of-mass
        ${pattern('d{var} = node.mass_{var} / node.mass - sourceBody.pos.{var};', {indent: 8})}
        r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});

        if (r === 0) {
          // Sorry about code duplication. I don't want to create many functions
          // right away. Just want to see performance first.
          ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 10})}
          r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
        }
        // If s / r < θ, treat this internal node as a single body, and calculate the
        // force it exerts on sourceBody, and add this amount to sourceBody's net force.
        if ((node.max_${getVariableName(0)} - node.min_${getVariableName(0)}) / r < theta) {
          // in the if statement above we consider node's width only
          // because the region was made into square during tree creation.
          // Thus there is no difference between using width or height.
          v = gravity * node.mass * sourceBody.mass / (r * r * r);
          ${pattern('f{var} += v * d{var};', {indent: 10})}
        } else {
          // Otherwise, run the procedure recursively on each of the current node's children.

          // I intentionally unfolded this loop, to save several CPU cycles.
${runRecursiveOnChildren()}
        }
      }
    }

    ${pattern('sourceBody.force.{var} += f{var};', {indent: 4})}
  }

  function insertBodies(bodies) {
    ${pattern('var {var}min = Number.MAX_VALUE;', {indent: 4})}
    ${pattern('var {var}max = Number.MIN_VALUE;', {indent: 4})}
    var i = bodies.length;

    // To reduce quad tree depth we are looking for exact bounding box of all particles.
    while (i--) {
      var pos = bodies[i].pos;
      ${pattern('if (pos.{var} < {var}min) {var}min = pos.{var};', {indent: 6})}
      ${pattern('if (pos.{var} > {var}max) {var}max = pos.{var};', {indent: 6})}
    }

    // Makes the bounds square.
    var maxSideLength = -Infinity;
    ${pattern('if ({var}max - {var}min > maxSideLength) maxSideLength = {var}max - {var}min ;', {indent: 4})}

    currentInCache = 0;
    root = newNode();
    ${pattern('root.min_{var} = {var}min;', {indent: 4})}
    ${pattern('root.max_{var} = {var}min + maxSideLength;', {indent: 4})}

    i = bodies.length - 1;
    if (i >= 0) {
      root.body = bodies[i];
    }
    while (i--) {
      insert(bodies[i], root);
    }
  }

  function insert(newBody) {
    insertStack.reset();
    insertStack.push(root, newBody);

    while (!insertStack.isEmpty()) {
      var stackItem = insertStack.pop();
      var node = stackItem.node;
      var body = stackItem.body;

      if (!node.body) {
        // This is internal node. Update the total mass of the node and center-of-mass.
        ${pattern('var {var} = body.pos.{var};', {indent: 8})}
        node.mass += body.mass;
        ${pattern('node.mass_{var} += body.mass * {var};', {indent: 8})}

        // Recursively insert the body in the appropriate quadrant.
        // But first find the appropriate quadrant.
        var quadIdx = 0; // Assume we are in the 0's quad.
        ${pattern('var min_{var} = node.min_{var};', {indent: 8})}
        ${pattern('var max_{var} = (min_{var} + node.max_{var}) / 2;', {indent: 8})}

${assignInsertionQuadIndex(8)}

        var child = getChild(node, quadIdx);

        if (!child) {
          // The node is internal but this quadrant is not taken. Add
          // subnode to it.
          child = newNode();
          ${pattern('child.min_{var} = min_{var};', {indent: 10})}
          ${pattern('child.max_{var} = max_{var};', {indent: 10})}
          child.body = body;

          setChild(node, quadIdx, child);
        } else {
          // continue searching in this quadrant.
          insertStack.push(child, body);
        }
      } else {
        // We are trying to add to the leaf node.
        // We have to convert current leaf into internal node
        // and continue adding two nodes.
        var oldBody = node.body;
        node.body = null; // internal nodes do not cary bodies

        if (isSamePosition(oldBody.pos, body.pos)) {
          // Prevent infinite subdivision by bumping one node
          // anywhere in this quadrant
          var retriesCount = 3;
          do {
            var offset = random.nextDouble();
            ${pattern('var d{var} = (node.max_{var} - node.min_{var}) * offset;', {indent: 12})}

            ${pattern('oldBody.pos.{var} = node.min_{var} + d{var};', {indent: 12})}
            retriesCount -= 1;
            // Make sure we don't bump it out of the box. If we do, next iteration should fix it
          } while (retriesCount > 0 && isSamePosition(oldBody.pos, body.pos));

          if (retriesCount === 0 && isSamePosition(oldBody.pos, body.pos)) {
            // This is very bad, we ran out of precision.
            // if we do not return from the method we'll get into
            // infinite loop here. So we sacrifice correctness of layout, and keep the app running
            // Next layout iteration should get larger bounding box in the first step and fix this
            return;
          }
        }
        // Next iteration should subdivide node further.
        insertStack.push(node, oldBody);
        insertStack.push(node, body);
      }
    }
  }
}
return createQuadTree;

`;
  	  return code;


  	  function assignInsertionQuadIndex(indentCount) {
  	    let insertionCode = [];
  	    let indent = Array(indentCount + 1).join(' ');
  	    for (let i = 0; i < dimension; ++i) {
  	      insertionCode.push(indent + `if (${getVariableName(i)} > max_${getVariableName(i)}) {`);
  	      insertionCode.push(indent + `  quadIdx = quadIdx + ${Math.pow(2, i)};`);
  	      insertionCode.push(indent + `  min_${getVariableName(i)} = max_${getVariableName(i)};`);
  	      insertionCode.push(indent + `  max_${getVariableName(i)} = node.max_${getVariableName(i)};`);
  	      insertionCode.push(indent + `}`);
  	    }
  	    return insertionCode.join('\n');
  	    // if (x > max_x) { // somewhere in the eastern part.
  	    //   quadIdx = quadIdx + 1;
  	    //   left = right;
  	    //   right = node.right;
  	    // }
  	  }

  	  function runRecursiveOnChildren() {
  	    let indent = Array(11).join(' ');
  	    let recursiveCode = [];
  	    for (let i = 0; i < quadCount; ++i) {
  	      recursiveCode.push(indent + `if (node.quad${i}) {`);
  	      recursiveCode.push(indent + `  queue[pushIdx] = node.quad${i};`);
  	      recursiveCode.push(indent + `  queueLength += 1;`);
  	      recursiveCode.push(indent + `  pushIdx += 1;`);
  	      recursiveCode.push(indent + `}`);
  	    }
  	    return recursiveCode.join('\n');
  	    // if (node.quad0) {
  	    //   queue[pushIdx] = node.quad0;
  	    //   queueLength += 1;
  	    //   pushIdx += 1;
  	    // }
  	  }

  	  function assignQuads(indent) {
  	    // this.quad0 = null;
  	    // this.quad1 = null;
  	    // this.quad2 = null;
  	    // this.quad3 = null;
  	    let quads = [];
  	    for (let i = 0; i < quadCount; ++i) {
  	      quads.push(`${indent}quad${i} = null;`);
  	    }
  	    return quads.join('\n');
  	  }
  	}

  	function isSamePosition(dimension) {
  	  let pattern = createPatternBuilder(dimension);
  	  return `
  function isSamePosition(point1, point2) {
    ${pattern('var d{var} = Math.abs(point1.{var} - point2.{var});', {indent: 2})}
  
    return ${pattern('d{var} < 1e-8', {join: ' && '})};
  }  
`;
  	}

  	function setChildBodyCode(dimension) {
  	  var quadCount = Math.pow(2, dimension);
  	  return `
function setChild(node, idx, child) {
  ${setChildBody()}
}`;
  	  function setChildBody() {
  	    let childBody = [];
  	    for (let i = 0; i < quadCount; ++i) {
  	      let prefix = (i === 0) ? '  ' : '  else ';
  	      childBody.push(`${prefix}if (idx === ${i}) node.quad${i} = child;`);
  	    }

  	    return childBody.join('\n');
  	    // if (idx === 0) node.quad0 = child;
  	    // else if (idx === 1) node.quad1 = child;
  	    // else if (idx === 2) node.quad2 = child;
  	    // else if (idx === 3) node.quad3 = child;
  	  }
  	}

  	function getChildBodyCode(dimension) {
  	  return `function getChild(node, idx) {
${getChildBody()}
  return null;
}`;

  	  function getChildBody() {
  	    let childBody = [];
  	    let quadCount = Math.pow(2, dimension);
  	    for (let i = 0; i < quadCount; ++i) {
  	      childBody.push(`  if (idx === ${i}) return node.quad${i};`);
  	    }

  	    return childBody.join('\n');
  	    // if (idx === 0) return node.quad0;
  	    // if (idx === 1) return node.quad1;
  	    // if (idx === 2) return node.quad2;
  	    // if (idx === 3) return node.quad3;
  	  }
  	}

  	function getQuadNodeCode(dimension) {
  	  let pattern = createPatternBuilder(dimension);
  	  let quadCount = Math.pow(2, dimension);
  	  var quadNodeCode = `
function QuadNode() {
  // body stored inside this node. In quad tree only leaf nodes (by construction)
  // contain bodies:
  this.body = null;

  // Child nodes are stored in quads. Each quad is presented by number:
  // 0 | 1
  // -----
  // 2 | 3
${assignQuads('  this.')}

  // Total mass of current node
  this.mass = 0;

  // Center of mass coordinates
  ${pattern('this.mass_{var} = 0;', {indent: 2})}

  // bounding box coordinates
  ${pattern('this.min_{var} = 0;', {indent: 2})}
  ${pattern('this.max_{var} = 0;', {indent: 2})}
}
`;
  	  return quadNodeCode;

  	  function assignQuads(indent) {
  	    // this.quad0 = null;
  	    // this.quad1 = null;
  	    // this.quad2 = null;
  	    // this.quad3 = null;
  	    let quads = [];
  	    for (let i = 0; i < quadCount; ++i) {
  	      quads.push(`${indent}quad${i} = null;`);
  	    }
  	    return quads.join('\n');
  	  }
  	}

  	function getInsertStackCode() {
  	  return `
/**
 * Our implementation of QuadTree is non-recursive to avoid GC hit
 * This data structure represent stack of elements
 * which we are trying to insert into quad tree.
 */
function InsertStack () {
    this.stack = [];
    this.popIdx = 0;
}

InsertStack.prototype = {
    isEmpty: function() {
        return this.popIdx === 0;
    },
    push: function (node, body) {
        var item = this.stack[this.popIdx];
        if (!item) {
            // we are trying to avoid memory pressure: create new element
            // only when absolutely necessary
            this.stack[this.popIdx] = new InsertStackElement(node, body);
        } else {
            item.node = node;
            item.body = body;
        }
        ++this.popIdx;
    },
    pop: function () {
        if (this.popIdx > 0) {
            return this.stack[--this.popIdx];
        }
    },
    reset: function () {
        this.popIdx = 0;
    }
};

function InsertStackElement(node, body) {
    this.node = node; // QuadTree node
    this.body = body; // physical body which needs to be inserted to node
}
`;
  	}
  	return generateQuadTree.exports;
  }

  var generateBounds = {exports: {}};

  var hasRequiredGenerateBounds;

  function requireGenerateBounds () {
  	if (hasRequiredGenerateBounds) return generateBounds.exports;
  	hasRequiredGenerateBounds = 1;
  	generateBounds.exports = generateBoundsFunction;
  	generateBounds.exports.generateFunctionBody = generateBoundsFunctionBody;

  	const createPatternBuilder = requireCreatePatternBuilder();

  	function generateBoundsFunction(dimension) {
  	  let code = generateBoundsFunctionBody(dimension);
  	  return new Function('bodies', 'settings', 'random', code);
  	}

  	function generateBoundsFunctionBody(dimension) {
  	  let pattern = createPatternBuilder(dimension);

  	  let code = `
  var boundingBox = {
    ${pattern('min_{var}: 0, max_{var}: 0,', {indent: 4})}
  };

  return {
    box: boundingBox,

    update: updateBoundingBox,

    reset: resetBoundingBox,

    getBestNewPosition: function (neighbors) {
      var ${pattern('base_{var} = 0', {join: ', '})};

      if (neighbors.length) {
        for (var i = 0; i < neighbors.length; ++i) {
          let neighborPos = neighbors[i].pos;
          ${pattern('base_{var} += neighborPos.{var};', {indent: 10})}
        }

        ${pattern('base_{var} /= neighbors.length;', {indent: 8})}
      } else {
        ${pattern('base_{var} = (boundingBox.min_{var} + boundingBox.max_{var}) / 2;', {indent: 8})}
      }

      var springLength = settings.springLength;
      return {
        ${pattern('{var}: base_{var} + (random.nextDouble() - 0.5) * springLength,', {indent: 8})}
      };
    }
  };

  function updateBoundingBox() {
    var i = bodies.length;
    if (i === 0) return; // No bodies - no borders.

    ${pattern('var max_{var} = -Infinity;', {indent: 4})}
    ${pattern('var min_{var} = Infinity;', {indent: 4})}

    while(i--) {
      // this is O(n), it could be done faster with quadtree, if we check the root node bounds
      var bodyPos = bodies[i].pos;
      ${pattern('if (bodyPos.{var} < min_{var}) min_{var} = bodyPos.{var};', {indent: 6})}
      ${pattern('if (bodyPos.{var} > max_{var}) max_{var} = bodyPos.{var};', {indent: 6})}
    }

    ${pattern('boundingBox.min_{var} = min_{var};', {indent: 4})}
    ${pattern('boundingBox.max_{var} = max_{var};', {indent: 4})}
  }

  function resetBoundingBox() {
    ${pattern('boundingBox.min_{var} = boundingBox.max_{var} = 0;', {indent: 4})}
  }
`;
  	  return code;
  	}
  	return generateBounds.exports;
  }

  var generateCreateDragForce = {exports: {}};

  var hasRequiredGenerateCreateDragForce;

  function requireGenerateCreateDragForce () {
  	if (hasRequiredGenerateCreateDragForce) return generateCreateDragForce.exports;
  	hasRequiredGenerateCreateDragForce = 1;
  	const createPatternBuilder = requireCreatePatternBuilder();

  	generateCreateDragForce.exports = generateCreateDragForceFunction;
  	generateCreateDragForce.exports.generateCreateDragForceFunctionBody = generateCreateDragForceFunctionBody;

  	function generateCreateDragForceFunction(dimension) {
  	  let code = generateCreateDragForceFunctionBody(dimension);
  	  return new Function('options', code);
  	}

  	function generateCreateDragForceFunctionBody(dimension) {
  	  let pattern = createPatternBuilder(dimension);
  	  let code = `
  if (!Number.isFinite(options.dragCoefficient)) throw new Error('dragCoefficient is not a finite number');

  return {
    update: function(body) {
      ${pattern('body.force.{var} -= options.dragCoefficient * body.velocity.{var};', {indent: 6})}
    }
  };
`;
  	  return code;
  	}
  	return generateCreateDragForce.exports;
  }

  var generateCreateSpringForce = {exports: {}};

  var hasRequiredGenerateCreateSpringForce;

  function requireGenerateCreateSpringForce () {
  	if (hasRequiredGenerateCreateSpringForce) return generateCreateSpringForce.exports;
  	hasRequiredGenerateCreateSpringForce = 1;
  	const createPatternBuilder = requireCreatePatternBuilder();

  	generateCreateSpringForce.exports = generateCreateSpringForceFunction;
  	generateCreateSpringForce.exports.generateCreateSpringForceFunctionBody = generateCreateSpringForceFunctionBody;

  	function generateCreateSpringForceFunction(dimension) {
  	  let code = generateCreateSpringForceFunctionBody(dimension);
  	  return new Function('options', 'random', code);
  	}

  	function generateCreateSpringForceFunctionBody(dimension) {
  	  let pattern = createPatternBuilder(dimension);
  	  let code = `
  if (!Number.isFinite(options.springCoefficient)) throw new Error('Spring coefficient is not a number');
  if (!Number.isFinite(options.springLength)) throw new Error('Spring length is not a number');

  return {
    /**
     * Updates forces acting on a spring
     */
    update: function (spring) {
      var body1 = spring.from;
      var body2 = spring.to;
      var length = spring.length < 0 ? options.springLength : spring.length;
      ${pattern('var d{var} = body2.pos.{var} - body1.pos.{var};', {indent: 6})}
      var r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});

      if (r === 0) {
        ${pattern('d{var} = (random.nextDouble() - 0.5) / 50;', {indent: 8})}
        r = Math.sqrt(${pattern('d{var} * d{var}', {join: ' + '})});
      }

      var d = r - length;
      var coefficient = ((spring.coefficient > 0) ? spring.coefficient : options.springCoefficient) * d / r;

      ${pattern('body1.force.{var} += coefficient * d{var}', {indent: 6})};
      body1.springCount += 1;
      body1.springLength += r;

      ${pattern('body2.force.{var} -= coefficient * d{var}', {indent: 6})};
      body2.springCount += 1;
      body2.springLength += r;
    }
  };
`;
  	  return code;
  	}
  	return generateCreateSpringForce.exports;
  }

  var generateIntegrator = {exports: {}};

  var hasRequiredGenerateIntegrator;

  function requireGenerateIntegrator () {
  	if (hasRequiredGenerateIntegrator) return generateIntegrator.exports;
  	hasRequiredGenerateIntegrator = 1;
  	const createPatternBuilder = requireCreatePatternBuilder();

  	generateIntegrator.exports = generateIntegratorFunction;
  	generateIntegrator.exports.generateIntegratorFunctionBody = generateIntegratorFunctionBody;

  	function generateIntegratorFunction(dimension) {
  	  let code = generateIntegratorFunctionBody(dimension);
  	  return new Function('bodies', 'timeStep', 'adaptiveTimeStepWeight', code);
  	}

  	function generateIntegratorFunctionBody(dimension) {
  	  let pattern = createPatternBuilder(dimension);
  	  let code = `
  var length = bodies.length;
  if (length === 0) return 0;

  ${pattern('var d{var} = 0, t{var} = 0;', {indent: 2})}

  for (var i = 0; i < length; ++i) {
    var body = bodies[i];
    if (body.isPinned) continue;

    if (adaptiveTimeStepWeight && body.springCount) {
      timeStep = (adaptiveTimeStepWeight * body.springLength/body.springCount);
    }

    var coeff = timeStep / body.mass;

    ${pattern('body.velocity.{var} += coeff * body.force.{var};', {indent: 4})}
    ${pattern('var v{var} = body.velocity.{var};', {indent: 4})}
    var v = Math.sqrt(${pattern('v{var} * v{var}', {join: ' + '})});

    if (v > 1) {
      // We normalize it so that we move within timeStep range. 
      // for the case when v <= 1 - we let velocity to fade out.
      ${pattern('body.velocity.{var} = v{var} / v;', {indent: 6})}
    }

    ${pattern('d{var} = timeStep * body.velocity.{var};', {indent: 4})}

    ${pattern('body.pos.{var} += d{var};', {indent: 4})}

    ${pattern('t{var} += Math.abs(d{var});', {indent: 4})}
  }

  return (${pattern('t{var} * t{var}', {join: ' + '})})/length;
`;
  	  return code;
  	}
  	return generateIntegrator.exports;
  }

  var spring;
  var hasRequiredSpring;

  function requireSpring () {
  	if (hasRequiredSpring) return spring;
  	hasRequiredSpring = 1;
  	spring = Spring;

  	/**
  	 * Represents a physical spring. Spring connects two bodies, has rest length
  	 * stiffness coefficient and optional weight
  	 */
  	function Spring(fromBody, toBody, length, springCoefficient) {
  	    this.from = fromBody;
  	    this.to = toBody;
  	    this.length = length;
  	    this.coefficient = springCoefficient;
  	}
  	return spring;
  }

  var ngraph_merge;
  var hasRequiredNgraph_merge;

  function requireNgraph_merge () {
  	if (hasRequiredNgraph_merge) return ngraph_merge;
  	hasRequiredNgraph_merge = 1;
  	ngraph_merge = merge;

  	/**
  	 * Augments `target` with properties in `options`. Does not override
  	 * target's properties if they are defined and matches expected type in 
  	 * options
  	 *
  	 * @returns {Object} merged object
  	 */
  	function merge(target, options) {
  	  var key;
  	  if (!target) { target = {}; }
  	  if (options) {
  	    for (key in options) {
  	      if (options.hasOwnProperty(key)) {
  	        var targetHasIt = target.hasOwnProperty(key),
  	            optionsValueType = typeof options[key],
  	            shouldReplace = !targetHasIt || (typeof target[key] !== optionsValueType);

  	        if (shouldReplace) {
  	          target[key] = options[key];
  	        } else if (optionsValueType === 'object') {
  	          // go deep, don't care about loops here, we are simple API!:
  	          target[key] = merge(target[key], options[key]);
  	        }
  	      }
  	    }
  	  }

  	  return target;
  	}
  	return ngraph_merge;
  }

  var ngraph_events;
  var hasRequiredNgraph_events;

  function requireNgraph_events () {
  	if (hasRequiredNgraph_events) return ngraph_events;
  	hasRequiredNgraph_events = 1;
  function c(e){s(e);const t=a(e);return e.on=t.on,e.off=t.off,e.fire=t.fire,e}function a(e){let t=Object.create(null);return {on:function(n,r,f){if(typeof r!="function")throw new Error("callback is expected to be a function");let o=t[n];return o||(o=t[n]=[]),o.push({callback:r,ctx:f}),e},off:function(n,r){if(typeof n>"u")return t=Object.create(null),e;if(t[n])if(typeof r!="function")delete t[n];else {const l=t[n];for(let i=0;i<l.length;++i)l[i].callback===r&&l.splice(i,1);}return e},fire:function(n){const r=t[n];if(!r)return e;let f;arguments.length>1&&(f=Array.prototype.slice.call(arguments,1));for(let o=0;o<r.length;++o){const l=r[o];l.callback.apply(l.ctx,f);}return e}}}function s(e){if(!e)throw new Error("Eventify cannot use falsy object as events subject");const t=["on","fire","off"];for(let n=0;n<t.length;++n)if(e.hasOwnProperty(t[n]))throw new Error("Subject cannot be eventified, since it already has property '"+t[n]+"'")}ngraph_events=c;
  	
  	return ngraph_events;
  }

  var ngraph_random = {exports: {}};

  var hasRequiredNgraph_random;

  function requireNgraph_random () {
  	if (hasRequiredNgraph_random) return ngraph_random.exports;
  	hasRequiredNgraph_random = 1;
  	ngraph_random.exports = random;

  	ngraph_random.exports.random = random,
  	ngraph_random.exports.randomIterator = randomIterator;

  	/**
  	 * Creates seeded PRNG with two methods:
  	 *   next() and nextDouble()
  	 */
  	function random(inputSeed) {
  	  var seed = typeof inputSeed === 'number' ? inputSeed : (+new Date());
  	  return new Generator(seed)
  	}

  	function Generator(seed) {
  	  this.seed = seed;
  	}

  	/**
  	  * Generates random integer number in the range from 0 (inclusive) to maxValue (exclusive)
  	  *
  	  * @param maxValue Number REQUIRED. Omitting this number will result in NaN values from PRNG.
  	  */
  	Generator.prototype.next = next;

  	/**
  	  * Generates random double number in the range from 0 (inclusive) to 1 (exclusive)
  	  * This function is the same as Math.random() (except that it could be seeded)
  	  */
  	Generator.prototype.nextDouble = nextDouble;

  	/**
  	 * Returns a random real number from uniform distribution in [0, 1)
  	 */
  	Generator.prototype.uniform = nextDouble;

  	/**
  	 * Returns a random real number from a Gaussian distribution
  	 * with 0 as a mean, and 1 as standard deviation u ~ N(0,1)
  	 */
  	Generator.prototype.gaussian = gaussian;

  	/**
  	 * Returns a floating-point, pseudo-random number that's greater than 
  	 * or equal to 0 and less than 1, with approximately uniform distribution over that range
  	 * 
  	 * Note: This method is the same as nextDouble(), but is here for
  	 * compatibility with similar Math.random()
  	 */
  	Generator.prototype.random = nextDouble;

  	function gaussian() {
  	  // use the polar form of the Box-Muller transform
  	  // based on https://introcs.cs.princeton.edu/java/23recursion/StdRandom.java
  	  var r, x, y;
  	  do {
  	    x = this.nextDouble() * 2 - 1;
  	    y = this.nextDouble() * 2 - 1;
  	    r = x * x + y * y;
  	  } while (r >= 1 || r === 0);

  	  return x * Math.sqrt(-2 * Math.log(r)/r);
  	}

  	/**
  	 * See https://twitter.com/anvaka/status/1296182534150135808
  	 */
  	Generator.prototype.levy = levy;

  	function levy() {
  	  var beta = 3 / 2;
  	  var sigma = Math.pow(
  	      gamma( 1 + beta ) * Math.sin(Math.PI * beta / 2) / 
  	        (gamma((1 + beta) / 2) * beta * Math.pow(2, (beta - 1) / 2)),
  	      1/beta
  	  );
  	  return this.gaussian() * sigma / Math.pow(Math.abs(this.gaussian()), 1/beta);
  	}

  	// gamma function approximation
  	function gamma(z) {
  	  return Math.sqrt(2 * Math.PI / z) * Math.pow((1 / Math.E) * (z + 1 / (12 * z - 1 / (10 * z))), z);
  	}

  	function nextDouble() {
  	  var seed = this.seed;
  	  // Robert Jenkins' 32 bit integer hash function.
  	  seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff;
  	  seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff;
  	  seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff;
  	  seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff;
  	  seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff;
  	  seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff;
  	  this.seed = seed;
  	  return (seed & 0xfffffff) / 0x10000000;
  	}

  	function next(maxValue) {
  	  return Math.floor(this.nextDouble() * maxValue);
  	}

  	/*
  	 * Creates iterator over array, which returns items of array in random order
  	 * Time complexity is guaranteed to be O(n);
  	 */
  	function randomIterator(array, customRandom) {
  	  var localRandom = customRandom || random();
  	  if (typeof localRandom.next !== 'function') {
  	    throw new Error('customRandom does not match expected API: next() function is missing');
  	  }

  	  return {
  	    /**
  	     * Visits every single element of a collection once, in a random order.
  	     * Note: collection is modified in place.
  	     */
  	    forEach: forEach,

  	    /**
  	     * Shuffles array randomly, in place.
  	     */
  	    shuffle: shuffle
  	  };

  	  function shuffle() {
  	    var i, j, t;
  	    for (i = array.length - 1; i > 0; --i) {
  	      j = localRandom.next(i + 1); // i inclusive
  	      t = array[j];
  	      array[j] = array[i];
  	      array[i] = t;
  	    }

  	    return array;
  	  }

  	  function forEach(callback) {
  	    var i, j, t;
  	    for (i = array.length - 1; i > 0; --i) {
  	      j = localRandom.next(i + 1); // i inclusive
  	      t = array[j];
  	      array[j] = array[i];
  	      array[i] = t;

  	      callback(t);
  	    }

  	    if (array.length) {
  	      callback(array[0]);
  	    }
  	  }
  	}
  	return ngraph_random.exports;
  }

  /**
   * Manages a simulation of physical forces acting on bodies and springs.
   */

  var createPhysicsSimulator_1;
  var hasRequiredCreatePhysicsSimulator;

  function requireCreatePhysicsSimulator () {
  	if (hasRequiredCreatePhysicsSimulator) return createPhysicsSimulator_1;
  	hasRequiredCreatePhysicsSimulator = 1;
  	createPhysicsSimulator_1 = createPhysicsSimulator;

  	var generateCreateBodyFunction = requireGenerateCreateBody();
  	var generateQuadTreeFunction = requireGenerateQuadTree();
  	var generateBoundsFunction = requireGenerateBounds();
  	var generateCreateDragForceFunction = requireGenerateCreateDragForce();
  	var generateCreateSpringForceFunction = requireGenerateCreateSpringForce();
  	var generateIntegratorFunction = requireGenerateIntegrator();

  	var dimensionalCache = {};

  	function createPhysicsSimulator(settings) {
  	  var Spring = requireSpring();
  	  var merge = requireNgraph_merge();
  	  var eventify = requireNgraph_events();
  	  if (settings) {
  	    // Check for names from older versions of the layout
  	    if (settings.springCoeff !== undefined) throw new Error('springCoeff was renamed to springCoefficient');
  	    if (settings.dragCoeff !== undefined) throw new Error('dragCoeff was renamed to dragCoefficient');
  	  }

  	  settings = merge(settings, {
  	      /**
  	       * Ideal length for links (springs in physical model).
  	       */
  	      springLength: 10,

  	      /**
  	       * Hook's law coefficient. 1 - solid spring.
  	       */
  	      springCoefficient: 0.8, 

  	      /**
  	       * Coulomb's law coefficient. It's used to repel nodes thus should be negative
  	       * if you make it positive nodes start attract each other :).
  	       */
  	      gravity: -12,

  	      /**
  	       * Theta coefficient from Barnes Hut simulation. Ranged between (0, 1).
  	       * The closer it's to 1 the more nodes algorithm will have to go through.
  	       * Setting it to one makes Barnes Hut simulation no different from
  	       * brute-force forces calculation (each node is considered).
  	       */
  	      theta: 0.8,

  	      /**
  	       * Drag force coefficient. Used to slow down system, thus should be less than 1.
  	       * The closer it is to 0 the less tight system will be.
  	       */
  	      dragCoefficient: 0.9, // TODO: Need to rename this to something better. E.g. `dragCoefficient`

  	      /**
  	       * Default time step (dt) for forces integration
  	       */
  	      timeStep : 0.5,

  	      /**
  	       * Adaptive time step uses average spring length to compute actual time step:
  	       * See: https://twitter.com/anvaka/status/1293067160755957760
  	       */
  	      adaptiveTimeStepWeight: 0,

  	      /**
  	       * This parameter defines number of dimensions of the space where simulation
  	       * is performed. 
  	       */
  	      dimensions: 2,

  	      /**
  	       * In debug mode more checks are performed, this will help you catch errors
  	       * quickly, however for production build it is recommended to turn off this flag
  	       * to speed up computation.
  	       */
  	      debug: false
  	  });

  	  var factory = dimensionalCache[settings.dimensions];
  	  if (!factory) {
  	    var dimensions = settings.dimensions;
  	    factory = {
  	      Body: generateCreateBodyFunction(dimensions, settings.debug),
  	      createQuadTree: generateQuadTreeFunction(dimensions),
  	      createBounds: generateBoundsFunction(dimensions),
  	      createDragForce: generateCreateDragForceFunction(dimensions),
  	      createSpringForce: generateCreateSpringForceFunction(dimensions),
  	      integrate: generateIntegratorFunction(dimensions),
  	    };
  	    dimensionalCache[dimensions] = factory;
  	  }

  	  var Body = factory.Body;
  	  var createQuadTree = factory.createQuadTree;
  	  var createBounds = factory.createBounds;
  	  var createDragForce = factory.createDragForce;
  	  var createSpringForce = factory.createSpringForce;
  	  var integrate = factory.integrate;
  	  var createBody = pos => new Body(pos);

  	  var random = requireNgraph_random().random(42);
  	  var bodies = []; // Bodies in this simulation.
  	  var springs = []; // Springs in this simulation.

  	  var quadTree = createQuadTree(settings, random);
  	  var bounds = createBounds(bodies, settings, random);
  	  var springForce = createSpringForce(settings, random);
  	  var dragForce = createDragForce(settings);

  	  var totalMovement = 0; // how much movement we made on last step
  	  var forces = [];
  	  var forceMap = new Map();
  	  var iterationNumber = 0;
  	 
  	  addForce('nbody', nbodyForce);
  	  addForce('spring', updateSpringForce);

  	  var publicApi = {
  	    /**
  	     * Array of bodies, registered with current simulator
  	     *
  	     * Note: To add new body, use addBody() method. This property is only
  	     * exposed for testing/performance purposes.
  	     */
  	    bodies: bodies,
  	  
  	    quadTree: quadTree,

  	    /**
  	     * Array of springs, registered with current simulator
  	     *
  	     * Note: To add new spring, use addSpring() method. This property is only
  	     * exposed for testing/performance purposes.
  	     */
  	    springs: springs,

  	    /**
  	     * Returns settings with which current simulator was initialized
  	     */
  	    settings: settings,

  	    /**
  	     * Adds a new force to simulation
  	     */
  	    addForce: addForce,
  	    
  	    /**
  	     * Removes a force from the simulation.
  	     */
  	    removeForce: removeForce,

  	    /**
  	     * Returns a map of all registered forces.
  	     */
  	    getForces: getForces,

  	    /**
  	     * Performs one step of force simulation.
  	     *
  	     * @returns {boolean} true if system is considered stable; False otherwise.
  	     */
  	    step: function () {
  	      for (var i = 0; i < forces.length; ++i) {
  	        forces[i](iterationNumber);
  	      }
  	      var movement = integrate(bodies, settings.timeStep, settings.adaptiveTimeStepWeight);
  	      iterationNumber += 1;
  	      return movement;
  	    },

  	    /**
  	     * Adds body to the system
  	     *
  	     * @param {ngraph.physics.primitives.Body} body physical body
  	     *
  	     * @returns {ngraph.physics.primitives.Body} added body
  	     */
  	    addBody: function (body) {
  	      if (!body) {
  	        throw new Error('Body is required');
  	      }
  	      bodies.push(body);

  	      return body;
  	    },

  	    /**
  	     * Adds body to the system at given position
  	     *
  	     * @param {Object} pos position of a body
  	     *
  	     * @returns {ngraph.physics.primitives.Body} added body
  	     */
  	    addBodyAt: function (pos) {
  	      if (!pos) {
  	        throw new Error('Body position is required');
  	      }
  	      var body = createBody(pos);
  	      bodies.push(body);

  	      return body;
  	    },

  	    /**
  	     * Removes body from the system
  	     *
  	     * @param {ngraph.physics.primitives.Body} body to remove
  	     *
  	     * @returns {Boolean} true if body found and removed. falsy otherwise;
  	     */
  	    removeBody: function (body) {
  	      if (!body) { return; }

  	      var idx = bodies.indexOf(body);
  	      if (idx < 0) { return; }

  	      bodies.splice(idx, 1);
  	      if (bodies.length === 0) {
  	        bounds.reset();
  	      }
  	      return true;
  	    },

  	    /**
  	     * Adds a spring to this simulation.
  	     *
  	     * @returns {Object} - a handle for a spring. If you want to later remove
  	     * spring pass it to removeSpring() method.
  	     */
  	    addSpring: function (body1, body2, springLength, springCoefficient) {
  	      if (!body1 || !body2) {
  	        throw new Error('Cannot add null spring to force simulator');
  	      }

  	      if (typeof springLength !== 'number') {
  	        springLength = -1; // assume global configuration
  	      }

  	      var spring = new Spring(body1, body2, springLength, springCoefficient >= 0 ? springCoefficient : -1);
  	      springs.push(spring);

  	      // TODO: could mark simulator as dirty.
  	      return spring;
  	    },

  	    /**
  	     * Returns amount of movement performed on last step() call
  	     */
  	    getTotalMovement: function () {
  	      return totalMovement;
  	    },

  	    /**
  	     * Removes spring from the system
  	     *
  	     * @param {Object} spring to remove. Spring is an object returned by addSpring
  	     *
  	     * @returns {Boolean} true if spring found and removed. falsy otherwise;
  	     */
  	    removeSpring: function (spring) {
  	      if (!spring) { return; }
  	      var idx = springs.indexOf(spring);
  	      if (idx > -1) {
  	        springs.splice(idx, 1);
  	        return true;
  	      }
  	    },

  	    getBestNewBodyPosition: function (neighbors) {
  	      return bounds.getBestNewPosition(neighbors);
  	    },

  	    /**
  	     * Returns bounding box which covers all bodies
  	     */
  	    getBBox: getBoundingBox, 
  	    getBoundingBox: getBoundingBox, 

  	    invalidateBBox: function () {
  	      console.warn('invalidateBBox() is deprecated, bounds always recomputed on `getBBox()` call');
  	    },

  	    // TODO: Move the force specific stuff to force
  	    gravity: function (value) {
  	      if (value !== undefined) {
  	        settings.gravity = value;
  	        quadTree.options({gravity: value});
  	        return this;
  	      } else {
  	        return settings.gravity;
  	      }
  	    },

  	    theta: function (value) {
  	      if (value !== undefined) {
  	        settings.theta = value;
  	        quadTree.options({theta: value});
  	        return this;
  	      } else {
  	        return settings.theta;
  	      }
  	    },

  	    /**
  	     * Returns pseudo-random number generator instance.
  	     */
  	    random: random
  	  };

  	  // allow settings modification via public API:
  	  expose(settings, publicApi);

  	  eventify(publicApi);

  	  return publicApi;

  	  function getBoundingBox() {
  	    bounds.update();
  	    return bounds.box;
  	  }

  	  function addForce(forceName, forceFunction) {
  	    if (forceMap.has(forceName)) throw new Error('Force ' + forceName + ' is already added');

  	    forceMap.set(forceName, forceFunction);
  	    forces.push(forceFunction);
  	  }

  	  function removeForce(forceName) {
  	    var forceIndex = forces.indexOf(forceMap.get(forceName));
  	    if (forceIndex < 0) return;
  	    forces.splice(forceIndex, 1);
  	    forceMap.delete(forceName);
  	  }

  	  function getForces() {
  	    // TODO: Should I trust them or clone the forces?
  	    return forceMap;
  	  }

  	  function nbodyForce(/* iterationUmber */) {
  	    if (bodies.length === 0) return;

  	    quadTree.insertBodies(bodies);
  	    var i = bodies.length;
  	    while (i--) {
  	      var body = bodies[i];
  	      if (!body.isPinned) {
  	        body.reset();
  	        quadTree.updateBodyForce(body);
  	        dragForce.update(body);
  	      }
  	    }
  	  }

  	  function updateSpringForce() {
  	    var i = springs.length;
  	    while (i--) {
  	      springForce.update(springs[i]);
  	    }
  	  }

  	}

  	function expose(settings, target) {
  	  for (var key in settings) {
  	    augment(settings, target, key);
  	  }
  	}

  	function augment(source, target, key) {
  	  if (!source.hasOwnProperty(key)) return;
  	  if (typeof target[key] === 'function') {
  	    // this accessor is already defined. Ignore it
  	    return;
  	  }
  	  var sourceIsNumber = Number.isFinite(source[key]);

  	  if (sourceIsNumber) {
  	    target[key] = function (value) {
  	      if (value !== undefined) {
  	        if (!Number.isFinite(value)) throw new Error('Value of ' + key + ' should be a valid number.');
  	        source[key] = value;
  	        return target;
  	      }
  	      return source[key];
  	    };
  	  } else {
  	    target[key] = function (value) {
  	      if (value !== undefined) {
  	        source[key] = value;
  	        return target;
  	      }
  	      return source[key];
  	    };
  	  }
  	}
  	return createPhysicsSimulator_1;
  }

  var hasRequiredNgraph_forcelayout;

  function requireNgraph_forcelayout () {
  	if (hasRequiredNgraph_forcelayout) return ngraph_forcelayout.exports;
  	hasRequiredNgraph_forcelayout = 1;
  	ngraph_forcelayout.exports = createLayout;
  	ngraph_forcelayout.exports.simulator = requireCreatePhysicsSimulator();

  	var eventify = requireNgraph_events();

  	/**
  	 * Creates force based layout for a given graph.
  	 *
  	 * @param {ngraph.graph} graph which needs to be laid out
  	 * @param {object} physicsSettings if you need custom settings
  	 * for physics simulator you can pass your own settings here. If it's not passed
  	 * a default one will be created.
  	 */
  	function createLayout(graph, physicsSettings) {
  	  if (!graph) {
  	    throw new Error('Graph structure cannot be undefined');
  	  }

  	  var createSimulator = (physicsSettings && physicsSettings.createSimulator) || requireCreatePhysicsSimulator();
  	  var physicsSimulator = createSimulator(physicsSettings);
  	  if (Array.isArray(physicsSettings)) throw new Error('Physics settings is expected to be an object');

  	  var nodeMass = graph.version > 19 ? defaultSetNodeMass : defaultArrayNodeMass;
  	  if (physicsSettings && typeof physicsSettings.nodeMass === 'function') {
  	    nodeMass = physicsSettings.nodeMass;
  	  }

  	  var nodeBodies = new Map();
  	  var springs = {};
  	  var bodiesCount = 0;

  	  var springTransform = physicsSimulator.settings.springTransform || noop;

  	  // Initialize physics with what we have in the graph:
  	  initPhysics();
  	  listenToEvents();

  	  var wasStable = false;

  	  var api = {
  	    /**
  	     * Performs one step of iterative layout algorithm
  	     *
  	     * @returns {boolean} true if the system should be considered stable; False otherwise.
  	     * The system is stable if no further call to `step()` can improve the layout.
  	     */
  	    step: function() {
  	      if (bodiesCount === 0) {
  	        updateStableStatus(true);
  	        return true;
  	      }

  	      var lastMove = physicsSimulator.step();

  	      // Save the movement in case if someone wants to query it in the step
  	      // callback.
  	      api.lastMove = lastMove;

  	      // Allow listeners to perform low-level actions after nodes are updated.
  	      api.fire('step');

  	      var ratio = lastMove/bodiesCount;
  	      var isStableNow = ratio <= 0.01; // TODO: The number is somewhat arbitrary...
  	      updateStableStatus(isStableNow);


  	      return isStableNow;
  	    },

  	    /**
  	     * For a given `nodeId` returns position
  	     */
  	    getNodePosition: function (nodeId) {
  	      return getInitializedBody(nodeId).pos;
  	    },

  	    /**
  	     * Sets position of a node to a given coordinates
  	     * @param {string} nodeId node identifier
  	     * @param {number} x position of a node
  	     * @param {number} y position of a node
  	     * @param {number=} z position of node (only if applicable to body)
  	     */
  	    setNodePosition: function (nodeId) {
  	      var body = getInitializedBody(nodeId);
  	      body.setPosition.apply(body, Array.prototype.slice.call(arguments, 1));
  	    },

  	    /**
  	     * @returns {Object} Link position by link id
  	     * @returns {Object.from} {x, y} coordinates of link start
  	     * @returns {Object.to} {x, y} coordinates of link end
  	     */
  	    getLinkPosition: function (linkId) {
  	      var spring = springs[linkId];
  	      if (spring) {
  	        return {
  	          from: spring.from.pos,
  	          to: spring.to.pos
  	        };
  	      }
  	    },

  	    /**
  	     * @returns {Object} area required to fit in the graph. Object contains
  	     * `x1`, `y1` - top left coordinates
  	     * `x2`, `y2` - bottom right coordinates
  	     */
  	    getGraphRect: function () {
  	      return physicsSimulator.getBBox();
  	    },

  	    /**
  	     * Iterates over each body in the layout simulator and performs a callback(body, nodeId)
  	     */
  	    forEachBody: forEachBody,

  	    /*
  	     * Requests layout algorithm to pin/unpin node to its current position
  	     * Pinned nodes should not be affected by layout algorithm and always
  	     * remain at their position
  	     */
  	    pinNode: function (node, isPinned) {
  	      var body = getInitializedBody(node.id);
  	       body.isPinned = !!isPinned;
  	    },

  	    /**
  	     * Checks whether given graph's node is currently pinned
  	     */
  	    isNodePinned: function (node) {
  	      return getInitializedBody(node.id).isPinned;
  	    },

  	    /**
  	     * Request to release all resources
  	     */
  	    dispose: function() {
  	      graph.off('changed', onGraphChanged);
  	      api.fire('disposed');
  	    },

  	    /**
  	     * Gets physical body for a given node id. If node is not found undefined
  	     * value is returned.
  	     */
  	    getBody: getBody,

  	    /**
  	     * Gets spring for a given edge.
  	     *
  	     * @param {string} linkId link identifer. If two arguments are passed then
  	     * this argument is treated as formNodeId
  	     * @param {string=} toId when defined this parameter denotes head of the link
  	     * and first argument is treated as tail of the link (fromId)
  	     */
  	    getSpring: getSpring,

  	    /**
  	     * Returns length of cumulative force vector. The closer this to zero - the more stable the system is
  	     */
  	    getForceVectorLength: getForceVectorLength,

  	    /**
  	     * [Read only] Gets current physics simulator
  	     */
  	    simulator: physicsSimulator,

  	    /**
  	     * Gets the graph that was used for layout
  	     */
  	    graph: graph,

  	    /**
  	     * Gets amount of movement performed during last step operation
  	     */
  	    lastMove: 0
  	  };

  	  eventify(api);

  	  return api;

  	  function updateStableStatus(isStableNow) {
  	    if (wasStable !== isStableNow) {
  	      wasStable = isStableNow;
  	      onStableChanged(isStableNow);
  	    }
  	  }

  	  function forEachBody(cb) {
  	    nodeBodies.forEach(cb);
  	  }

  	  function getForceVectorLength() {
  	    var fx = 0, fy = 0;
  	    forEachBody(function(body) {
  	      fx += Math.abs(body.force.x);
  	      fy += Math.abs(body.force.y);
  	    });
  	    return Math.sqrt(fx * fx + fy * fy);
  	  }

  	  function getSpring(fromId, toId) {
  	    var linkId;
  	    if (toId === undefined) {
  	      if (typeof fromId !== 'object') {
  	        // assume fromId as a linkId:
  	        linkId = fromId;
  	      } else {
  	        // assume fromId to be a link object:
  	        linkId = fromId.id;
  	      }
  	    } else {
  	      // toId is defined, should grab link:
  	      var link = graph.hasLink(fromId, toId);
  	      if (!link) return;
  	      linkId = link.id;
  	    }

  	    return springs[linkId];
  	  }

  	  function getBody(nodeId) {
  	    return nodeBodies.get(nodeId);
  	  }

  	  function listenToEvents() {
  	    graph.on('changed', onGraphChanged);
  	  }

  	  function onStableChanged(isStable) {
  	    api.fire('stable', isStable);
  	  }

  	  function onGraphChanged(changes) {
  	    for (var i = 0; i < changes.length; ++i) {
  	      var change = changes[i];
  	      if (change.changeType === 'add') {
  	        if (change.node) {
  	          initBody(change.node.id);
  	        }
  	        if (change.link) {
  	          initLink(change.link);
  	        }
  	      } else if (change.changeType === 'remove') {
  	        if (change.node) {
  	          releaseNode(change.node);
  	        }
  	        if (change.link) {
  	          releaseLink(change.link);
  	        }
  	      }
  	    }
  	    bodiesCount = graph.getNodesCount();
  	  }

  	  function initPhysics() {
  	    bodiesCount = 0;

  	    graph.forEachNode(function (node) {
  	      initBody(node.id);
  	      bodiesCount += 1;
  	    });

  	    graph.forEachLink(initLink);
  	  }

  	  function initBody(nodeId) {
  	    var body = nodeBodies.get(nodeId);
  	    if (!body) {
  	      var node = graph.getNode(nodeId);
  	      if (!node) {
  	        throw new Error('initBody() was called with unknown node id');
  	      }

  	      var pos = node.position;
  	      if (!pos) {
  	        var neighbors = getNeighborBodies(node);
  	        pos = physicsSimulator.getBestNewBodyPosition(neighbors);
  	      }

  	      body = physicsSimulator.addBodyAt(pos);
  	      body.id = nodeId;

  	      nodeBodies.set(nodeId, body);
  	      updateBodyMass(nodeId);

  	      if (isNodeOriginallyPinned(node)) {
  	        body.isPinned = true;
  	      }
  	    }
  	  }

  	  function releaseNode(node) {
  	    var nodeId = node.id;
  	    var body = nodeBodies.get(nodeId);
  	    if (body) {
  	      nodeBodies.delete(nodeId);
  	      physicsSimulator.removeBody(body);
  	    }
  	  }

  	  function initLink(link) {
  	    updateBodyMass(link.fromId);
  	    updateBodyMass(link.toId);

  	    var fromBody = nodeBodies.get(link.fromId),
  	        toBody  = nodeBodies.get(link.toId),
  	        spring = physicsSimulator.addSpring(fromBody, toBody, link.length);

  	    springTransform(link, spring);

  	    springs[link.id] = spring;
  	  }

  	  function releaseLink(link) {
  	    var spring = springs[link.id];
  	    if (spring) {
  	      var from = graph.getNode(link.fromId),
  	          to = graph.getNode(link.toId);

  	      if (from) updateBodyMass(from.id);
  	      if (to) updateBodyMass(to.id);

  	      delete springs[link.id];

  	      physicsSimulator.removeSpring(spring);
  	    }
  	  }

  	  function getNeighborBodies(node) {
  	    // TODO: Could probably be done better on memory
  	    var neighbors = [];
  	    if (!node.links) {
  	      return neighbors;
  	    }
  	    var maxNeighbors = Math.min(node.links.length, 2);
  	    for (var i = 0; i < maxNeighbors; ++i) {
  	      var link = node.links[i];
  	      var otherBody = link.fromId !== node.id ? nodeBodies.get(link.fromId) : nodeBodies.get(link.toId);
  	      if (otherBody && otherBody.pos) {
  	        neighbors.push(otherBody);
  	      }
  	    }

  	    return neighbors;
  	  }

  	  function updateBodyMass(nodeId) {
  	    var body = nodeBodies.get(nodeId);
  	    body.mass = nodeMass(nodeId);
  	    if (Number.isNaN(body.mass)) {
  	      throw new Error('Node mass should be a number');
  	    }
  	  }

  	  /**
  	   * Checks whether graph node has in its settings pinned attribute,
  	   * which means layout algorithm cannot move it. Node can be marked
  	   * as pinned, if it has "isPinned" attribute, or when node.data has it.
  	   *
  	   * @param {Object} node a graph node to check
  	   * @return {Boolean} true if node should be treated as pinned; false otherwise.
  	   */
  	  function isNodeOriginallyPinned(node) {
  	    return (node && (node.isPinned || (node.data && node.data.isPinned)));
  	  }

  	  function getInitializedBody(nodeId) {
  	    var body = nodeBodies.get(nodeId);
  	    if (!body) {
  	      initBody(nodeId);
  	      body = nodeBodies.get(nodeId);
  	    }
  	    return body;
  	  }

  	  /**
  	   * Calculates mass of a body, which corresponds to node with given id.
  	   *
  	   * @param {String|Number} nodeId identifier of a node, for which body mass needs to be calculated
  	   * @returns {Number} recommended mass of the body;
  	   */
  	  function defaultArrayNodeMass(nodeId) {
  	    // This function is for older versions of ngraph.graph.
  	    var links = graph.getLinks(nodeId);
  	    if (!links) return 1;
  	    return 1 + links.length / 3.0;
  	  }

  	  function defaultSetNodeMass(nodeId) {
  	    var links = graph.getLinks(nodeId);
  	    if (!links) return 1;
  	    return 1 + links.size / 3.0;
  	  }
  	}

  	function noop() { }
  	return ngraph_forcelayout.exports;
  }

  var ngraph_forcelayoutExports = requireNgraph_forcelayout();
  var forcelayout = /*@__PURE__*/getDefaultExportFromCjs(ngraph_forcelayoutExports);

  /**
   * Checks if `value` is the
   * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)
   * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)
   *
   * @static
   * @memberOf _
   * @since 0.1.0
   * @category Lang
   * @param {*} value The value to check.
   * @returns {boolean} Returns `true` if `value` is an object, else `false`.
   * @example
   *
   * _.isObject({});
   * // => true
   *
   * _.isObject([1, 2, 3]);
   * // => true
   *
   * _.isObject(_.noop);
   * // => true
   *
   * _.isObject(null);
   * // => false
   */
  function isObject(value) {
    var type = typeof value;
    return value != null && (type == 'object' || type == 'function');
  }

  /** Detect free variable `global` from Node.js. */
  var freeGlobal = typeof global == 'object' && global && global.Object === Object && global;

  /** Detect free variable `self`. */
  var freeSelf = typeof self == 'object' && self && self.Object === Object && self;

  /** Used as a reference to the global object. */
  var root$1 = freeGlobal || freeSelf || Function('return this')();

  /**
   * Gets the timestamp of the number of milliseconds that have elapsed since
   * the Unix epoch (1 January 1970 00:00:00 UTC).
   *
   * @static
   * @memberOf _
   * @since 2.4.0
   * @category Date
   * @returns {number} Returns the timestamp.
   * @example
   *
   * _.defer(function(stamp) {
   *   console.log(_.now() - stamp);
   * }, _.now());
   * // => Logs the number of milliseconds it took for the deferred invocation.
   */
  var now$1 = function() {
    return root$1.Date.now();
  };

  /** Used to match a single whitespace character. */
  var reWhitespace = /\s/;

  /**
   * Used by `_.trim` and `_.trimEnd` to get the index of the last non-whitespace
   * character of `string`.
   *
   * @private
   * @param {string} string The string to inspect.
   * @returns {number} Returns the index of the last non-whitespace character.
   */
  function trimmedEndIndex(string) {
    var index = string.length;

    while (index-- && reWhitespace.test(string.charAt(index))) {}
    return index;
  }

  /** Used to match leading whitespace. */
  var reTrimStart = /^\s+/;

  /**
   * The base implementation of `_.trim`.
   *
   * @private
   * @param {string} string The string to trim.
   * @returns {string} Returns the trimmed string.
   */
  function baseTrim(string) {
    return string
      ? string.slice(0, trimmedEndIndex(string) + 1).replace(reTrimStart, '')
      : string;
  }

  /** Built-in value references. */
  var Symbol$1 = root$1.Symbol;

  /** Used for built-in method references. */
  var objectProto$1 = Object.prototype;

  /** Used to check objects for own properties. */
  var hasOwnProperty = objectProto$1.hasOwnProperty;

  /**
   * Used to resolve the
   * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
   * of values.
   */
  var nativeObjectToString$1 = objectProto$1.toString;

  /** Built-in value references. */
  var symToStringTag$1 = Symbol$1 ? Symbol$1.toStringTag : undefined;

  /**
   * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.
   *
   * @private
   * @param {*} value The value to query.
   * @returns {string} Returns the raw `toStringTag`.
   */
  function getRawTag(value) {
    var isOwn = hasOwnProperty.call(value, symToStringTag$1),
        tag = value[symToStringTag$1];

    try {
      value[symToStringTag$1] = undefined;
      var unmasked = true;
    } catch (e) {}

    var result = nativeObjectToString$1.call(value);
    if (unmasked) {
      if (isOwn) {
        value[symToStringTag$1] = tag;
      } else {
        delete value[symToStringTag$1];
      }
    }
    return result;
  }

  /** Used for built-in method references. */
  var objectProto = Object.prototype;

  /**
   * Used to resolve the
   * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
   * of values.
   */
  var nativeObjectToString = objectProto.toString;

  /**
   * Converts `value` to a string using `Object.prototype.toString`.
   *
   * @private
   * @param {*} value The value to convert.
   * @returns {string} Returns the converted string.
   */
  function objectToString(value) {
    return nativeObjectToString.call(value);
  }

  /** `Object#toString` result references. */
  var nullTag = '[object Null]',
      undefinedTag = '[object Undefined]';

  /** Built-in value references. */
  var symToStringTag = Symbol$1 ? Symbol$1.toStringTag : undefined;

  /**
   * The base implementation of `getTag` without fallbacks for buggy environments.
   *
   * @private
   * @param {*} value The value to query.
   * @returns {string} Returns the `toStringTag`.
   */
  function baseGetTag(value) {
    if (value == null) {
      return value === undefined ? undefinedTag : nullTag;
    }
    return (symToStringTag && symToStringTag in Object(value))
      ? getRawTag(value)
      : objectToString(value);
  }

  /**
   * Checks if `value` is object-like. A value is object-like if it's not `null`
   * and has a `typeof` result of "object".
   *
   * @static
   * @memberOf _
   * @since 4.0.0
   * @category Lang
   * @param {*} value The value to check.
   * @returns {boolean} Returns `true` if `value` is object-like, else `false`.
   * @example
   *
   * _.isObjectLike({});
   * // => true
   *
   * _.isObjectLike([1, 2, 3]);
   * // => true
   *
   * _.isObjectLike(_.noop);
   * // => false
   *
   * _.isObjectLike(null);
   * // => false
   */
  function isObjectLike(value) {
    return value != null && typeof value == 'object';
  }

  /** `Object#toString` result references. */
  var symbolTag = '[object Symbol]';

  /**
   * Checks if `value` is classified as a `Symbol` primitive or object.
   *
   * @static
   * @memberOf _
   * @since 4.0.0
   * @category Lang
   * @param {*} value The value to check.
   * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.
   * @example
   *
   * _.isSymbol(Symbol.iterator);
   * // => true
   *
   * _.isSymbol('abc');
   * // => false
   */
  function isSymbol(value) {
    return typeof value == 'symbol' ||
      (isObjectLike(value) && baseGetTag(value) == symbolTag);
  }

  /** Used as references for various `Number` constants. */
  var NAN = 0 / 0;

  /** Used to detect bad signed hexadecimal string values. */
  var reIsBadHex = /^[-+]0x[0-9a-f]+$/i;

  /** Used to detect binary string values. */
  var reIsBinary = /^0b[01]+$/i;

  /** Used to detect octal string values. */
  var reIsOctal = /^0o[0-7]+$/i;

  /** Built-in method references without a dependency on `root`. */
  var freeParseInt = parseInt;

  /**
   * Converts `value` to a number.
   *
   * @static
   * @memberOf _
   * @since 4.0.0
   * @category Lang
   * @param {*} value The value to process.
   * @returns {number} Returns the number.
   * @example
   *
   * _.toNumber(3.2);
   * // => 3.2
   *
   * _.toNumber(Number.MIN_VALUE);
   * // => 5e-324
   *
   * _.toNumber(Infinity);
   * // => Infinity
   *
   * _.toNumber('3.2');
   * // => 3.2
   */
  function toNumber(value) {
    if (typeof value == 'number') {
      return value;
    }
    if (isSymbol(value)) {
      return NAN;
    }
    if (isObject(value)) {
      var other = typeof value.valueOf == 'function' ? value.valueOf() : value;
      value = isObject(other) ? (other + '') : other;
    }
    if (typeof value != 'string') {
      return value === 0 ? value : +value;
    }
    value = baseTrim(value);
    var isBinary = reIsBinary.test(value);
    return (isBinary || reIsOctal.test(value))
      ? freeParseInt(value.slice(2), isBinary ? 2 : 8)
      : (reIsBadHex.test(value) ? NAN : +value);
  }

  /** Error message constants. */
  var FUNC_ERROR_TEXT = 'Expected a function';

  /* Built-in method references for those with the same name as other `lodash` methods. */
  var nativeMax = Math.max,
      nativeMin = Math.min;

  /**
   * Creates a debounced function that delays invoking `func` until after `wait`
   * milliseconds have elapsed since the last time the debounced function was
   * invoked. The debounced function comes with a `cancel` method to cancel
   * delayed `func` invocations and a `flush` method to immediately invoke them.
   * Provide `options` to indicate whether `func` should be invoked on the
   * leading and/or trailing edge of the `wait` timeout. The `func` is invoked
   * with the last arguments provided to the debounced function. Subsequent
   * calls to the debounced function return the result of the last `func`
   * invocation.
   *
   * **Note:** If `leading` and `trailing` options are `true`, `func` is
   * invoked on the trailing edge of the timeout only if the debounced function
   * is invoked more than once during the `wait` timeout.
   *
   * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred
   * until to the next tick, similar to `setTimeout` with a timeout of `0`.
   *
   * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)
   * for details over the differences between `_.debounce` and `_.throttle`.
   *
   * @static
   * @memberOf _
   * @since 0.1.0
   * @category Function
   * @param {Function} func The function to debounce.
   * @param {number} [wait=0] The number of milliseconds to delay.
   * @param {Object} [options={}] The options object.
   * @param {boolean} [options.leading=false]
   *  Specify invoking on the leading edge of the timeout.
   * @param {number} [options.maxWait]
   *  The maximum time `func` is allowed to be delayed before it's invoked.
   * @param {boolean} [options.trailing=true]
   *  Specify invoking on the trailing edge of the timeout.
   * @returns {Function} Returns the new debounced function.
   * @example
   *
   * // Avoid costly calculations while the window size is in flux.
   * jQuery(window).on('resize', _.debounce(calculateLayout, 150));
   *
   * // Invoke `sendMail` when clicked, debouncing subsequent calls.
   * jQuery(element).on('click', _.debounce(sendMail, 300, {
   *   'leading': true,
   *   'trailing': false
   * }));
   *
   * // Ensure `batchLog` is invoked once after 1 second of debounced calls.
   * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 });
   * var source = new EventSource('/stream');
   * jQuery(source).on('message', debounced);
   *
   * // Cancel the trailing debounced invocation.
   * jQuery(window).on('popstate', debounced.cancel);
   */
  function debounce(func, wait, options) {
    var lastArgs,
        lastThis,
        maxWait,
        result,
        timerId,
        lastCallTime,
        lastInvokeTime = 0,
        leading = false,
        maxing = false,
        trailing = true;

    if (typeof func != 'function') {
      throw new TypeError(FUNC_ERROR_TEXT);
    }
    wait = toNumber(wait) || 0;
    if (isObject(options)) {
      leading = !!options.leading;
      maxing = 'maxWait' in options;
      maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait;
      trailing = 'trailing' in options ? !!options.trailing : trailing;
    }

    function invokeFunc(time) {
      var args = lastArgs,
          thisArg = lastThis;

      lastArgs = lastThis = undefined;
      lastInvokeTime = time;
      result = func.apply(thisArg, args);
      return result;
    }

    function leadingEdge(time) {
      // Reset any `maxWait` timer.
      lastInvokeTime = time;
      // Start the timer for the trailing edge.
      timerId = setTimeout(timerExpired, wait);
      // Invoke the leading edge.
      return leading ? invokeFunc(time) : result;
    }

    function remainingWait(time) {
      var timeSinceLastCall = time - lastCallTime,
          timeSinceLastInvoke = time - lastInvokeTime,
          timeWaiting = wait - timeSinceLastCall;

      return maxing
        ? nativeMin(timeWaiting, maxWait - timeSinceLastInvoke)
        : timeWaiting;
    }

    function shouldInvoke(time) {
      var timeSinceLastCall = time - lastCallTime,
          timeSinceLastInvoke = time - lastInvokeTime;

      // Either this is the first call, activity has stopped and we're at the
      // trailing edge, the system time has gone backwards and we're treating
      // it as the trailing edge, or we've hit the `maxWait` limit.
      return (lastCallTime === undefined || (timeSinceLastCall >= wait) ||
        (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait));
    }

    function timerExpired() {
      var time = now$1();
      if (shouldInvoke(time)) {
        return trailingEdge(time);
      }
      // Restart the timer.
      timerId = setTimeout(timerExpired, remainingWait(time));
    }

    function trailingEdge(time) {
      timerId = undefined;

      // Only invoke if we have `lastArgs` which means `func` has been
      // debounced at least once.
      if (trailing && lastArgs) {
        return invokeFunc(time);
      }
      lastArgs = lastThis = undefined;
      return result;
    }

    function cancel() {
      if (timerId !== undefined) {
        clearTimeout(timerId);
      }
      lastInvokeTime = 0;
      lastArgs = lastCallTime = lastThis = timerId = undefined;
    }

    function flush() {
      return timerId === undefined ? result : trailingEdge(now$1());
    }

    function debounced() {
      var time = now$1(),
          isInvoking = shouldInvoke(time);

      lastArgs = arguments;
      lastThis = this;
      lastCallTime = time;

      if (isInvoking) {
        if (timerId === undefined) {
          return leadingEdge(lastCallTime);
        }
        if (maxing) {
          // Handle invocations in a tight loop.
          clearTimeout(timerId);
          timerId = setTimeout(timerExpired, wait);
          return invokeFunc(lastCallTime);
        }
      }
      if (timerId === undefined) {
        timerId = setTimeout(timerExpired, wait);
      }
      return result;
    }
    debounced.cancel = cancel;
    debounced.flush = flush;
    return debounced;
  }

  function _arrayLikeToArray$4(r, a) {
    (null == a || a > r.length) && (a = r.length);
    for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
    return n;
  }
  function _arrayWithHoles$4(r) {
    if (Array.isArray(r)) return r;
  }
  function _classCallCheck$2(a, n) {
    if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function");
  }
  function _createClass$2(e, r, t) {
    return Object.defineProperty(e, "prototype", {
      writable: false
    }), e;
  }
  function _iterableToArrayLimit$4(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = true,
        o = false;
      try {
        if (i = (t = t.call(r)).next, 0 === l) ; else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = true, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _nonIterableRest$4() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _slicedToArray$4(r, e) {
    return _arrayWithHoles$4(r) || _iterableToArrayLimit$4(r, e) || _unsupportedIterableToArray$4(r, e) || _nonIterableRest$4();
  }
  function _unsupportedIterableToArray$4(r, a) {
    if (r) {
      if ("string" == typeof r) return _arrayLikeToArray$4(r, a);
      var t = {}.toString.call(r).slice(8, -1);
      return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray$4(r, a) : void 0;
    }
  }

  var Prop = /*#__PURE__*/_createClass$2(function Prop(name, _ref) {
    var _ref$default = _ref["default"],
      defaultVal = _ref$default === void 0 ? null : _ref$default,
      _ref$triggerUpdate = _ref.triggerUpdate,
      triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,
      _ref$onChange = _ref.onChange,
      onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;
    _classCallCheck$2(this, Prop);
    this.name = name;
    this.defaultVal = defaultVal;
    this.triggerUpdate = triggerUpdate;
    this.onChange = onChange;
  });
  function index$2 (_ref2) {
    var _ref2$stateInit = _ref2.stateInit,
      stateInit = _ref2$stateInit === void 0 ? function () {
        return {};
      } : _ref2$stateInit,
      _ref2$props = _ref2.props,
      rawProps = _ref2$props === void 0 ? {} : _ref2$props,
      _ref2$methods = _ref2.methods,
      methods = _ref2$methods === void 0 ? {} : _ref2$methods,
      _ref2$aliases = _ref2.aliases,
      aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,
      _ref2$init = _ref2.init,
      initFn = _ref2$init === void 0 ? function () {} : _ref2$init,
      _ref2$update = _ref2.update,
      updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;
    // Parse props into Prop instances
    var props = Object.keys(rawProps).map(function (propName) {
      return new Prop(propName, rawProps[propName]);
    });
    return function KapsuleComp() {
      for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
        args[_key] = arguments[_key];
      }
      var classMode = !!(this instanceof KapsuleComp ? this.constructor : void 0);
      var nodeElement = classMode ? args.shift() : undefined;
      var _args$ = args[0],
        options = _args$ === void 0 ? {} : _args$;

      // Holds component state
      var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit,
      // Support plain objects for backwards compatibility
      {
        initialised: false
      });

      // keeps track of which props triggered an update
      var changedProps = {};

      // Component constructor
      function comp(nodeElement) {
        initStatic(nodeElement, options);
        digest();
        return comp;
      }
      var initStatic = function initStatic(nodeElement, options) {
        initFn.call(comp, nodeElement, state, options);
        state.initialised = true;
      };
      var digest = debounce(function () {
        if (!state.initialised) {
          return;
        }
        updateFn.call(comp, state, changedProps);
        changedProps = {};
      }, 1);

      // Getter/setter methods
      props.forEach(function (prop) {
        comp[prop.name] = getSetProp(prop);
        function getSetProp(_ref3) {
          var prop = _ref3.name,
            _ref3$triggerUpdate = _ref3.triggerUpdate,
            redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,
            _ref3$onChange = _ref3.onChange,
            onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,
            _ref3$defaultVal = _ref3.defaultVal,
            defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;
          return function (_) {
            var curVal = state[prop];
            if (!arguments.length) {
              return curVal;
            } // Getter mode

            var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined
            state[prop] = val;
            onChange.call(comp, val, state, curVal);

            // track changed props
            !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);
            if (redigest) {
              digest();
            }
            return comp;
          };
        }
      });

      // Other methods
      Object.keys(methods).forEach(function (methodName) {
        comp[methodName] = function () {
          var _methods$methodName;
          for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {
            args[_key2] = arguments[_key2];
          }
          return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));
        };
      });

      // Link aliases
      Object.entries(aliases).forEach(function (_ref4) {
        var _ref5 = _slicedToArray$4(_ref4, 2),
          alias = _ref5[0],
          target = _ref5[1];
        return comp[alias] = comp[target];
      });

      // Reset all component props to their default value
      comp.resetProps = function () {
        props.forEach(function (prop) {
          comp[prop.name](prop.defaultVal);
        });
        return comp;
      };

      //

      comp.resetProps(); // Apply all prop defaults
      state._rerender = digest; // Expose digest method

      classMode && nodeElement && comp(nodeElement);
      return comp;
    };
  }

  var index$1 = (function (p) {
    return typeof p === 'function' ? p // fn
    : typeof p === 'string' ? function (obj) {
      return obj[p];
    } // property name
    : function (obj) {
      return p;
    };
  }); // constant

  class InternMap extends Map {
    constructor(entries, key = keyof) {
      super();
      Object.defineProperties(this, {_intern: {value: new Map()}, _key: {value: key}});
      if (entries != null) for (const [key, value] of entries) this.set(key, value);
    }
    get(key) {
      return super.get(intern_get(this, key));
    }
    has(key) {
      return super.has(intern_get(this, key));
    }
    set(key, value) {
      return super.set(intern_set(this, key), value);
    }
    delete(key) {
      return super.delete(intern_delete(this, key));
    }
  }

  function intern_get({_intern, _key}, value) {
    const key = _key(value);
    return _intern.has(key) ? _intern.get(key) : value;
  }

  function intern_set({_intern, _key}, value) {
    const key = _key(value);
    if (_intern.has(key)) return _intern.get(key);
    _intern.set(key, value);
    return value;
  }

  function intern_delete({_intern, _key}, value) {
    const key = _key(value);
    if (_intern.has(key)) {
      value = _intern.get(key);
      _intern.delete(key);
    }
    return value;
  }

  function keyof(value) {
    return value !== null && typeof value === "object" ? value.valueOf() : value;
  }

  function max(values, valueof) {
    let max;
    if (valueof === undefined) {
      for (const value of values) {
        if (value != null
            && (max < value || (max === undefined && value >= value))) {
          max = value;
        }
      }
    } else {
      let index = -1;
      for (let value of values) {
        if ((value = valueof(value, ++index, values)) != null
            && (max < value || (max === undefined && value >= value))) {
          max = value;
        }
      }
    }
    return max;
  }

  function min(values, valueof) {
    let min;
    if (valueof === undefined) {
      for (const value of values) {
        if (value != null
            && (min > value || (min === undefined && value >= value))) {
          min = value;
        }
      }
    } else {
      let index = -1;
      for (let value of values) {
        if ((value = valueof(value, ++index, values)) != null
            && (min > value || (min === undefined && value >= value))) {
          min = value;
        }
      }
    }
    return min;
  }

  function _arrayLikeToArray$3(r, a) {
    (null == a || a > r.length) && (a = r.length);
    for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
    return n;
  }
  function _arrayWithHoles$3(r) {
    if (Array.isArray(r)) return r;
  }
  function _arrayWithoutHoles$2(r) {
    if (Array.isArray(r)) return _arrayLikeToArray$3(r);
  }
  function _assertClassBrand$1(e, t, n) {
    if ("function" == typeof e ? e === t : e.has(t)) return arguments.length < 3 ? t : n;
    throw new TypeError("Private element is not present on this object");
  }
  function _checkPrivateRedeclaration$1(e, t) {
    if (t.has(e)) throw new TypeError("Cannot initialize the same private elements twice on an object");
  }
  function _classCallCheck$1(a, n) {
    if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function");
  }
  function _classPrivateFieldGet2$1(s, a) {
    return s.get(_assertClassBrand$1(s, a));
  }
  function _classPrivateFieldInitSpec$1(e, t, a) {
    _checkPrivateRedeclaration$1(e, t), t.set(e, a);
  }
  function _classPrivateFieldSet2$1(s, a, r) {
    return s.set(_assertClassBrand$1(s, a), r), r;
  }
  function _defineProperties$1(e, r) {
    for (var t = 0; t < r.length; t++) {
      var o = r[t];
      o.enumerable = o.enumerable || false, o.configurable = true, "value" in o && (o.writable = true), Object.defineProperty(e, _toPropertyKey$3(o.key), o);
    }
  }
  function _createClass$1(e, r, t) {
    return r && _defineProperties$1(e.prototype, r), Object.defineProperty(e, "prototype", {
      writable: false
    }), e;
  }
  function _iterableToArray$2(r) {
    if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) return Array.from(r);
  }
  function _iterableToArrayLimit$3(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = true,
        o = false;
      try {
        if (i = (t = t.call(r)).next, 0 === l) ; else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = true, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _nonIterableRest$3() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableSpread$2() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _slicedToArray$3(r, e) {
    return _arrayWithHoles$3(r) || _iterableToArrayLimit$3(r, e) || _unsupportedIterableToArray$3(r, e) || _nonIterableRest$3();
  }
  function _toConsumableArray$2(r) {
    return _arrayWithoutHoles$2(r) || _iterableToArray$2(r) || _unsupportedIterableToArray$3(r) || _nonIterableSpread$2();
  }
  function _toPrimitive$3(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r);
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return (String )(t);
  }
  function _toPropertyKey$3(t) {
    var i = _toPrimitive$3(t, "string");
    return "symbol" == typeof i ? i : i + "";
  }
  function _unsupportedIterableToArray$3(r, a) {
    if (r) {
      if ("string" == typeof r) return _arrayLikeToArray$3(r, a);
      var t = {}.toString.call(r).slice(8, -1);
      return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray$3(r, a) : void 0;
    }
  }

  var _dataMap = /*#__PURE__*/new WeakMap();
  var _objMap = /*#__PURE__*/new WeakMap();
  var _id$b = /*#__PURE__*/new WeakMap();
  var _createObj = /*#__PURE__*/new WeakMap();
  var _updateObj = /*#__PURE__*/new WeakMap();
  var _removeObj = /*#__PURE__*/new WeakMap();
  var DataBindMapper = /*#__PURE__*/function () {
    function DataBindMapper() {
      _classCallCheck$1(this, DataBindMapper);
      _classPrivateFieldInitSpec$1(this, _dataMap, new Map());
      _classPrivateFieldInitSpec$1(this, _objMap, new Map());
      _classPrivateFieldInitSpec$1(this, _id$b, function (d) {
        return d;
      });
      _classPrivateFieldInitSpec$1(this, _createObj, function () {
        return {};
      });
      _classPrivateFieldInitSpec$1(this, _updateObj, function () {});
      _classPrivateFieldInitSpec$1(this, _removeObj, function () {});
    }
    return _createClass$1(DataBindMapper, [{
      key: "getObj",
      value: function getObj(d) {
        return _classPrivateFieldGet2$1(_dataMap, this).get(_classPrivateFieldGet2$1(_id$b, this).call(this, d));
      }
    }, {
      key: "getData",
      value: function getData(o) {
        return _classPrivateFieldGet2$1(_objMap, this).get(o);
      }
    }, {
      key: "entries",
      value: function entries() {
        return _toConsumableArray$2(_classPrivateFieldGet2$1(_objMap, this).entries()).map(function (_ref) {
          var _ref2 = _slicedToArray$3(_ref, 2),
            o = _ref2[0],
            d = _ref2[1];
          return [d, o];
        });
      }
    }, {
      key: "id",
      value: function id(p) {
        _classPrivateFieldSet2$1(_id$b, this, index$1(p));
        return this;
      }
    }, {
      key: "onCreateObj",
      value: function onCreateObj(fn) {
        _classPrivateFieldSet2$1(_createObj, this, fn);
        return this;
      }
    }, {
      key: "onUpdateObj",
      value: function onUpdateObj(fn) {
        _classPrivateFieldSet2$1(_updateObj, this, fn);
        return this;
      }
    }, {
      key: "onRemoveObj",
      value: function onRemoveObj(fn) {
        _classPrivateFieldSet2$1(_removeObj, this, fn);
        return this;
      }
    }, {
      key: "digest",
      value: function digest(data) {
        var _this = this;
        data.filter(function (d) {
          return !_classPrivateFieldGet2$1(_dataMap, _this).has(_classPrivateFieldGet2$1(_id$b, _this).call(_this, d));
        }).forEach(function (d) {
          var obj = _classPrivateFieldGet2$1(_createObj, _this).call(_this, d);
          _classPrivateFieldGet2$1(_dataMap, _this).set(_classPrivateFieldGet2$1(_id$b, _this).call(_this, d), obj);
          _classPrivateFieldGet2$1(_objMap, _this).set(obj, d);
        });
        var dataIdsMap = new Map(data.map(function (d) {
          return [_classPrivateFieldGet2$1(_id$b, _this).call(_this, d), d];
        }));
        _classPrivateFieldGet2$1(_dataMap, this).forEach(function (o, dId) {
          if (!dataIdsMap.has(dId)) {
            _classPrivateFieldGet2$1(_removeObj, _this).call(_this, o, dId);
            _classPrivateFieldGet2$1(_dataMap, _this)["delete"](dId);
            _classPrivateFieldGet2$1(_objMap, _this)["delete"](o);
          } else {
            _classPrivateFieldGet2$1(_updateObj, _this).call(_this, o, dataIdsMap.get(dId));
          }
        });
        return this;
      }
    }, {
      key: "clear",
      value: function clear() {
        this.digest([]);
        return this;
      }
    }]);
  }();

  function initRange(domain, range) {
    switch (arguments.length) {
      case 0: break;
      case 1: this.range(domain); break;
      default: this.range(range).domain(domain); break;
    }
    return this;
  }

  const implicit = Symbol("implicit");

  function ordinal() {
    var index = new InternMap(),
        domain = [],
        range = [],
        unknown = implicit;

    function scale(d) {
      let i = index.get(d);
      if (i === undefined) {
        if (unknown !== implicit) return unknown;
        index.set(d, i = domain.push(d) - 1);
      }
      return range[i % range.length];
    }

    scale.domain = function(_) {
      if (!arguments.length) return domain.slice();
      domain = [], index = new InternMap();
      for (const value of _) {
        if (index.has(value)) continue;
        index.set(value, domain.push(value) - 1);
      }
      return scale;
    };

    scale.range = function(_) {
      return arguments.length ? (range = Array.from(_), scale) : range.slice();
    };

    scale.unknown = function(_) {
      return arguments.length ? (unknown = _, scale) : unknown;
    };

    scale.copy = function() {
      return ordinal(domain, range).unknown(unknown);
    };

    initRange.apply(scale, arguments);

    return scale;
  }

  function colors(specifier) {
    var n = specifier.length / 6 | 0, colors = new Array(n), i = 0;
    while (i < n) colors[i] = "#" + specifier.slice(i * 6, ++i * 6);
    return colors;
  }

  var schemePaired = colors("a6cee31f78b4b2df8a33a02cfb9a99e31a1cfdbf6fff7f00cab2d66a3d9affff99b15928");

  // This file is autogenerated. It's used to publish ESM to npm.
  function _typeof$2(obj) {
    "@babel/helpers - typeof";

    return _typeof$2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (obj) {
      return typeof obj;
    } : function (obj) {
      return obj && "function" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
    }, _typeof$2(obj);
  }

  // https://github.com/bgrins/TinyColor
  // Brian Grinstead, MIT License

  var trimLeft = /^\s+/;
  var trimRight = /\s+$/;
  function tinycolor(color, opts) {
    color = color ? color : "";
    opts = opts || {};

    // If input is already a tinycolor, return itself
    if (color instanceof tinycolor) {
      return color;
    }
    // If we are called as a function, call using new instead
    if (!(this instanceof tinycolor)) {
      return new tinycolor(color, opts);
    }
    var rgb = inputToRGB(color);
    this._originalInput = color, this._r = rgb.r, this._g = rgb.g, this._b = rgb.b, this._a = rgb.a, this._roundA = Math.round(100 * this._a) / 100, this._format = opts.format || rgb.format;
    this._gradientType = opts.gradientType;

    // Don't let the range of [0,255] come back in [0,1].
    // Potentially lose a little bit of precision here, but will fix issues where
    // .5 gets interpreted as half of the total, instead of half of 1
    // If it was supposed to be 128, this was already taken care of by `inputToRgb`
    if (this._r < 1) this._r = Math.round(this._r);
    if (this._g < 1) this._g = Math.round(this._g);
    if (this._b < 1) this._b = Math.round(this._b);
    this._ok = rgb.ok;
  }
  tinycolor.prototype = {
    isDark: function isDark() {
      return this.getBrightness() < 128;
    },
    isLight: function isLight() {
      return !this.isDark();
    },
    isValid: function isValid() {
      return this._ok;
    },
    getOriginalInput: function getOriginalInput() {
      return this._originalInput;
    },
    getFormat: function getFormat() {
      return this._format;
    },
    getAlpha: function getAlpha() {
      return this._a;
    },
    getBrightness: function getBrightness() {
      //http://www.w3.org/TR/AERT#color-contrast
      var rgb = this.toRgb();
      return (rgb.r * 299 + rgb.g * 587 + rgb.b * 114) / 1000;
    },
    getLuminance: function getLuminance() {
      //http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
      var rgb = this.toRgb();
      var RsRGB, GsRGB, BsRGB, R, G, B;
      RsRGB = rgb.r / 255;
      GsRGB = rgb.g / 255;
      BsRGB = rgb.b / 255;
      if (RsRGB <= 0.03928) R = RsRGB / 12.92;else R = Math.pow((RsRGB + 0.055) / 1.055, 2.4);
      if (GsRGB <= 0.03928) G = GsRGB / 12.92;else G = Math.pow((GsRGB + 0.055) / 1.055, 2.4);
      if (BsRGB <= 0.03928) B = BsRGB / 12.92;else B = Math.pow((BsRGB + 0.055) / 1.055, 2.4);
      return 0.2126 * R + 0.7152 * G + 0.0722 * B;
    },
    setAlpha: function setAlpha(value) {
      this._a = boundAlpha(value);
      this._roundA = Math.round(100 * this._a) / 100;
      return this;
    },
    toHsv: function toHsv() {
      var hsv = rgbToHsv(this._r, this._g, this._b);
      return {
        h: hsv.h * 360,
        s: hsv.s,
        v: hsv.v,
        a: this._a
      };
    },
    toHsvString: function toHsvString() {
      var hsv = rgbToHsv(this._r, this._g, this._b);
      var h = Math.round(hsv.h * 360),
        s = Math.round(hsv.s * 100),
        v = Math.round(hsv.v * 100);
      return this._a == 1 ? "hsv(" + h + ", " + s + "%, " + v + "%)" : "hsva(" + h + ", " + s + "%, " + v + "%, " + this._roundA + ")";
    },
    toHsl: function toHsl() {
      var hsl = rgbToHsl$1(this._r, this._g, this._b);
      return {
        h: hsl.h * 360,
        s: hsl.s,
        l: hsl.l,
        a: this._a
      };
    },
    toHslString: function toHslString() {
      var hsl = rgbToHsl$1(this._r, this._g, this._b);
      var h = Math.round(hsl.h * 360),
        s = Math.round(hsl.s * 100),
        l = Math.round(hsl.l * 100);
      return this._a == 1 ? "hsl(" + h + ", " + s + "%, " + l + "%)" : "hsla(" + h + ", " + s + "%, " + l + "%, " + this._roundA + ")";
    },
    toHex: function toHex(allow3Char) {
      return rgbToHex(this._r, this._g, this._b, allow3Char);
    },
    toHexString: function toHexString(allow3Char) {
      return "#" + this.toHex(allow3Char);
    },
    toHex8: function toHex8(allow4Char) {
      return rgbaToHex(this._r, this._g, this._b, this._a, allow4Char);
    },
    toHex8String: function toHex8String(allow4Char) {
      return "#" + this.toHex8(allow4Char);
    },
    toRgb: function toRgb() {
      return {
        r: Math.round(this._r),
        g: Math.round(this._g),
        b: Math.round(this._b),
        a: this._a
      };
    },
    toRgbString: function toRgbString() {
      return this._a == 1 ? "rgb(" + Math.round(this._r) + ", " + Math.round(this._g) + ", " + Math.round(this._b) + ")" : "rgba(" + Math.round(this._r) + ", " + Math.round(this._g) + ", " + Math.round(this._b) + ", " + this._roundA + ")";
    },
    toPercentageRgb: function toPercentageRgb() {
      return {
        r: Math.round(bound01(this._r, 255) * 100) + "%",
        g: Math.round(bound01(this._g, 255) * 100) + "%",
        b: Math.round(bound01(this._b, 255) * 100) + "%",
        a: this._a
      };
    },
    toPercentageRgbString: function toPercentageRgbString() {
      return this._a == 1 ? "rgb(" + Math.round(bound01(this._r, 255) * 100) + "%, " + Math.round(bound01(this._g, 255) * 100) + "%, " + Math.round(bound01(this._b, 255) * 100) + "%)" : "rgba(" + Math.round(bound01(this._r, 255) * 100) + "%, " + Math.round(bound01(this._g, 255) * 100) + "%, " + Math.round(bound01(this._b, 255) * 100) + "%, " + this._roundA + ")";
    },
    toName: function toName() {
      if (this._a === 0) {
        return "transparent";
      }
      if (this._a < 1) {
        return false;
      }
      return hexNames[rgbToHex(this._r, this._g, this._b, true)] || false;
    },
    toFilter: function toFilter(secondColor) {
      var hex8String = "#" + rgbaToArgbHex(this._r, this._g, this._b, this._a);
      var secondHex8String = hex8String;
      var gradientType = this._gradientType ? "GradientType = 1, " : "";
      if (secondColor) {
        var s = tinycolor(secondColor);
        secondHex8String = "#" + rgbaToArgbHex(s._r, s._g, s._b, s._a);
      }
      return "progid:DXImageTransform.Microsoft.gradient(" + gradientType + "startColorstr=" + hex8String + ",endColorstr=" + secondHex8String + ")";
    },
    toString: function toString(format) {
      var formatSet = !!format;
      format = format || this._format;
      var formattedString = false;
      var hasAlpha = this._a < 1 && this._a >= 0;
      var needsAlphaFormat = !formatSet && hasAlpha && (format === "hex" || format === "hex6" || format === "hex3" || format === "hex4" || format === "hex8" || format === "name");
      if (needsAlphaFormat) {
        // Special case for "transparent", all other non-alpha formats
        // will return rgba when there is transparency.
        if (format === "name" && this._a === 0) {
          return this.toName();
        }
        return this.toRgbString();
      }
      if (format === "rgb") {
        formattedString = this.toRgbString();
      }
      if (format === "prgb") {
        formattedString = this.toPercentageRgbString();
      }
      if (format === "hex" || format === "hex6") {
        formattedString = this.toHexString();
      }
      if (format === "hex3") {
        formattedString = this.toHexString(true);
      }
      if (format === "hex4") {
        formattedString = this.toHex8String(true);
      }
      if (format === "hex8") {
        formattedString = this.toHex8String();
      }
      if (format === "name") {
        formattedString = this.toName();
      }
      if (format === "hsl") {
        formattedString = this.toHslString();
      }
      if (format === "hsv") {
        formattedString = this.toHsvString();
      }
      return formattedString || this.toHexString();
    },
    clone: function clone() {
      return tinycolor(this.toString());
    },
    _applyModification: function _applyModification(fn, args) {
      var color = fn.apply(null, [this].concat([].slice.call(args)));
      this._r = color._r;
      this._g = color._g;
      this._b = color._b;
      this.setAlpha(color._a);
      return this;
    },
    lighten: function lighten() {
      return this._applyModification(_lighten, arguments);
    },
    brighten: function brighten() {
      return this._applyModification(_brighten, arguments);
    },
    darken: function darken() {
      return this._applyModification(_darken, arguments);
    },
    desaturate: function desaturate() {
      return this._applyModification(_desaturate, arguments);
    },
    saturate: function saturate() {
      return this._applyModification(_saturate, arguments);
    },
    greyscale: function greyscale() {
      return this._applyModification(_greyscale, arguments);
    },
    spin: function spin() {
      return this._applyModification(_spin, arguments);
    },
    _applyCombination: function _applyCombination(fn, args) {
      return fn.apply(null, [this].concat([].slice.call(args)));
    },
    analogous: function analogous() {
      return this._applyCombination(_analogous, arguments);
    },
    complement: function complement() {
      return this._applyCombination(_complement, arguments);
    },
    monochromatic: function monochromatic() {
      return this._applyCombination(_monochromatic, arguments);
    },
    splitcomplement: function splitcomplement() {
      return this._applyCombination(_splitcomplement, arguments);
    },
    // Disabled until https://github.com/bgrins/TinyColor/issues/254
    // polyad: function (number) {
    //   return this._applyCombination(polyad, [number]);
    // },
    triad: function triad() {
      return this._applyCombination(polyad, [3]);
    },
    tetrad: function tetrad() {
      return this._applyCombination(polyad, [4]);
    }
  };

  // If input is an object, force 1 into "1.0" to handle ratios properly
  // String input requires "1.0" as input, so 1 will be treated as 1
  tinycolor.fromRatio = function (color, opts) {
    if (_typeof$2(color) == "object") {
      var newColor = {};
      for (var i in color) {
        if (color.hasOwnProperty(i)) {
          if (i === "a") {
            newColor[i] = color[i];
          } else {
            newColor[i] = convertToPercentage(color[i]);
          }
        }
      }
      color = newColor;
    }
    return tinycolor(color, opts);
  };

  // Given a string or object, convert that input to RGB
  // Possible string inputs:
  //
  //     "red"
  //     "#f00" or "f00"
  //     "#ff0000" or "ff0000"
  //     "#ff000000" or "ff000000"
  //     "rgb 255 0 0" or "rgb (255, 0, 0)"
  //     "rgb 1.0 0 0" or "rgb (1, 0, 0)"
  //     "rgba (255, 0, 0, 1)" or "rgba 255, 0, 0, 1"
  //     "rgba (1.0, 0, 0, 1)" or "rgba 1.0, 0, 0, 1"
  //     "hsl(0, 100%, 50%)" or "hsl 0 100% 50%"
  //     "hsla(0, 100%, 50%, 1)" or "hsla 0 100% 50%, 1"
  //     "hsv(0, 100%, 100%)" or "hsv 0 100% 100%"
  //
  function inputToRGB(color) {
    var rgb = {
      r: 0,
      g: 0,
      b: 0
    };
    var a = 1;
    var s = null;
    var v = null;
    var l = null;
    var ok = false;
    var format = false;
    if (typeof color == "string") {
      color = stringInputToObject(color);
    }
    if (_typeof$2(color) == "object") {
      if (isValidCSSUnit(color.r) && isValidCSSUnit(color.g) && isValidCSSUnit(color.b)) {
        rgb = rgbToRgb(color.r, color.g, color.b);
        ok = true;
        format = String(color.r).substr(-1) === "%" ? "prgb" : "rgb";
      } else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.v)) {
        s = convertToPercentage(color.s);
        v = convertToPercentage(color.v);
        rgb = hsvToRgb(color.h, s, v);
        ok = true;
        format = "hsv";
      } else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.l)) {
        s = convertToPercentage(color.s);
        l = convertToPercentage(color.l);
        rgb = hslToRgb$1(color.h, s, l);
        ok = true;
        format = "hsl";
      }
      if (color.hasOwnProperty("a")) {
        a = color.a;
      }
    }
    a = boundAlpha(a);
    return {
      ok: ok,
      format: color.format || format,
      r: Math.min(255, Math.max(rgb.r, 0)),
      g: Math.min(255, Math.max(rgb.g, 0)),
      b: Math.min(255, Math.max(rgb.b, 0)),
      a: a
    };
  }

  // Conversion Functions
  // --------------------

  // `rgbToHsl`, `rgbToHsv`, `hslToRgb`, `hsvToRgb` modified from:
  // <http://mjijackson.com/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript>

  // `rgbToRgb`
  // Handle bounds / percentage checking to conform to CSS color spec
  // <http://www.w3.org/TR/css3-color/>
  // *Assumes:* r, g, b in [0, 255] or [0, 1]
  // *Returns:* { r, g, b } in [0, 255]
  function rgbToRgb(r, g, b) {
    return {
      r: bound01(r, 255) * 255,
      g: bound01(g, 255) * 255,
      b: bound01(b, 255) * 255
    };
  }

  // `rgbToHsl`
  // Converts an RGB color value to HSL.
  // *Assumes:* r, g, and b are contained in [0, 255] or [0, 1]
  // *Returns:* { h, s, l } in [0,1]
  function rgbToHsl$1(r, g, b) {
    r = bound01(r, 255);
    g = bound01(g, 255);
    b = bound01(b, 255);
    var max = Math.max(r, g, b),
      min = Math.min(r, g, b);
    var h,
      s,
      l = (max + min) / 2;
    if (max == min) {
      h = s = 0; // achromatic
    } else {
      var d = max - min;
      s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
      switch (max) {
        case r:
          h = (g - b) / d + (g < b ? 6 : 0);
          break;
        case g:
          h = (b - r) / d + 2;
          break;
        case b:
          h = (r - g) / d + 4;
          break;
      }
      h /= 6;
    }
    return {
      h: h,
      s: s,
      l: l
    };
  }

  // `hslToRgb`
  // Converts an HSL color value to RGB.
  // *Assumes:* h is contained in [0, 1] or [0, 360] and s and l are contained [0, 1] or [0, 100]
  // *Returns:* { r, g, b } in the set [0, 255]
  function hslToRgb$1(h, s, l) {
    var r, g, b;
    h = bound01(h, 360);
    s = bound01(s, 100);
    l = bound01(l, 100);
    function hue2rgb(p, q, t) {
      if (t < 0) t += 1;
      if (t > 1) t -= 1;
      if (t < 1 / 6) return p + (q - p) * 6 * t;
      if (t < 1 / 2) return q;
      if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
      return p;
    }
    if (s === 0) {
      r = g = b = l; // achromatic
    } else {
      var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
      var p = 2 * l - q;
      r = hue2rgb(p, q, h + 1 / 3);
      g = hue2rgb(p, q, h);
      b = hue2rgb(p, q, h - 1 / 3);
    }
    return {
      r: r * 255,
      g: g * 255,
      b: b * 255
    };
  }

  // `rgbToHsv`
  // Converts an RGB color value to HSV
  // *Assumes:* r, g, and b are contained in the set [0, 255] or [0, 1]
  // *Returns:* { h, s, v } in [0,1]
  function rgbToHsv(r, g, b) {
    r = bound01(r, 255);
    g = bound01(g, 255);
    b = bound01(b, 255);
    var max = Math.max(r, g, b),
      min = Math.min(r, g, b);
    var h,
      s,
      v = max;
    var d = max - min;
    s = max === 0 ? 0 : d / max;
    if (max == min) {
      h = 0; // achromatic
    } else {
      switch (max) {
        case r:
          h = (g - b) / d + (g < b ? 6 : 0);
          break;
        case g:
          h = (b - r) / d + 2;
          break;
        case b:
          h = (r - g) / d + 4;
          break;
      }
      h /= 6;
    }
    return {
      h: h,
      s: s,
      v: v
    };
  }

  // `hsvToRgb`
  // Converts an HSV color value to RGB.
  // *Assumes:* h is contained in [0, 1] or [0, 360] and s and v are contained in [0, 1] or [0, 100]
  // *Returns:* { r, g, b } in the set [0, 255]
  function hsvToRgb(h, s, v) {
    h = bound01(h, 360) * 6;
    s = bound01(s, 100);
    v = bound01(v, 100);
    var i = Math.floor(h),
      f = h - i,
      p = v * (1 - s),
      q = v * (1 - f * s),
      t = v * (1 - (1 - f) * s),
      mod = i % 6,
      r = [v, q, p, p, t, v][mod],
      g = [t, v, v, q, p, p][mod],
      b = [p, p, t, v, v, q][mod];
    return {
      r: r * 255,
      g: g * 255,
      b: b * 255
    };
  }

  // `rgbToHex`
  // Converts an RGB color to hex
  // Assumes r, g, and b are contained in the set [0, 255]
  // Returns a 3 or 6 character hex
  function rgbToHex(r, g, b, allow3Char) {
    var hex = [pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16))];

    // Return a 3 character hex if possible
    if (allow3Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1)) {
      return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0);
    }
    return hex.join("");
  }

  // `rgbaToHex`
  // Converts an RGBA color plus alpha transparency to hex
  // Assumes r, g, b are contained in the set [0, 255] and
  // a in [0, 1]. Returns a 4 or 8 character rgba hex
  function rgbaToHex(r, g, b, a, allow4Char) {
    var hex = [pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16)), pad2(convertDecimalToHex(a))];

    // Return a 4 character hex if possible
    if (allow4Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1) && hex[3].charAt(0) == hex[3].charAt(1)) {
      return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0) + hex[3].charAt(0);
    }
    return hex.join("");
  }

  // `rgbaToArgbHex`
  // Converts an RGBA color to an ARGB Hex8 string
  // Rarely used, but required for "toFilter()"
  function rgbaToArgbHex(r, g, b, a) {
    var hex = [pad2(convertDecimalToHex(a)), pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16))];
    return hex.join("");
  }

  // `equals`
  // Can be called with any tinycolor input
  tinycolor.equals = function (color1, color2) {
    if (!color1 || !color2) return false;
    return tinycolor(color1).toRgbString() == tinycolor(color2).toRgbString();
  };
  tinycolor.random = function () {
    return tinycolor.fromRatio({
      r: Math.random(),
      g: Math.random(),
      b: Math.random()
    });
  };

  // Modification Functions
  // ----------------------
  // Thanks to less.js for some of the basics here
  // <https://github.com/cloudhead/less.js/blob/master/lib/less/functions.js>

  function _desaturate(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.s -= amount / 100;
    hsl.s = clamp01(hsl.s);
    return tinycolor(hsl);
  }
  function _saturate(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.s += amount / 100;
    hsl.s = clamp01(hsl.s);
    return tinycolor(hsl);
  }
  function _greyscale(color) {
    return tinycolor(color).desaturate(100);
  }
  function _lighten(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.l += amount / 100;
    hsl.l = clamp01(hsl.l);
    return tinycolor(hsl);
  }
  function _brighten(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var rgb = tinycolor(color).toRgb();
    rgb.r = Math.max(0, Math.min(255, rgb.r - Math.round(255 * -(amount / 100))));
    rgb.g = Math.max(0, Math.min(255, rgb.g - Math.round(255 * -(amount / 100))));
    rgb.b = Math.max(0, Math.min(255, rgb.b - Math.round(255 * -(amount / 100))));
    return tinycolor(rgb);
  }
  function _darken(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.l -= amount / 100;
    hsl.l = clamp01(hsl.l);
    return tinycolor(hsl);
  }

  // Spin takes a positive or negative amount within [-360, 360] indicating the change of hue.
  // Values outside of this range will be wrapped into this range.
  function _spin(color, amount) {
    var hsl = tinycolor(color).toHsl();
    var hue = (hsl.h + amount) % 360;
    hsl.h = hue < 0 ? 360 + hue : hue;
    return tinycolor(hsl);
  }

  // Combination Functions
  // ---------------------
  // Thanks to jQuery xColor for some of the ideas behind these
  // <https://github.com/infusion/jQuery-xcolor/blob/master/jquery.xcolor.js>

  function _complement(color) {
    var hsl = tinycolor(color).toHsl();
    hsl.h = (hsl.h + 180) % 360;
    return tinycolor(hsl);
  }
  function polyad(color, number) {
    if (isNaN(number) || number <= 0) {
      throw new Error("Argument to polyad must be a positive number");
    }
    var hsl = tinycolor(color).toHsl();
    var result = [tinycolor(color)];
    var step = 360 / number;
    for (var i = 1; i < number; i++) {
      result.push(tinycolor({
        h: (hsl.h + i * step) % 360,
        s: hsl.s,
        l: hsl.l
      }));
    }
    return result;
  }
  function _splitcomplement(color) {
    var hsl = tinycolor(color).toHsl();
    var h = hsl.h;
    return [tinycolor(color), tinycolor({
      h: (h + 72) % 360,
      s: hsl.s,
      l: hsl.l
    }), tinycolor({
      h: (h + 216) % 360,
      s: hsl.s,
      l: hsl.l
    })];
  }
  function _analogous(color, results, slices) {
    results = results || 6;
    slices = slices || 30;
    var hsl = tinycolor(color).toHsl();
    var part = 360 / slices;
    var ret = [tinycolor(color)];
    for (hsl.h = (hsl.h - (part * results >> 1) + 720) % 360; --results;) {
      hsl.h = (hsl.h + part) % 360;
      ret.push(tinycolor(hsl));
    }
    return ret;
  }
  function _monochromatic(color, results) {
    results = results || 6;
    var hsv = tinycolor(color).toHsv();
    var h = hsv.h,
      s = hsv.s,
      v = hsv.v;
    var ret = [];
    var modification = 1 / results;
    while (results--) {
      ret.push(tinycolor({
        h: h,
        s: s,
        v: v
      }));
      v = (v + modification) % 1;
    }
    return ret;
  }

  // Utility Functions
  // ---------------------

  tinycolor.mix = function (color1, color2, amount) {
    amount = amount === 0 ? 0 : amount || 50;
    var rgb1 = tinycolor(color1).toRgb();
    var rgb2 = tinycolor(color2).toRgb();
    var p = amount / 100;
    var rgba = {
      r: (rgb2.r - rgb1.r) * p + rgb1.r,
      g: (rgb2.g - rgb1.g) * p + rgb1.g,
      b: (rgb2.b - rgb1.b) * p + rgb1.b,
      a: (rgb2.a - rgb1.a) * p + rgb1.a
    };
    return tinycolor(rgba);
  };

  // Readability Functions
  // ---------------------
  // <http://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef (WCAG Version 2)

  // `contrast`
  // Analyze the 2 colors and returns the color contrast defined by (WCAG Version 2)
  tinycolor.readability = function (color1, color2) {
    var c1 = tinycolor(color1);
    var c2 = tinycolor(color2);
    return (Math.max(c1.getLuminance(), c2.getLuminance()) + 0.05) / (Math.min(c1.getLuminance(), c2.getLuminance()) + 0.05);
  };

  // `isReadable`
  // Ensure that foreground and background color combinations meet WCAG2 guidelines.
  // The third argument is an optional Object.
  //      the 'level' property states 'AA' or 'AAA' - if missing or invalid, it defaults to 'AA';
  //      the 'size' property states 'large' or 'small' - if missing or invalid, it defaults to 'small'.
  // If the entire object is absent, isReadable defaults to {level:"AA",size:"small"}.

  // *Example*
  //    tinycolor.isReadable("#000", "#111") => false
  //    tinycolor.isReadable("#000", "#111",{level:"AA",size:"large"}) => false
  tinycolor.isReadable = function (color1, color2, wcag2) {
    var readability = tinycolor.readability(color1, color2);
    var wcag2Parms, out;
    out = false;
    wcag2Parms = validateWCAG2Parms(wcag2);
    switch (wcag2Parms.level + wcag2Parms.size) {
      case "AAsmall":
      case "AAAlarge":
        out = readability >= 4.5;
        break;
      case "AAlarge":
        out = readability >= 3;
        break;
      case "AAAsmall":
        out = readability >= 7;
        break;
    }
    return out;
  };

  // `mostReadable`
  // Given a base color and a list of possible foreground or background
  // colors for that base, returns the most readable color.
  // Optionally returns Black or White if the most readable color is unreadable.
  // *Example*
  //    tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:false}).toHexString(); // "#112255"
  //    tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:true}).toHexString();  // "#ffffff"
  //    tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"large"}).toHexString(); // "#faf3f3"
  //    tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"small"}).toHexString(); // "#ffffff"
  tinycolor.mostReadable = function (baseColor, colorList, args) {
    var bestColor = null;
    var bestScore = 0;
    var readability;
    var includeFallbackColors, level, size;
    args = args || {};
    includeFallbackColors = args.includeFallbackColors;
    level = args.level;
    size = args.size;
    for (var i = 0; i < colorList.length; i++) {
      readability = tinycolor.readability(baseColor, colorList[i]);
      if (readability > bestScore) {
        bestScore = readability;
        bestColor = tinycolor(colorList[i]);
      }
    }
    if (tinycolor.isReadable(baseColor, bestColor, {
      level: level,
      size: size
    }) || !includeFallbackColors) {
      return bestColor;
    } else {
      args.includeFallbackColors = false;
      return tinycolor.mostReadable(baseColor, ["#fff", "#000"], args);
    }
  };

  // Big List of Colors
  // ------------------
  // <https://www.w3.org/TR/css-color-4/#named-colors>
  var names = tinycolor.names = {
    aliceblue: "f0f8ff",
    antiquewhite: "faebd7",
    aqua: "0ff",
    aquamarine: "7fffd4",
    azure: "f0ffff",
    beige: "f5f5dc",
    bisque: "ffe4c4",
    black: "000",
    blanchedalmond: "ffebcd",
    blue: "00f",
    blueviolet: "8a2be2",
    brown: "a52a2a",
    burlywood: "deb887",
    burntsienna: "ea7e5d",
    cadetblue: "5f9ea0",
    chartreuse: "7fff00",
    chocolate: "d2691e",
    coral: "ff7f50",
    cornflowerblue: "6495ed",
    cornsilk: "fff8dc",
    crimson: "dc143c",
    cyan: "0ff",
    darkblue: "00008b",
    darkcyan: "008b8b",
    darkgoldenrod: "b8860b",
    darkgray: "a9a9a9",
    darkgreen: "006400",
    darkgrey: "a9a9a9",
    darkkhaki: "bdb76b",
    darkmagenta: "8b008b",
    darkolivegreen: "556b2f",
    darkorange: "ff8c00",
    darkorchid: "9932cc",
    darkred: "8b0000",
    darksalmon: "e9967a",
    darkseagreen: "8fbc8f",
    darkslateblue: "483d8b",
    darkslategray: "2f4f4f",
    darkslategrey: "2f4f4f",
    darkturquoise: "00ced1",
    darkviolet: "9400d3",
    deeppink: "ff1493",
    deepskyblue: "00bfff",
    dimgray: "696969",
    dimgrey: "696969",
    dodgerblue: "1e90ff",
    firebrick: "b22222",
    floralwhite: "fffaf0",
    forestgreen: "228b22",
    fuchsia: "f0f",
    gainsboro: "dcdcdc",
    ghostwhite: "f8f8ff",
    gold: "ffd700",
    goldenrod: "daa520",
    gray: "808080",
    green: "008000",
    greenyellow: "adff2f",
    grey: "808080",
    honeydew: "f0fff0",
    hotpink: "ff69b4",
    indianred: "cd5c5c",
    indigo: "4b0082",
    ivory: "fffff0",
    khaki: "f0e68c",
    lavender: "e6e6fa",
    lavenderblush: "fff0f5",
    lawngreen: "7cfc00",
    lemonchiffon: "fffacd",
    lightblue: "add8e6",
    lightcoral: "f08080",
    lightcyan: "e0ffff",
    lightgoldenrodyellow: "fafad2",
    lightgray: "d3d3d3",
    lightgreen: "90ee90",
    lightgrey: "d3d3d3",
    lightpink: "ffb6c1",
    lightsalmon: "ffa07a",
    lightseagreen: "20b2aa",
    lightskyblue: "87cefa",
    lightslategray: "789",
    lightslategrey: "789",
    lightsteelblue: "b0c4de",
    lightyellow: "ffffe0",
    lime: "0f0",
    limegreen: "32cd32",
    linen: "faf0e6",
    magenta: "f0f",
    maroon: "800000",
    mediumaquamarine: "66cdaa",
    mediumblue: "0000cd",
    mediumorchid: "ba55d3",
    mediumpurple: "9370db",
    mediumseagreen: "3cb371",
    mediumslateblue: "7b68ee",
    mediumspringgreen: "00fa9a",
    mediumturquoise: "48d1cc",
    mediumvioletred: "c71585",
    midnightblue: "191970",
    mintcream: "f5fffa",
    mistyrose: "ffe4e1",
    moccasin: "ffe4b5",
    navajowhite: "ffdead",
    navy: "000080",
    oldlace: "fdf5e6",
    olive: "808000",
    olivedrab: "6b8e23",
    orange: "ffa500",
    orangered: "ff4500",
    orchid: "da70d6",
    palegoldenrod: "eee8aa",
    palegreen: "98fb98",
    paleturquoise: "afeeee",
    palevioletred: "db7093",
    papayawhip: "ffefd5",
    peachpuff: "ffdab9",
    peru: "cd853f",
    pink: "ffc0cb",
    plum: "dda0dd",
    powderblue: "b0e0e6",
    purple: "800080",
    rebeccapurple: "663399",
    red: "f00",
    rosybrown: "bc8f8f",
    royalblue: "4169e1",
    saddlebrown: "8b4513",
    salmon: "fa8072",
    sandybrown: "f4a460",
    seagreen: "2e8b57",
    seashell: "fff5ee",
    sienna: "a0522d",
    silver: "c0c0c0",
    skyblue: "87ceeb",
    slateblue: "6a5acd",
    slategray: "708090",
    slategrey: "708090",
    snow: "fffafa",
    springgreen: "00ff7f",
    steelblue: "4682b4",
    tan: "d2b48c",
    teal: "008080",
    thistle: "d8bfd8",
    tomato: "ff6347",
    turquoise: "40e0d0",
    violet: "ee82ee",
    wheat: "f5deb3",
    white: "fff",
    whitesmoke: "f5f5f5",
    yellow: "ff0",
    yellowgreen: "9acd32"
  };

  // Make it easy to access colors via `hexNames[hex]`
  var hexNames = tinycolor.hexNames = flip(names);

  // Utilities
  // ---------

  // `{ 'name1': 'val1' }` becomes `{ 'val1': 'name1' }`
  function flip(o) {
    var flipped = {};
    for (var i in o) {
      if (o.hasOwnProperty(i)) {
        flipped[o[i]] = i;
      }
    }
    return flipped;
  }

  // Return a valid alpha value [0,1] with all invalid values being set to 1
  function boundAlpha(a) {
    a = parseFloat(a);
    if (isNaN(a) || a < 0 || a > 1) {
      a = 1;
    }
    return a;
  }

  // Take input from [0, n] and return it as [0, 1]
  function bound01(n, max) {
    if (isOnePointZero(n)) n = "100%";
    var processPercent = isPercentage(n);
    n = Math.min(max, Math.max(0, parseFloat(n)));

    // Automatically convert percentage into number
    if (processPercent) {
      n = parseInt(n * max, 10) / 100;
    }

    // Handle floating point rounding errors
    if (Math.abs(n - max) < 0.000001) {
      return 1;
    }

    // Convert into [0, 1] range if it isn't already
    return n % max / parseFloat(max);
  }

  // Force a number between 0 and 1
  function clamp01(val) {
    return Math.min(1, Math.max(0, val));
  }

  // Parse a base-16 hex value into a base-10 integer
  function parseIntFromHex(val) {
    return parseInt(val, 16);
  }

  // Need to handle 1.0 as 100%, since once it is a number, there is no difference between it and 1
  // <http://stackoverflow.com/questions/7422072/javascript-how-to-detect-number-as-a-decimal-including-1-0>
  function isOnePointZero(n) {
    return typeof n == "string" && n.indexOf(".") != -1 && parseFloat(n) === 1;
  }

  // Check to see if string passed in is a percentage
  function isPercentage(n) {
    return typeof n === "string" && n.indexOf("%") != -1;
  }

  // Force a hex value to have 2 characters
  function pad2(c) {
    return c.length == 1 ? "0" + c : "" + c;
  }

  // Replace a decimal with it's percentage value
  function convertToPercentage(n) {
    if (n <= 1) {
      n = n * 100 + "%";
    }
    return n;
  }

  // Converts a decimal to a hex value
  function convertDecimalToHex(d) {
    return Math.round(parseFloat(d) * 255).toString(16);
  }
  // Converts a hex value to a decimal
  function convertHexToDecimal(h) {
    return parseIntFromHex(h) / 255;
  }
  var matchers = function () {
    // <http://www.w3.org/TR/css3-values/#integers>
    var CSS_INTEGER = "[-\\+]?\\d+%?";

    // <http://www.w3.org/TR/css3-values/#number-value>
    var CSS_NUMBER = "[-\\+]?\\d*\\.\\d+%?";

    // Allow positive/negative integer/number.  Don't capture the either/or, just the entire outcome.
    var CSS_UNIT = "(?:" + CSS_NUMBER + ")|(?:" + CSS_INTEGER + ")";

    // Actual matching.
    // Parentheses and commas are optional, but not required.
    // Whitespace can take the place of commas or opening paren
    var PERMISSIVE_MATCH3 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
    var PERMISSIVE_MATCH4 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
    return {
      CSS_UNIT: new RegExp(CSS_UNIT),
      rgb: new RegExp("rgb" + PERMISSIVE_MATCH3),
      rgba: new RegExp("rgba" + PERMISSIVE_MATCH4),
      hsl: new RegExp("hsl" + PERMISSIVE_MATCH3),
      hsla: new RegExp("hsla" + PERMISSIVE_MATCH4),
      hsv: new RegExp("hsv" + PERMISSIVE_MATCH3),
      hsva: new RegExp("hsva" + PERMISSIVE_MATCH4),
      hex3: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
      hex6: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/,
      hex4: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
      hex8: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/
    };
  }();

  // `isValidCSSUnit`
  // Take in a single string / number and check to see if it looks like a CSS unit
  // (see `matchers` above for definition).
  function isValidCSSUnit(color) {
    return !!matchers.CSS_UNIT.exec(color);
  }

  // `stringInputToObject`
  // Permissive string parsing.  Take in a number of formats, and output an object
  // based on detected format.  Returns `{ r, g, b }` or `{ h, s, l }` or `{ h, s, v}`
  function stringInputToObject(color) {
    color = color.replace(trimLeft, "").replace(trimRight, "").toLowerCase();
    var named = false;
    if (names[color]) {
      color = names[color];
      named = true;
    } else if (color == "transparent") {
      return {
        r: 0,
        g: 0,
        b: 0,
        a: 0,
        format: "name"
      };
    }

    // Try to match string input using regular expressions.
    // Keep most of the number bounding out of this function - don't worry about [0,1] or [0,100] or [0,360]
    // Just return an object and let the conversion functions handle that.
    // This way the result will be the same whether the tinycolor is initialized with string or object.
    var match;
    if (match = matchers.rgb.exec(color)) {
      return {
        r: match[1],
        g: match[2],
        b: match[3]
      };
    }
    if (match = matchers.rgba.exec(color)) {
      return {
        r: match[1],
        g: match[2],
        b: match[3],
        a: match[4]
      };
    }
    if (match = matchers.hsl.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        l: match[3]
      };
    }
    if (match = matchers.hsla.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        l: match[3],
        a: match[4]
      };
    }
    if (match = matchers.hsv.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        v: match[3]
      };
    }
    if (match = matchers.hsva.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        v: match[3],
        a: match[4]
      };
    }
    if (match = matchers.hex8.exec(color)) {
      return {
        r: parseIntFromHex(match[1]),
        g: parseIntFromHex(match[2]),
        b: parseIntFromHex(match[3]),
        a: convertHexToDecimal(match[4]),
        format: named ? "name" : "hex8"
      };
    }
    if (match = matchers.hex6.exec(color)) {
      return {
        r: parseIntFromHex(match[1]),
        g: parseIntFromHex(match[2]),
        b: parseIntFromHex(match[3]),
        format: named ? "name" : "hex"
      };
    }
    if (match = matchers.hex4.exec(color)) {
      return {
        r: parseIntFromHex(match[1] + "" + match[1]),
        g: parseIntFromHex(match[2] + "" + match[2]),
        b: parseIntFromHex(match[3] + "" + match[3]),
        a: convertHexToDecimal(match[4] + "" + match[4]),
        format: named ? "name" : "hex8"
      };
    }
    if (match = matchers.hex3.exec(color)) {
      return {
        r: parseIntFromHex(match[1] + "" + match[1]),
        g: parseIntFromHex(match[2] + "" + match[2]),
        b: parseIntFromHex(match[3] + "" + match[3]),
        format: named ? "name" : "hex"
      };
    }
    return false;
  }
  function validateWCAG2Parms(parms) {
    // return valid WCAG2 parms for isReadable.
    // If input parms are invalid, return {"level":"AA", "size":"small"}
    var level, size;
    parms = parms || {
      level: "AA",
      size: "small"
    };
    level = (parms.level || "AA").toUpperCase();
    size = (parms.size || "small").toLowerCase();
    if (level !== "AA" && level !== "AAA") {
      level = "AA";
    }
    if (size !== "small" && size !== "large") {
      size = "small";
    }
    return {
      level: level,
      size: size
    };
  }

  function _arrayLikeToArray$2(r, a) {
    (null == a || a > r.length) && (a = r.length);
    for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
    return n;
  }
  function _arrayWithHoles$2(r) {
    if (Array.isArray(r)) return r;
  }
  function _arrayWithoutHoles$1(r) {
    if (Array.isArray(r)) return _arrayLikeToArray$2(r);
  }
  function _assertClassBrand(e, t, n) {
    if ("function" == typeof e ? e === t : e.has(t)) return arguments.length < 3 ? t : n;
    throw new TypeError("Private element is not present on this object");
  }
  function _assertThisInitialized$1(e) {
    if (void 0 === e) throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
    return e;
  }
  function _callSuper(t, o, e) {
    return o = _getPrototypeOf$1(o), _possibleConstructorReturn(t, _isNativeReflectConstruct$1() ? Reflect.construct(o, e || [], _getPrototypeOf$1(t).constructor) : o.apply(t, e));
  }
  function _checkPrivateRedeclaration(e, t) {
    if (t.has(e)) throw new TypeError("Cannot initialize the same private elements twice on an object");
  }
  function _classCallCheck(a, n) {
    if (!(a instanceof n)) throw new TypeError("Cannot call a class as a function");
  }
  function _classPrivateFieldGet2(s, a) {
    return s.get(_assertClassBrand(s, a));
  }
  function _classPrivateFieldInitSpec(e, t, a) {
    _checkPrivateRedeclaration(e, t), t.set(e, a);
  }
  function _classPrivateFieldSet2(s, a, r) {
    return s.set(_assertClassBrand(s, a), r), r;
  }
  function _construct$1(t, e, r) {
    if (_isNativeReflectConstruct$1()) return Reflect.construct.apply(null, arguments);
    var o = [null];
    o.push.apply(o, e);
    var p = new (t.bind.apply(t, o))();
    return p;
  }
  function _defineProperties(e, r) {
    for (var t = 0; t < r.length; t++) {
      var o = r[t];
      o.enumerable = o.enumerable || false, o.configurable = true, "value" in o && (o.writable = true), Object.defineProperty(e, _toPropertyKey$2(o.key), o);
    }
  }
  function _createClass(e, r, t) {
    return r && _defineProperties(e.prototype, r), Object.defineProperty(e, "prototype", {
      writable: false
    }), e;
  }
  function _defineProperty$2(e, r, t) {
    return (r = _toPropertyKey$2(r)) in e ? Object.defineProperty(e, r, {
      value: t,
      enumerable: true,
      configurable: true,
      writable: true
    }) : e[r] = t, e;
  }
  function _get() {
    return _get = "undefined" != typeof Reflect && Reflect.get ? Reflect.get.bind() : function (e, t, r) {
      var p = _superPropBase(e, t);
      if (p) {
        var n = Object.getOwnPropertyDescriptor(p, t);
        return n.get ? n.get.call(arguments.length < 3 ? e : r) : n.value;
      }
    }, _get.apply(null, arguments);
  }
  function _getPrototypeOf$1(t) {
    return _getPrototypeOf$1 = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) {
      return t.__proto__ || Object.getPrototypeOf(t);
    }, _getPrototypeOf$1(t);
  }
  function _inherits(t, e) {
    if ("function" != typeof e && null !== e) throw new TypeError("Super expression must either be null or a function");
    t.prototype = Object.create(e && e.prototype, {
      constructor: {
        value: t,
        writable: true,
        configurable: true
      }
    }), Object.defineProperty(t, "prototype", {
      writable: false
    }), e && _setPrototypeOf$1(t, e);
  }
  function _isNativeReflectConstruct$1() {
    try {
      var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
    } catch (t) {}
    return (_isNativeReflectConstruct$1 = function () {
      return !!t;
    })();
  }
  function _iterableToArray$1(r) {
    if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) return Array.from(r);
  }
  function _iterableToArrayLimit$2(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = true,
        o = false;
      try {
        if (i = (t = t.call(r)).next, 0 === l) ; else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = true, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _nonIterableRest$2() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableSpread$1() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function ownKeys$1(e, r) {
    var t = Object.keys(e);
    if (Object.getOwnPropertySymbols) {
      var o = Object.getOwnPropertySymbols(e);
      r && (o = o.filter(function (r) {
        return Object.getOwnPropertyDescriptor(e, r).enumerable;
      })), t.push.apply(t, o);
    }
    return t;
  }
  function _objectSpread2$1(e) {
    for (var r = 1; r < arguments.length; r++) {
      var t = null != arguments[r] ? arguments[r] : {};
      r % 2 ? ownKeys$1(Object(t), true).forEach(function (r) {
        _defineProperty$2(e, r, t[r]);
      }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys$1(Object(t)).forEach(function (r) {
        Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
      });
    }
    return e;
  }
  function _possibleConstructorReturn(t, e) {
    if (e && ("object" == typeof e || "function" == typeof e)) return e;
    if (void 0 !== e) throw new TypeError("Derived constructors may only return object or undefined");
    return _assertThisInitialized$1(t);
  }
  function _setPrototypeOf$1(t, e) {
    return _setPrototypeOf$1 = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) {
      return t.__proto__ = e, t;
    }, _setPrototypeOf$1(t, e);
  }
  function _slicedToArray$2(r, e) {
    return _arrayWithHoles$2(r) || _iterableToArrayLimit$2(r, e) || _unsupportedIterableToArray$2(r, e) || _nonIterableRest$2();
  }
  function _superPropBase(t, o) {
    for (; !{}.hasOwnProperty.call(t, o) && null !== (t = _getPrototypeOf$1(t)););
    return t;
  }
  function _superPropGet(t, o, e, r) {
    var p = _get(_getPrototypeOf$1(t.prototype ), o, e);
    return "function" == typeof p ? function (t) {
      return p.apply(e, t);
    } : p;
  }
  function _toConsumableArray$1(r) {
    return _arrayWithoutHoles$1(r) || _iterableToArray$1(r) || _unsupportedIterableToArray$2(r) || _nonIterableSpread$1();
  }
  function _toPrimitive$2(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r);
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey$2(t) {
    var i = _toPrimitive$2(t, "string");
    return "symbol" == typeof i ? i : i + "";
  }
  function _typeof$1(o) {
    "@babel/helpers - typeof";

    return _typeof$1 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
      return typeof o;
    } : function (o) {
      return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
    }, _typeof$1(o);
  }
  function _unsupportedIterableToArray$2(r, a) {
    if (r) {
      if ("string" == typeof r) return _arrayLikeToArray$2(r, a);
      var t = {}.toString.call(r).slice(8, -1);
      return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray$2(r, a) : void 0;
    }
  }

  var _materialDispose$1 = function materialDispose(material) {
    if (material instanceof Array) {
      material.forEach(_materialDispose$1);
    } else {
      if (material.map) {
        material.map.dispose();
      }
      material.dispose();
    }
  };
  var _deallocate$1 = function deallocate(obj) {
    if (obj.geometry) {
      obj.geometry.dispose();
    }
    if (obj.material) {
      _materialDispose$1(obj.material);
    }
    if (obj.texture) {
      obj.texture.dispose();
    }
    if (obj.children) {
      obj.children.forEach(_deallocate$1);
    }
  };
  var emptyObject$1 = function emptyObject(obj) {
    while (obj.children.length) {
      var childObj = obj.children[0];
      obj.remove(childObj);
      _deallocate$1(childObj);
    }
  };

  var _dataBindAttr = /*#__PURE__*/new WeakMap();
  var _objBindAttr = /*#__PURE__*/new WeakMap();
  var ThreeDigest = /*#__PURE__*/function (_DataBindMapper) {
    function ThreeDigest(scene) {
      var _this;
      var _ref = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},
        _ref$dataBindAttr = _ref.dataBindAttr,
        dataBindAttr = _ref$dataBindAttr === void 0 ? '__data' : _ref$dataBindAttr,
        _ref$objBindAttr = _ref.objBindAttr,
        objBindAttr = _ref$objBindAttr === void 0 ? '__threeObj' : _ref$objBindAttr;
      _classCallCheck(this, ThreeDigest);
      _this = _callSuper(this, ThreeDigest);
      _defineProperty$2(_this, "scene", void 0);
      _classPrivateFieldInitSpec(_this, _dataBindAttr, void 0);
      _classPrivateFieldInitSpec(_this, _objBindAttr, void 0);
      _this.scene = scene;
      _classPrivateFieldSet2(_dataBindAttr, _this, dataBindAttr);
      _classPrivateFieldSet2(_objBindAttr, _this, objBindAttr);
      _this.onRemoveObj(function () {});
      return _this;
    }
    _inherits(ThreeDigest, _DataBindMapper);
    return _createClass(ThreeDigest, [{
      key: "onCreateObj",
      value: function onCreateObj(fn) {
        var _this2 = this;
        _superPropGet(ThreeDigest, "onCreateObj", this)([function (d) {
          var obj = fn(d);
          d[_classPrivateFieldGet2(_objBindAttr, _this2)] = obj;
          obj[_classPrivateFieldGet2(_dataBindAttr, _this2)] = d;
          _this2.scene.add(obj);
          return obj;
        }]);
        return this;
      }
    }, {
      key: "onRemoveObj",
      value: function onRemoveObj(fn) {
        var _this3 = this;
        _superPropGet(ThreeDigest, "onRemoveObj", this)([function (obj, dId) {
          var d = _superPropGet(ThreeDigest, "getData", _this3)([obj]);
          fn(obj, dId);
          _this3.scene.remove(obj);
          _deallocate$1(obj);
          delete d[_classPrivateFieldGet2(_objBindAttr, _this3)];
        }]);
        return this;
      }
    }]);
  }(DataBindMapper);

  var colorStr2Hex = function colorStr2Hex(str) {
    return isNaN(str) ? parseInt(tinycolor(str).toHex(), 16) : str;
  };
  var colorAlpha = function colorAlpha(str) {
    return isNaN(str) ? tinycolor(str).getAlpha() : 1;
  };
  var autoColorScale = ordinal(schemePaired);

  // Autoset attribute colorField by colorByAccessor property
  // If an object has already a color, don't set it
  // Objects can be nodes or links
  function autoColorObjects(objects, colorByAccessor, colorField) {
    if (!colorByAccessor || typeof colorField !== 'string') return;
    objects.filter(function (obj) {
      return !obj[colorField];
    }).forEach(function (obj) {
      obj[colorField] = autoColorScale(colorByAccessor(obj));
    });
  }

  function getDagDepths (_ref, idAccessor) {
    var nodes = _ref.nodes,
      links = _ref.links;
    var _ref2 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
      _ref2$nodeFilter = _ref2.nodeFilter,
      nodeFilter = _ref2$nodeFilter === void 0 ? function () {
        return true;
      } : _ref2$nodeFilter,
      _ref2$onLoopError = _ref2.onLoopError,
      onLoopError = _ref2$onLoopError === void 0 ? function (loopIds) {
        throw "Invalid DAG structure! Found cycle in node path: ".concat(loopIds.join(' -> '), ".");
      } : _ref2$onLoopError;
    // linked graph
    var graph = {};
    nodes.forEach(function (node) {
      return graph[idAccessor(node)] = {
        data: node,
        out: [],
        depth: -1,
        skip: !nodeFilter(node)
      };
    });
    links.forEach(function (_ref3) {
      var source = _ref3.source,
        target = _ref3.target;
      var sourceId = getNodeId(source);
      var targetId = getNodeId(target);
      if (!graph.hasOwnProperty(sourceId)) throw "Missing source node with id: ".concat(sourceId);
      if (!graph.hasOwnProperty(targetId)) throw "Missing target node with id: ".concat(targetId);
      var sourceNode = graph[sourceId];
      var targetNode = graph[targetId];
      sourceNode.out.push(targetNode);
      function getNodeId(node) {
        return _typeof$1(node) === 'object' ? idAccessor(node) : node;
      }
    });
    var foundLoops = [];
    traverse(Object.values(graph));
    var nodeDepths = Object.assign.apply(Object, [{}].concat(_toConsumableArray$1(Object.entries(graph).filter(function (_ref4) {
      var _ref5 = _slicedToArray$2(_ref4, 2),
        node = _ref5[1];
      return !node.skip;
    }).map(function (_ref6) {
      var _ref7 = _slicedToArray$2(_ref6, 2),
        id = _ref7[0],
        node = _ref7[1];
      return _defineProperty$2({}, id, node.depth);
    }))));
    return nodeDepths;
    function traverse(nodes) {
      var nodeStack = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
      var currentDepth = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
      var _loop = function _loop() {
        var node = nodes[i];
        if (nodeStack.indexOf(node) !== -1) {
          var loop = [].concat(_toConsumableArray$1(nodeStack.slice(nodeStack.indexOf(node))), [node]).map(function (d) {
            return idAccessor(d.data);
          });
          if (!foundLoops.some(function (foundLoop) {
            return foundLoop.length === loop.length && foundLoop.every(function (id, idx) {
              return id === loop[idx];
            });
          })) {
            foundLoops.push(loop);
            onLoopError(loop);
          }
          return 1; // continue
        }
        if (currentDepth > node.depth) {
          // Don't unnecessarily revisit chunks of the graph
          node.depth = currentDepth;
          traverse(node.out, [].concat(_toConsumableArray$1(nodeStack), [node]), currentDepth + (node.skip ? 0 : 1));
        }
      };
      for (var i = 0, l = nodes.length; i < l; i++) {
        if (_loop()) continue;
      }
    }
  }

  var three$1$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Group: Group$1,
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    Color: Color,
    BufferGeometry: BufferGeometry,
    BufferAttribute: BufferAttribute,
    Matrix4: Matrix4,
    Vector3: Vector3,
    SphereGeometry: SphereGeometry,
    CylinderGeometry: CylinderGeometry,
    TubeGeometry: TubeGeometry,
    ConeGeometry: ConeGeometry,
    Line: Line,
    LineBasicMaterial: LineBasicMaterial,
    QuadraticBezierCurve3: QuadraticBezierCurve3,
    CubicBezierCurve3: CubicBezierCurve3,
    Box3: Box3
  };
  var ngraph = {
    graph: createGraph,
    forcelayout: forcelayout
  };

  //

  var DAG_LEVEL_NODE_RATIO = 2;

  // support multiple method names for backwards threejs compatibility
  var setAttributeFn = new three$1$1.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';
  var applyMatrix4Fn = new three$1$1.BufferGeometry().applyMatrix4 ? 'applyMatrix4' : 'applyMatrix';
  var ForceGraph = index$2({
    props: {
      jsonUrl: {
        onChange: function onChange(jsonUrl, state) {
          var _this = this;
          if (jsonUrl && !state.fetchingJson) {
            // Load data asynchronously
            state.fetchingJson = true;
            state.onLoading();
            fetch(jsonUrl).then(function (r) {
              return r.json();
            }).then(function (json) {
              state.fetchingJson = false;
              state.onFinishLoading(json);
              _this.graphData(json);
            });
          }
        },
        triggerUpdate: false
      },
      graphData: {
        "default": {
          nodes: [],
          links: []
        },
        onChange: function onChange(graphData, state) {
          state.engineRunning = false; // Pause simulation immediately
        }
      },
      numDimensions: {
        "default": 3,
        onChange: function onChange(numDim, state) {
          var chargeForce = state.d3ForceLayout.force('charge');
          // Increase repulsion on 3D mode for improved spatial separation
          if (chargeForce) {
            chargeForce.strength(numDim > 2 ? -60 : -30);
          }
          if (numDim < 3) {
            eraseDimension(state.graphData.nodes, 'z');
          }
          if (numDim < 2) {
            eraseDimension(state.graphData.nodes, 'y');
          }
          function eraseDimension(nodes, dim) {
            nodes.forEach(function (d) {
              delete d[dim]; // position
              delete d["v".concat(dim)]; // velocity
            });
          }
        }
      },
      dagMode: {
        onChange: function onChange(dagMode, state) {
          // td, bu, lr, rl, zin, zout, radialin, radialout
          !dagMode && state.forceEngine === 'd3' && (state.graphData.nodes || []).forEach(function (n) {
            return n.fx = n.fy = n.fz = undefined;
          }); // unfix nodes when disabling dag mode
        }
      },
      dagLevelDistance: {},
      dagNodeFilter: {
        "default": function _default(node) {
          return true;
        }
      },
      onDagError: {
        triggerUpdate: false
      },
      nodeRelSize: {
        "default": 4
      },
      // volume per val unit
      nodeId: {
        "default": 'id'
      },
      nodeVal: {
        "default": 'val'
      },
      nodeResolution: {
        "default": 8
      },
      // how many slice segments in the sphere's circumference
      nodeColor: {
        "default": 'color'
      },
      nodeAutoColorBy: {},
      nodeOpacity: {
        "default": 0.75
      },
      nodeVisibility: {
        "default": true
      },
      nodeThreeObject: {},
      nodeThreeObjectExtend: {
        "default": false
      },
      nodePositionUpdate: {
        triggerUpdate: false
      },
      // custom function to call for updating the node's position. Signature: (threeObj, { x, y, z}, node). If the function returns a truthy value, the regular node position update will not run.
      linkSource: {
        "default": 'source'
      },
      linkTarget: {
        "default": 'target'
      },
      linkVisibility: {
        "default": true
      },
      linkColor: {
        "default": 'color'
      },
      linkAutoColorBy: {},
      linkOpacity: {
        "default": 0.2
      },
      linkWidth: {},
      // Rounded to nearest decimal. For falsy values use dimensionless line with 1px regardless of distance.
      linkResolution: {
        "default": 6
      },
      // how many radial segments in each line tube's geometry
      linkCurvature: {
        "default": 0,
        triggerUpdate: false
      },
      // line curvature radius (0: straight, 1: semi-circle)
      linkCurveRotation: {
        "default": 0,
        triggerUpdate: false
      },
      // line curve rotation along the line axis (0: interection with XY plane, PI: upside down)
      linkMaterial: {},
      linkThreeObject: {},
      linkThreeObjectExtend: {
        "default": false
      },
      linkPositionUpdate: {
        triggerUpdate: false
      },
      // custom function to call for updating the link's position. Signature: (threeObj, { start: { x, y, z},  end: { x, y, z }}, link). If the function returns a truthy value, the regular link position update will not run.
      linkDirectionalArrowLength: {
        "default": 0
      },
      linkDirectionalArrowColor: {},
      linkDirectionalArrowRelPos: {
        "default": 0.5,
        triggerUpdate: false
      },
      // value between 0<>1 indicating the relative pos along the (exposed) line
      linkDirectionalArrowResolution: {
        "default": 8
      },
      // how many slice segments in the arrow's conic circumference
      linkDirectionalParticles: {
        "default": 0
      },
      // animate photons travelling in the link direction
      linkDirectionalParticleSpeed: {
        "default": 0.01,
        triggerUpdate: false
      },
      // in link length ratio per frame
      linkDirectionalParticleOffset: {
        "default": 0,
        triggerUpdate: false
      },
      // starting position offset along the link's length, like a pre-delay. Values between [0, 1]
      linkDirectionalParticleWidth: {
        "default": 0.5
      },
      linkDirectionalParticleColor: {},
      linkDirectionalParticleResolution: {
        "default": 4
      },
      // how many slice segments in the particle sphere's circumference
      linkDirectionalParticleThreeObject: {},
      forceEngine: {
        "default": 'd3'
      },
      // d3 or ngraph
      d3AlphaMin: {
        "default": 0
      },
      d3AlphaDecay: {
        "default": 0.0228,
        triggerUpdate: false,
        onChange: function onChange(alphaDecay, state) {
          state.d3ForceLayout.alphaDecay(alphaDecay);
        }
      },
      d3AlphaTarget: {
        "default": 0,
        triggerUpdate: false,
        onChange: function onChange(alphaTarget, state) {
          state.d3ForceLayout.alphaTarget(alphaTarget);
        }
      },
      d3VelocityDecay: {
        "default": 0.4,
        triggerUpdate: false,
        onChange: function onChange(velocityDecay, state) {
          state.d3ForceLayout.velocityDecay(velocityDecay);
        }
      },
      ngraphPhysics: {
        "default": {
          // defaults from https://github.com/anvaka/ngraph.physics.simulator/blob/master/index.js
          timeStep: 20,
          gravity: -1.2,
          theta: 0.8,
          springLength: 30,
          springCoefficient: 0.0008,
          dragCoefficient: 0.02
        }
      },
      warmupTicks: {
        "default": 0,
        triggerUpdate: false
      },
      // how many times to tick the force engine at init before starting to render
      cooldownTicks: {
        "default": Infinity,
        triggerUpdate: false
      },
      cooldownTime: {
        "default": 15000,
        triggerUpdate: false
      },
      // ms
      onLoading: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onFinishLoading: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onUpdate: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onFinishUpdate: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onEngineTick: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onEngineStop: {
        "default": function _default() {},
        triggerUpdate: false
      }
    },
    methods: {
      refresh: function refresh(state) {
        state._flushObjects = true;
        state._rerender();
        return this;
      },
      // Expose d3 forces for external manipulation
      d3Force: function d3Force(state, forceName, forceFn) {
        if (forceFn === undefined) {
          return state.d3ForceLayout.force(forceName); // Force getter
        }
        state.d3ForceLayout.force(forceName, forceFn); // Force setter
        return this;
      },
      d3ReheatSimulation: function d3ReheatSimulation(state) {
        state.d3ForceLayout.alpha(1);
        this.resetCountdown();
        return this;
      },
      // reset cooldown state
      resetCountdown: function resetCountdown(state) {
        state.cntTicks = 0;
        state.startTickTime = new Date();
        state.engineRunning = true;
        return this;
      },
      tickFrame: function tickFrame(state) {
        var isD3Sim = state.forceEngine !== 'ngraph';
        if (state.engineRunning) {
          layoutTick();
        }
        updateArrows();
        updatePhotons();
        return this;

        //

        function layoutTick() {
          if (++state.cntTicks > state.cooldownTicks || new Date() - state.startTickTime > state.cooldownTime || isD3Sim && state.d3AlphaMin > 0 && state.d3ForceLayout.alpha() < state.d3AlphaMin) {
            state.engineRunning = false; // Stop ticking graph
            state.onEngineStop();
          } else {
            state.layout[isD3Sim ? 'tick' : 'step'](); // Tick it
            state.onEngineTick();
          }
          var nodeThreeObjectExtendAccessor = index$1(state.nodeThreeObjectExtend);

          // Update nodes position
          state.nodeDataMapper.entries().forEach(function (_ref) {
            var _ref2 = _slicedToArray$2(_ref, 2),
              node = _ref2[0],
              obj = _ref2[1];
            if (!obj) return;
            var pos = isD3Sim ? node : state.layout.getNodePosition(node[state.nodeId]);
            var extendedObj = nodeThreeObjectExtendAccessor(node);
            if (!state.nodePositionUpdate || !state.nodePositionUpdate(extendedObj ? obj.children[0] : obj, {
              x: pos.x,
              y: pos.y,
              z: pos.z
            }, node) // pass child custom object if extending the default
            || extendedObj) {
              obj.position.x = pos.x;
              obj.position.y = pos.y || 0;
              obj.position.z = pos.z || 0;
            }
          });

          // Update links position
          var linkWidthAccessor = index$1(state.linkWidth);
          var linkCurvatureAccessor = index$1(state.linkCurvature);
          var linkCurveRotationAccessor = index$1(state.linkCurveRotation);
          var linkThreeObjectExtendAccessor = index$1(state.linkThreeObjectExtend);
          state.linkDataMapper.entries().forEach(function (_ref3) {
            var _ref4 = _slicedToArray$2(_ref3, 2),
              link = _ref4[0],
              lineObj = _ref4[1];
            if (!lineObj) return;
            var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
            var start = pos[isD3Sim ? 'source' : 'from'];
            var end = pos[isD3Sim ? 'target' : 'to'];
            if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link

            calcLinkCurve(link); // calculate link curve for all links, including custom replaced, so it can be used in directional functionality

            var extendedObj = linkThreeObjectExtendAccessor(link);
            if (state.linkPositionUpdate && state.linkPositionUpdate(extendedObj ? lineObj.children[1] : lineObj,
            // pass child custom object if extending the default
            {
              start: {
                x: start.x,
                y: start.y,
                z: start.z
              },
              end: {
                x: end.x,
                y: end.y,
                z: end.z
              }
            }, link) && !extendedObj) {
              // exit if successfully custom updated position of non-extended obj
              return;
            }
            var curveResolution = 30; // # line segments
            var curve = link.__curve;

            // select default line obj if it's an extended group
            var line = lineObj.children.length ? lineObj.children[0] : lineObj;
            if (line.type === 'Line') {
              // Update line geometry
              if (!curve) {
                // straight line
                var linePos = line.geometry.getAttribute('position');
                if (!linePos || !linePos.array || linePos.array.length !== 6) {
                  line.geometry[setAttributeFn]('position', linePos = new three$1$1.BufferAttribute(new Float32Array(2 * 3), 3));
                }
                linePos.array[0] = start.x;
                linePos.array[1] = start.y || 0;
                linePos.array[2] = start.z || 0;
                linePos.array[3] = end.x;
                linePos.array[4] = end.y || 0;
                linePos.array[5] = end.z || 0;
                linePos.needsUpdate = true;
              } else {
                // bezier curve line
                var curvePnts = curve.getPoints(curveResolution);
                // resize buffer if needed
                if (line.geometry.getAttribute('position').array.length !== curvePnts.length * 3) {
                  line.geometry[setAttributeFn]('position', new three$1$1.BufferAttribute(new Float32Array(curvePnts.length * 3), 3));
                }
                line.geometry.setFromPoints(curvePnts);
              }
              line.geometry.computeBoundingSphere();
            } else if (line.type === 'Mesh') {
              // Update cylinder geometry

              if (!curve) {
                // straight tube
                if (!line.geometry.type.match(/^Cylinder(Buffer)?Geometry$/)) {
                  var linkWidth = Math.ceil(linkWidthAccessor(link) * 10) / 10;
                  var r = linkWidth / 2;
                  var geometry = new three$1$1.CylinderGeometry(r, r, 1, state.linkResolution, 1, false);
                  geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeTranslation(0, 1 / 2, 0));
                  geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeRotationX(Math.PI / 2));
                  line.geometry.dispose();
                  line.geometry = geometry;
                }
                var vStart = new three$1$1.Vector3(start.x, start.y || 0, start.z || 0);
                var vEnd = new three$1$1.Vector3(end.x, end.y || 0, end.z || 0);
                var distance = vStart.distanceTo(vEnd);
                line.position.x = vStart.x;
                line.position.y = vStart.y;
                line.position.z = vStart.z;
                line.scale.z = distance;
                line.parent.localToWorld(vEnd); // lookAt requires world coords
                line.lookAt(vEnd);
              } else {
                // curved tube
                if (!line.geometry.type.match(/^Tube(Buffer)?Geometry$/)) {
                  // reset object positioning
                  line.position.set(0, 0, 0);
                  line.rotation.set(0, 0, 0);
                  line.scale.set(1, 1, 1);
                }
                var _linkWidth = Math.ceil(linkWidthAccessor(link) * 10) / 10;
                var _r = _linkWidth / 2;
                var _geometry = new three$1$1.TubeGeometry(curve, curveResolution, _r, state.linkResolution, false);
                line.geometry.dispose();
                line.geometry = _geometry;
              }
            }
          });

          //

          function calcLinkCurve(link) {
            var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
            var start = pos[isD3Sim ? 'source' : 'from'];
            var end = pos[isD3Sim ? 'target' : 'to'];
            if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link

            var curvature = linkCurvatureAccessor(link);
            if (!curvature) {
              link.__curve = null; // Straight line
            } else {
              // bezier curve line (only for line types)
              var vStart = new three$1$1.Vector3(start.x, start.y || 0, start.z || 0);
              var vEnd = new three$1$1.Vector3(end.x, end.y || 0, end.z || 0);
              var l = vStart.distanceTo(vEnd); // line length

              var curve;
              var curveRotation = linkCurveRotationAccessor(link);
              if (l > 0) {
                var dx = end.x - start.x;
                var dy = end.y - start.y || 0;
                var vLine = new three$1$1.Vector3().subVectors(vEnd, vStart);
                var cp = vLine.clone().multiplyScalar(curvature).cross(dx !== 0 || dy !== 0 ? new three$1$1.Vector3(0, 0, 1) : new three$1$1.Vector3(0, 1, 0)) // avoid cross-product of parallel vectors (prefer Z, fallback to Y)
                .applyAxisAngle(vLine.normalize(), curveRotation) // rotate along line axis according to linkCurveRotation
                .add(new three$1$1.Vector3().addVectors(vStart, vEnd).divideScalar(2));
                curve = new three$1$1.QuadraticBezierCurve3(vStart, cp, vEnd);
              } else {
                // Same point, draw a loop
                var d = curvature * 70;
                var endAngle = -curveRotation; // Rotate clockwise (from Z angle perspective)
                var startAngle = endAngle + Math.PI / 2;
                curve = new three$1$1.CubicBezierCurve3(vStart, new three$1$1.Vector3(d * Math.cos(startAngle), d * Math.sin(startAngle), 0).add(vStart), new three$1$1.Vector3(d * Math.cos(endAngle), d * Math.sin(endAngle), 0).add(vStart), vEnd);
              }
              link.__curve = curve;
            }
          }
        }
        function updateArrows() {
          // update link arrow position
          var arrowRelPosAccessor = index$1(state.linkDirectionalArrowRelPos);
          var arrowLengthAccessor = index$1(state.linkDirectionalArrowLength);
          var nodeValAccessor = index$1(state.nodeVal);
          state.arrowDataMapper.entries().forEach(function (_ref5) {
            var _ref6 = _slicedToArray$2(_ref5, 2),
              link = _ref6[0],
              arrowObj = _ref6[1];
            if (!arrowObj) return;
            var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
            var start = pos[isD3Sim ? 'source' : 'from'];
            var end = pos[isD3Sim ? 'target' : 'to'];
            if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link

            var startR = Math.cbrt(Math.max(0, nodeValAccessor(start) || 1)) * state.nodeRelSize;
            var endR = Math.cbrt(Math.max(0, nodeValAccessor(end) || 1)) * state.nodeRelSize;
            var arrowLength = arrowLengthAccessor(link);
            var arrowRelPos = arrowRelPosAccessor(link);
            var getPosAlongLine = link.__curve ? function (t) {
              return link.__curve.getPoint(t);
            } // interpolate along bezier curve
            : function (t) {
              // straight line: interpolate linearly
              var iplt = function iplt(dim, start, end, t) {
                return start[dim] + (end[dim] - start[dim]) * t || 0;
              };
              return {
                x: iplt('x', start, end, t),
                y: iplt('y', start, end, t),
                z: iplt('z', start, end, t)
              };
            };
            var lineLen = link.__curve ? link.__curve.getLength() : Math.sqrt(['x', 'y', 'z'].map(function (dim) {
              return Math.pow((end[dim] || 0) - (start[dim] || 0), 2);
            }).reduce(function (acc, v) {
              return acc + v;
            }, 0));
            var posAlongLine = startR + arrowLength + (lineLen - startR - endR - arrowLength) * arrowRelPos;
            var arrowHead = getPosAlongLine(posAlongLine / lineLen);
            var arrowTail = getPosAlongLine((posAlongLine - arrowLength) / lineLen);
            ['x', 'y', 'z'].forEach(function (dim) {
              return arrowObj.position[dim] = arrowTail[dim];
            });
            var headVec = _construct$1(three$1$1.Vector3, _toConsumableArray$1(['x', 'y', 'z'].map(function (c) {
              return arrowHead[c];
            })));
            arrowObj.parent.localToWorld(headVec); // lookAt requires world coords
            arrowObj.lookAt(headVec);
          });
        }
        function updatePhotons() {
          // update link particle positions
          var particleSpeedAccessor = index$1(state.linkDirectionalParticleSpeed);
          var particleOffsetAccessor = index$1(state.linkDirectionalParticleOffset);
          state.graphData.links.forEach(function (link) {
            var photonsObj = state.particlesDataMapper.getObj(link);
            var cyclePhotons = photonsObj && photonsObj.children;
            var singleHopPhotons = link.__singleHopPhotonsObj && link.__singleHopPhotonsObj.children;
            if ((!singleHopPhotons || !singleHopPhotons.length) && (!cyclePhotons || !cyclePhotons.length)) return;
            var pos = isD3Sim ? link : state.layout.getLinkPosition(state.layout.graph.getLink(link.source, link.target).id);
            var start = pos[isD3Sim ? 'source' : 'from'];
            var end = pos[isD3Sim ? 'target' : 'to'];
            if (!start || !end || !start.hasOwnProperty('x') || !end.hasOwnProperty('x')) return; // skip invalid link

            var particleSpeed = particleSpeedAccessor(link);
            var particleOffset = Math.abs(particleOffsetAccessor(link));
            var getPhotonPos = link.__curve ? function (t) {
              return link.__curve.getPoint(t);
            } // interpolate along bezier curve
            : function (t) {
              // straight line: interpolate linearly
              var iplt = function iplt(dim, start, end, t) {
                return start[dim] + (end[dim] - start[dim]) * t || 0;
              };
              return {
                x: iplt('x', start, end, t),
                y: iplt('y', start, end, t),
                z: iplt('z', start, end, t)
              };
            };
            var photons = [].concat(_toConsumableArray$1(cyclePhotons || []), _toConsumableArray$1(singleHopPhotons || []));
            photons.forEach(function (photon, idx) {
              var singleHop = photon.parent.__linkThreeObjType === 'singleHopPhotons';
              if (!photon.hasOwnProperty('__progressRatio')) {
                photon.__progressRatio = singleHop ? 0 : (idx + particleOffset) / cyclePhotons.length;
              }
              photon.__progressRatio += particleSpeed;
              if (photon.__progressRatio >= 1) {
                if (!singleHop) {
                  photon.__progressRatio = photon.__progressRatio % 1;
                } else {
                  // remove particle
                  photon.parent.remove(photon);
                  emptyObject$1(photon);
                  return;
                }
              }
              var photonPosRatio = photon.__progressRatio;
              var pos = getPhotonPos(photonPosRatio);

              // Orient asymmetrical particles to target
              photon.geometry.type !== 'SphereGeometry' && photon.lookAt(pos.x, pos.y, pos.z);
              ['x', 'y', 'z'].forEach(function (dim) {
                return photon.position[dim] = pos[dim];
              });
            });
          });
        }
      },
      emitParticle: function emitParticle(state, link) {
        if (link && state.graphData.links.includes(link)) {
          if (!link.__singleHopPhotonsObj) {
            var obj = new three$1$1.Group();
            obj.__linkThreeObjType = 'singleHopPhotons';
            link.__singleHopPhotonsObj = obj;
            state.graphScene.add(obj);
          }
          var particleObj = index$1(state.linkDirectionalParticleThreeObject)(link);
          if (particleObj && state.linkDirectionalParticleThreeObject === particleObj) {
            // clone object if it's a shared object among all links
            particleObj = particleObj.clone();
          }
          if (!particleObj) {
            var particleWidthAccessor = index$1(state.linkDirectionalParticleWidth);
            var photonR = Math.ceil(particleWidthAccessor(link) * 10) / 10 / 2;
            var numSegments = state.linkDirectionalParticleResolution;
            var particleGeometry = new three$1$1.SphereGeometry(photonR, numSegments, numSegments);
            var linkColorAccessor = index$1(state.linkColor);
            var particleColorAccessor = index$1(state.linkDirectionalParticleColor);
            var photonColor = particleColorAccessor(link) || linkColorAccessor(link) || '#f0f0f0';
            var materialColor = new three$1$1.Color(colorStr2Hex(photonColor));
            var opacity = state.linkOpacity * 3;
            var particleMaterial = new three$1$1.MeshLambertMaterial({
              color: materialColor,
              transparent: true,
              opacity: opacity
            });
            particleObj = new three$1$1.Mesh(particleGeometry, particleMaterial);
          }

          // add a single hop particle
          link.__singleHopPhotonsObj.add(particleObj);
        }
        return this;
      },
      getGraphBbox: function getGraphBbox(state) {
        var nodeFilter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
          return true;
        };
        if (!state.initialised) return null;

        // recursively collect all nested geometries bboxes
        var bboxes = function getBboxes(obj) {
          var bboxes = [];
          if (obj.geometry) {
            obj.geometry.computeBoundingBox();
            var box = new three$1$1.Box3();
            box.copy(obj.geometry.boundingBox).applyMatrix4(obj.matrixWorld);
            bboxes.push(box);
          }
          return bboxes.concat.apply(bboxes, _toConsumableArray$1((obj.children || []).filter(function (obj) {
            return !obj.hasOwnProperty('__graphObjType') || obj.__graphObjType === 'node' && nodeFilter(obj.__data);
          } // exclude filtered out nodes
          ).map(getBboxes)));
        }(state.graphScene);
        if (!bboxes.length) return null;

        // extract global x,y,z min/max
        return Object.assign.apply(Object, _toConsumableArray$1(['x', 'y', 'z'].map(function (c) {
          return _defineProperty$2({}, c, [min(bboxes, function (bb) {
            return bb.min[c];
          }), max(bboxes, function (bb) {
            return bb.max[c];
          })]);
        })));
      }
    },
    stateInit: function stateInit() {
      return {
        d3ForceLayout: forceSimulation().force('link', forceLink()).force('charge', forceManyBody()).force('center', forceCenter()).force('dagRadial', null).stop(),
        engineRunning: false
      };
    },
    init: function init(threeObj, state) {
      // Main three object to manipulate
      state.graphScene = threeObj;
      state.nodeDataMapper = new ThreeDigest(threeObj, {
        objBindAttr: '__threeObj'
      });
      state.linkDataMapper = new ThreeDigest(threeObj, {
        objBindAttr: '__lineObj'
      });
      state.arrowDataMapper = new ThreeDigest(threeObj, {
        objBindAttr: '__arrowObj'
      });
      state.particlesDataMapper = new ThreeDigest(threeObj, {
        objBindAttr: '__photonsObj'
      });
    },
    update: function update(state, changedProps) {
      var hasAnyPropChanged = function hasAnyPropChanged(propList) {
        return propList.some(function (p) {
          return changedProps.hasOwnProperty(p);
        });
      };
      state.engineRunning = false; // pause simulation
      typeof state.onUpdate === "function" && state.onUpdate();
      if (state.nodeAutoColorBy !== null && hasAnyPropChanged(['nodeAutoColorBy', 'graphData', 'nodeColor'])) {
        // Auto add color to uncolored nodes
        autoColorObjects(state.graphData.nodes, index$1(state.nodeAutoColorBy), state.nodeColor);
      }
      if (state.linkAutoColorBy !== null && hasAnyPropChanged(['linkAutoColorBy', 'graphData', 'linkColor'])) {
        // Auto add color to uncolored links
        autoColorObjects(state.graphData.links, index$1(state.linkAutoColorBy), state.linkColor);
      }

      // Digest nodes WebGL objects
      if (state._flushObjects || hasAnyPropChanged(['graphData', 'nodeThreeObject', 'nodeThreeObjectExtend', 'nodeVal', 'nodeColor', 'nodeVisibility', 'nodeRelSize', 'nodeResolution', 'nodeOpacity'])) {
        var customObjectAccessor = index$1(state.nodeThreeObject);
        var customObjectExtendAccessor = index$1(state.nodeThreeObjectExtend);
        var valAccessor = index$1(state.nodeVal);
        var colorAccessor = index$1(state.nodeColor);
        var visibilityAccessor = index$1(state.nodeVisibility);
        var sphereGeometries = {}; // indexed by node value
        var sphereMaterials = {}; // indexed by color

        if (state._flushObjects || hasAnyPropChanged([
        // recreate objects if any of these props have changed
        'nodeThreeObject', 'nodeThreeObjectExtend'])) state.nodeDataMapper.clear();
        state.nodeDataMapper.onCreateObj(function (node) {
          var customObj = customObjectAccessor(node);
          var extendObj = customObjectExtendAccessor(node);
          if (customObj && state.nodeThreeObject === customObj) {
            // clone object if it's a shared object among all nodes
            customObj = customObj.clone();
          }
          var obj;
          if (customObj && !extendObj) {
            obj = customObj;
          } else {
            // Add default object (sphere mesh)
            obj = new three$1$1.Mesh();
            obj.__graphDefaultObj = true;
            if (customObj && extendObj) {
              obj.add(customObj); // extend default with custom
            }
          }
          obj.__graphObjType = 'node'; // Add object type

          return obj;
        }).onUpdateObj(function (obj, node) {
          if (obj.__graphDefaultObj) {
            // bypass internal updates for custom node objects
            var val = valAccessor(node) || 1;
            var radius = Math.cbrt(val) * state.nodeRelSize;
            var numSegments = state.nodeResolution;
            if (!obj.geometry.type.match(/^Sphere(Buffer)?Geometry$/) || obj.geometry.parameters.radius !== radius || obj.geometry.parameters.widthSegments !== numSegments) {
              if (!sphereGeometries.hasOwnProperty(val)) {
                sphereGeometries[val] = new three$1$1.SphereGeometry(radius, numSegments, numSegments);
              }
              obj.geometry.dispose();
              obj.geometry = sphereGeometries[val];
            }
            var color = colorAccessor(node);
            var materialColor = new three$1$1.Color(colorStr2Hex(color || '#ffffaa'));
            var opacity = state.nodeOpacity * colorAlpha(color);
            if (obj.material.type !== 'MeshLambertMaterial' || !obj.material.color.equals(materialColor) || obj.material.opacity !== opacity) {
              if (!sphereMaterials.hasOwnProperty(color)) {
                sphereMaterials[color] = new three$1$1.MeshLambertMaterial({
                  color: materialColor,
                  transparent: true,
                  opacity: opacity
                });
              }
              obj.material.dispose();
              obj.material = sphereMaterials[color];
            }
          }
        }).digest(state.graphData.nodes.filter(visibilityAccessor));
      }

      // Digest links WebGL objects
      if (state._flushObjects || hasAnyPropChanged(['graphData', 'linkThreeObject', 'linkThreeObjectExtend', 'linkMaterial', 'linkColor', 'linkWidth', 'linkVisibility', 'linkResolution', 'linkOpacity', 'linkDirectionalArrowLength', 'linkDirectionalArrowColor', 'linkDirectionalArrowResolution', 'linkDirectionalParticles', 'linkDirectionalParticleWidth', 'linkDirectionalParticleColor', 'linkDirectionalParticleResolution', 'linkDirectionalParticleThreeObject'])) {
        var _customObjectAccessor = index$1(state.linkThreeObject);
        var _customObjectExtendAccessor = index$1(state.linkThreeObjectExtend);
        var customMaterialAccessor = index$1(state.linkMaterial);
        var _visibilityAccessor = index$1(state.linkVisibility);
        var _colorAccessor = index$1(state.linkColor);
        var widthAccessor = index$1(state.linkWidth);
        var cylinderGeometries = {}; // indexed by link width
        var lambertLineMaterials = {}; // for cylinder objects, indexed by link color
        var basicLineMaterials = {}; // for line objects, indexed by link color

        var visibleLinks = state.graphData.links.filter(_visibilityAccessor);

        // lines digest cycle
        if (state._flushObjects || hasAnyPropChanged([
        // recreate objects if any of these props have changed
        'linkThreeObject', 'linkThreeObjectExtend', 'linkWidth'])) state.linkDataMapper.clear();
        state.linkDataMapper.onRemoveObj(function (obj) {
          // remove trailing single photons
          var singlePhotonsObj = obj.__data && obj.__data.__singleHopPhotonsObj;
          if (singlePhotonsObj) {
            singlePhotonsObj.parent.remove(singlePhotonsObj);
            emptyObject$1(singlePhotonsObj);
            delete obj.__data.__singleHopPhotonsObj;
          }
        }).onCreateObj(function (link) {
          var customObj = _customObjectAccessor(link);
          var extendObj = _customObjectExtendAccessor(link);
          if (customObj && state.linkThreeObject === customObj) {
            // clone object if it's a shared object among all links
            customObj = customObj.clone();
          }
          var defaultObj;
          if (!customObj || extendObj) {
            // construct default line obj
            var useCylinder = !!widthAccessor(link);
            if (useCylinder) {
              defaultObj = new three$1$1.Mesh();
            } else {
              // Use plain line (constant width)
              var lineGeometry = new three$1$1.BufferGeometry();
              lineGeometry[setAttributeFn]('position', new three$1$1.BufferAttribute(new Float32Array(2 * 3), 3));
              defaultObj = new three$1$1.Line(lineGeometry);
            }
          }
          var obj;
          if (!customObj) {
            obj = defaultObj;
            obj.__graphDefaultObj = true;
          } else {
            if (!extendObj) {
              // use custom object
              obj = customObj;
            } else {
              // extend default with custom in a group
              obj = new three$1$1.Group();
              obj.__graphDefaultObj = true;
              obj.add(defaultObj);
              obj.add(customObj);
            }
          }
          obj.renderOrder = 10; // Prevent visual glitches of dark lines on top of nodes by rendering them last

          obj.__graphObjType = 'link'; // Add object type

          return obj;
        }).onUpdateObj(function (updObj, link) {
          if (updObj.__graphDefaultObj) {
            // bypass internal updates for custom link objects
            // select default object if it's an extended group
            var obj = updObj.children.length ? updObj.children[0] : updObj;
            var linkWidth = Math.ceil(widthAccessor(link) * 10) / 10;
            var useCylinder = !!linkWidth;
            if (useCylinder) {
              var r = linkWidth / 2;
              var numSegments = state.linkResolution;
              if (!obj.geometry.type.match(/^Cylinder(Buffer)?Geometry$/) || obj.geometry.parameters.radiusTop !== r || obj.geometry.parameters.radialSegments !== numSegments) {
                if (!cylinderGeometries.hasOwnProperty(linkWidth)) {
                  var geometry = new three$1$1.CylinderGeometry(r, r, 1, numSegments, 1, false);
                  geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeTranslation(0, 1 / 2, 0));
                  geometry[applyMatrix4Fn](new three$1$1.Matrix4().makeRotationX(Math.PI / 2));
                  cylinderGeometries[linkWidth] = geometry;
                }
                obj.geometry.dispose();
                obj.geometry = cylinderGeometries[linkWidth];
              }
            }
            var customMaterial = customMaterialAccessor(link);
            if (customMaterial) {
              obj.material = customMaterial;
            } else {
              var color = _colorAccessor(link);
              var materialColor = new three$1$1.Color(colorStr2Hex(color || '#f0f0f0'));
              var opacity = state.linkOpacity * colorAlpha(color);
              var materialType = useCylinder ? 'MeshLambertMaterial' : 'LineBasicMaterial';
              if (obj.material.type !== materialType || !obj.material.color.equals(materialColor) || obj.material.opacity !== opacity) {
                var lineMaterials = useCylinder ? lambertLineMaterials : basicLineMaterials;
                if (!lineMaterials.hasOwnProperty(color)) {
                  lineMaterials[color] = new three$1$1[materialType]({
                    color: materialColor,
                    transparent: opacity < 1,
                    opacity: opacity,
                    depthWrite: opacity >= 1 // Prevent transparency issues
                  });
                }
                obj.material.dispose();
                obj.material = lineMaterials[color];
              }
            }
          }
        }).digest(visibleLinks);

        // Arrows digest cycle
        if (state.linkDirectionalArrowLength || changedProps.hasOwnProperty('linkDirectionalArrowLength')) {
          var arrowLengthAccessor = index$1(state.linkDirectionalArrowLength);
          var arrowColorAccessor = index$1(state.linkDirectionalArrowColor);
          state.arrowDataMapper.onCreateObj(function () {
            var obj = new three$1$1.Mesh(undefined, new three$1$1.MeshLambertMaterial({
              transparent: true
            }));
            obj.__linkThreeObjType = 'arrow'; // Add object type

            return obj;
          }).onUpdateObj(function (obj, link) {
            var arrowLength = arrowLengthAccessor(link);
            var numSegments = state.linkDirectionalArrowResolution;
            if (!obj.geometry.type.match(/^Cone(Buffer)?Geometry$/) || obj.geometry.parameters.height !== arrowLength || obj.geometry.parameters.radialSegments !== numSegments) {
              var coneGeometry = new three$1$1.ConeGeometry(arrowLength * 0.25, arrowLength, numSegments);
              // Correct orientation
              coneGeometry.translate(0, arrowLength / 2, 0);
              coneGeometry.rotateX(Math.PI / 2);
              obj.geometry.dispose();
              obj.geometry = coneGeometry;
            }
            var arrowColor = arrowColorAccessor(link) || _colorAccessor(link) || '#f0f0f0';
            obj.material.color = new three$1$1.Color(colorStr2Hex(arrowColor));
            obj.material.opacity = state.linkOpacity * 3 * colorAlpha(arrowColor);
          }).digest(visibleLinks.filter(arrowLengthAccessor));
        }

        // Photon particles digest cycle
        if (state.linkDirectionalParticles || changedProps.hasOwnProperty('linkDirectionalParticles')) {
          var particlesAccessor = index$1(state.linkDirectionalParticles);
          var particleWidthAccessor = index$1(state.linkDirectionalParticleWidth);
          var particleColorAccessor = index$1(state.linkDirectionalParticleColor);
          var particleObjectAccessor = index$1(state.linkDirectionalParticleThreeObject);
          var particleMaterials = {}; // indexed by link color
          var particleGeometries = {}; // indexed by particle width

          state.particlesDataMapper.onCreateObj(function () {
            var obj = new three$1$1.Group();
            obj.__linkThreeObjType = 'photons'; // Add object type

            obj.__photonDataMapper = new ThreeDigest(obj);
            return obj;
          }).onUpdateObj(function (obj, link) {
            var curPhoton = !!obj.children.length && obj.children[0];
            var customObj = particleObjectAccessor(link);
            var particleGeometry, particleMaterial;
            if (customObj) {
              particleGeometry = customObj.geometry;
              particleMaterial = customObj.material;
            } else {
              var photonR = Math.ceil(particleWidthAccessor(link) * 10) / 10 / 2;
              var numSegments = state.linkDirectionalParticleResolution;
              if (curPhoton && curPhoton.geometry.parameters.radius === photonR && curPhoton.geometry.parameters.widthSegments === numSegments) {
                particleGeometry = curPhoton.geometry;
              } else {
                if (!particleGeometries.hasOwnProperty(photonR)) {
                  particleGeometries[photonR] = new three$1$1.SphereGeometry(photonR, numSegments, numSegments);
                }
                particleGeometry = particleGeometries[photonR];
              }
              var photonColor = particleColorAccessor(link) || _colorAccessor(link) || '#f0f0f0';
              var materialColor = new three$1$1.Color(colorStr2Hex(photonColor));
              var opacity = state.linkOpacity * 3;
              if (curPhoton && curPhoton.material.color.equals(materialColor) && curPhoton.material.opacity === opacity) {
                particleMaterial = curPhoton.material;
              } else {
                if (!particleMaterials.hasOwnProperty(photonColor)) {
                  particleMaterials[photonColor] = new three$1$1.MeshLambertMaterial({
                    color: materialColor,
                    transparent: true,
                    opacity: opacity
                  });
                }
                particleMaterial = particleMaterials[photonColor];
              }
            }
            if (curPhoton) {
              // Dispose of previous particles
              curPhoton.geometry !== particleGeometry && curPhoton.geometry.dispose();
              curPhoton.material !== particleMaterial && curPhoton.material.dispose();
            }

            // digest cycle for each photon
            var numPhotons = Math.round(Math.abs(particlesAccessor(link)));
            obj.__photonDataMapper.id(function (d) {
              return d.idx;
            }).onCreateObj(function () {
              return new three$1$1.Mesh(particleGeometry, particleMaterial);
            }).onUpdateObj(function (obj) {
              obj.geometry = particleGeometry;
              obj.material = particleMaterial;
            }).digest(_toConsumableArray$1(new Array(numPhotons)).map(function (_, idx) {
              return {
                idx: idx
              };
            }));
          }).digest(visibleLinks.filter(particlesAccessor));
        }
      }
      state._flushObjects = false; // reset objects refresh flag

      // simulation engine
      if (hasAnyPropChanged(['graphData', 'nodeId', 'linkSource', 'linkTarget', 'numDimensions', 'forceEngine', 'dagMode', 'dagNodeFilter', 'dagLevelDistance'])) {
        state.engineRunning = false; // Pause simulation

        // parse links
        state.graphData.links.forEach(function (link) {
          link.source = link[state.linkSource];
          link.target = link[state.linkTarget];
        });

        // Feed data to force-directed layout
        var isD3Sim = state.forceEngine !== 'ngraph';
        var layout;
        if (isD3Sim) {
          // D3-force
          (layout = state.d3ForceLayout).stop().alpha(1) // re-heat the simulation
          .numDimensions(state.numDimensions).nodes(state.graphData.nodes);

          // add links (if link force is still active)
          var linkForce = state.d3ForceLayout.force('link');
          if (linkForce) {
            linkForce.id(function (d) {
              return d[state.nodeId];
            }).links(state.graphData.links);
          }

          // setup dag force constraints
          var nodeDepths = state.dagMode && getDagDepths(state.graphData, function (node) {
            return node[state.nodeId];
          }, {
            nodeFilter: state.dagNodeFilter,
            onLoopError: state.onDagError || undefined
          });
          var maxDepth = Math.max.apply(Math, _toConsumableArray$1(Object.values(nodeDepths || [])));
          var dagLevelDistance = state.dagLevelDistance || state.graphData.nodes.length / (maxDepth || 1) * DAG_LEVEL_NODE_RATIO * (['radialin', 'radialout'].indexOf(state.dagMode) !== -1 ? 0.7 : 1);

          // Reset relevant f* when swapping dag modes
          if (['lr', 'rl', 'td', 'bu', 'zin', 'zout'].includes(changedProps.dagMode)) {
            var resetProp = ['lr', 'rl'].includes(changedProps.dagMode) ? 'fx' : ['td', 'bu'].includes(changedProps.dagMode) ? 'fy' : 'fz';
            state.graphData.nodes.filter(state.dagNodeFilter).forEach(function (node) {
              return delete node[resetProp];
            });
          }

          // Fix nodes to x,y,z for dag mode
          if (['lr', 'rl', 'td', 'bu', 'zin', 'zout'].includes(state.dagMode)) {
            var invert = ['rl', 'td', 'zout'].includes(state.dagMode);
            var fixFn = function fixFn(node) {
              return (nodeDepths[node[state.nodeId]] - maxDepth / 2) * dagLevelDistance * (invert ? -1 : 1);
            };
            var _resetProp = ['lr', 'rl'].includes(state.dagMode) ? 'fx' : ['td', 'bu'].includes(state.dagMode) ? 'fy' : 'fz';
            state.graphData.nodes.filter(state.dagNodeFilter).forEach(function (node) {
              return node[_resetProp] = fixFn(node);
            });
          }

          // Use radial force for radial dags
          state.d3ForceLayout.force('dagRadial', ['radialin', 'radialout'].indexOf(state.dagMode) !== -1 ? forceRadial(function (node) {
            var nodeDepth = nodeDepths[node[state.nodeId]] || -1;
            return (state.dagMode === 'radialin' ? maxDepth - nodeDepth : nodeDepth) * dagLevelDistance;
          }).strength(function (node) {
            return state.dagNodeFilter(node) ? 1 : 0;
          }) : null);
        } else {
          // ngraph
          var _graph = ngraph.graph();
          state.graphData.nodes.forEach(function (node) {
            _graph.addNode(node[state.nodeId]);
          });
          state.graphData.links.forEach(function (link) {
            _graph.addLink(link.source, link.target);
          });
          layout = ngraph.forcelayout(_graph, _objectSpread2$1({
            dimensions: state.numDimensions
          }, state.ngraphPhysics));
          layout.graph = _graph; // Attach graph reference to layout
        }
        for (var i = 0; i < state.warmupTicks && !(isD3Sim && state.d3AlphaMin > 0 && state.d3ForceLayout.alpha() < state.d3AlphaMin); i++) {
          layout[isD3Sim ? "tick" : "step"]();
        } // Initial ticks before starting to render

        state.layout = layout;
        this.resetCountdown();
      }
      state.engineRunning = true; // resume simulation

      state.onFinishUpdate();
    }
  });

  function fromKapsule (kapsule) {
    var baseClass = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Object;
    var initKapsuleWithSelf = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
    var ForceGraph = /*#__PURE__*/function (_baseClass) {
      function ForceGraph() {
        var _this;
        _classCallCheck(this, ForceGraph);
        for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
          args[_key] = arguments[_key];
        }
        _this = _callSuper(this, ForceGraph, [].concat(args));
        _this.__kapsuleInstance = _construct$1(kapsule, [].concat(_toConsumableArray$1(initKapsuleWithSelf ? [_this] : []), args));
        return _this;
      }
      _inherits(ForceGraph, _baseClass);
      return _createClass(ForceGraph);
    }(baseClass); // attach kapsule props/methods to class prototype
    Object.keys(kapsule()).forEach(function (m) {
      return ForceGraph.prototype[m] = function () {
        var _this$__kapsuleInstan;
        var returnVal = (_this$__kapsuleInstan = this.__kapsuleInstance)[m].apply(_this$__kapsuleInstan, arguments);
        return returnVal === this.__kapsuleInstance ? this // chain based on this class, not the kapsule obj
        : returnVal;
      };
    });
    return ForceGraph;
  }

  var three$2 = window.THREE ? window.THREE : {
    Group: Group$1
  }; // Prefer consumption from global THREE, if exists
  var threeForcegraph = fromKapsule(ForceGraph, three$2.Group, true);

  /**
   * @license
   * Copyright 2010-2026 Three.js Authors
   * SPDX-License-Identifier: MIT
   */

  const refreshUniforms = [
  	'alphaMap',
  	'alphaTest',
  	'anisotropy',
  	'anisotropyMap',
  	'anisotropyRotation',
  	'aoMap',
  	'aoMapIntensity',
  	'attenuationColor',
  	'attenuationDistance',
  	'bumpMap',
  	'clearcoat',
  	'clearcoatMap',
  	'clearcoatNormalMap',
  	'clearcoatNormalScale',
  	'clearcoatRoughness',
  	'color',
  	'dispersion',
  	'displacementMap',
  	'emissive',
  	'emissiveIntensity',
  	'emissiveMap',
  	'envMap',
  	'envMapIntensity',
  	'gradientMap',
  	'ior',
  	'iridescence',
  	'iridescenceIOR',
  	'iridescenceMap',
  	'iridescenceThicknessMap',
  	'lightMap',
  	'lightMapIntensity',
  	'map',
  	'matcap',
  	'metalness',
  	'metalnessMap',
  	'normalMap',
  	'normalScale',
  	'opacity',
  	'roughness',
  	'roughnessMap',
  	'sheen',
  	'sheenColor',
  	'sheenColorMap',
  	'sheenRoughnessMap',
  	'shininess',
  	'specular',
  	'specularColor',
  	'specularColorMap',
  	'specularIntensity',
  	'specularIntensityMap',
  	'specularMap',
  	'thickness',
  	'transmission',
  	'transmissionMap'
  ];


  /**
   * A WeakMap to cache lights data for node materials.
   * Cache lights data by render ID to avoid unnecessary recalculations.
   *
   * @private
   * @type {WeakMap<LightsNode,Object>}
   */
  const _lightsCache = new WeakMap();

  /**
   * This class is used by {@link WebGPURenderer} as management component.
   * It's primary purpose is to determine whether render objects require a
   * refresh right before they are going to be rendered or not.
   */
  class NodeMaterialObserver {

  	/**
  	 * Constructs a new node material observer.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 */
  	constructor( builder ) {

  		/**
  		 * A node material can be used by more than one render object so the
  		 * monitor must maintain a list of render objects.
  		 *
  		 * @type {WeakMap<RenderObject,Object>}
  		 */
  		this.renderObjects = new WeakMap();

  		/**
  		 * Whether the material uses node objects or not.
  		 *
  		 * @type {boolean}
  		 */
  		this.hasNode = this.containsNode( builder );

  		/**
  		 * Whether the node builder's 3D object is animated or not.
  		 *
  		 * @type {boolean}
  		 */
  		this.hasAnimation = builder.object.isSkinnedMesh === true;

  		/**
  		 * A list of all possible material uniforms
  		 *
  		 * @type {Array<string>}
  		 */
  		this.refreshUniforms = refreshUniforms;

  		/**
  		 * Holds the current render ID from the node frame.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.renderId = 0;

  	}

  	/**
  	 * Returns `true` if the given render object is verified for the first time of this observer.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {boolean} Whether the given render object is verified for the first time of this observer.
  	 */
  	firstInitialization( renderObject ) {

  		const hasInitialized = this.renderObjects.has( renderObject );

  		if ( hasInitialized === false ) {

  			this.getRenderObjectData( renderObject );

  			return true;

  		}

  		return false;

  	}

  	/**
  	 * Returns `true` if the current rendering produces motion vectors.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {boolean} Whether the current rendering produces motion vectors or not.
  	 */
  	needsVelocity( renderer ) {

  		const mrt = renderer.getMRT();

  		return ( mrt !== null && mrt.has( 'velocity' ) );

  	}

  	/**
  	 * Returns monitoring data for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {Object} The monitoring data.
  	 */
  	getRenderObjectData( renderObject ) {

  		let data = this.renderObjects.get( renderObject );

  		if ( data === undefined ) {

  			const { geometry, material, object } = renderObject;

  			data = {
  				material: this.getMaterialData( material ),
  				geometry: {
  					id: geometry.id,
  					attributes: this.getAttributesData( geometry.attributes ),
  					indexId: geometry.index ? geometry.index.id : null,
  					indexVersion: geometry.index ? geometry.index.version : null,
  					drawRange: { start: geometry.drawRange.start, count: geometry.drawRange.count }
  				},
  				worldMatrix: object.matrixWorld.clone()
  			};

  			if ( object.center ) {

  				data.center = object.center.clone();

  			}

  			if ( object.morphTargetInfluences ) {

  				data.morphTargetInfluences = object.morphTargetInfluences.slice();

  			}

  			if ( renderObject.bundle !== null ) {

  				data.version = renderObject.bundle.version;

  			}

  			if ( data.material.transmission > 0 ) {

  				const { width, height } = renderObject.context;

  				data.bufferWidth = width;
  				data.bufferHeight = height;

  			}

  			data.lights = this.getLightsData( renderObject.lightsNode.getLights() );

  			this.renderObjects.set( renderObject, data );

  		}

  		return data;

  	}

  	/**
  	 * Returns an attribute data structure holding the attributes versions for
  	 * monitoring.
  	 *
  	 * @param {Object} attributes - The geometry attributes.
  	 * @return {Object} An object for monitoring the versions of attributes.
  	 */
  	getAttributesData( attributes ) {

  		const attributesData = {};

  		for ( const name in attributes ) {

  			const attribute = attributes[ name ];

  			attributesData[ name ] = {
  				id: attribute.id,
  				version: attribute.version,
  			};

  		}

  		return attributesData;

  	}

  	/**
  	 * Returns `true` if the node builder's material uses
  	 * node properties.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {boolean} Whether the node builder's material uses node properties or not.
  	 */
  	containsNode( builder ) {

  		const material = builder.material;

  		for ( const property in material ) {

  			if ( material[ property ] && material[ property ].isNode )
  				return true;

  		}

  		if ( builder.context.modelViewMatrix || builder.context.modelNormalViewMatrix || builder.context.getAO || builder.context.getShadow )
  			return true;

  		return false;

  	}

  	/**
  	 * Returns a material data structure holding the material property values for
  	 * monitoring.
  	 *
  	 * @param {Material} material - The material.
  	 * @return {Object} An object for monitoring material properties.
  	 */
  	getMaterialData( material ) {

  		const data = {};

  		for ( const property of this.refreshUniforms ) {

  			const value = material[ property ];

  			if ( value === null || value === undefined ) continue;

  			if ( typeof value === 'object' && value.clone !== undefined ) {

  				if ( value.isTexture === true ) {

  					data[ property ] = { id: value.id, version: value.version };

  				} else {

  					data[ property ] = value.clone();

  				}

  			} else {

  				data[ property ] = value;

  			}

  		}

  		return data;

  	}

  	/**
  	 * Returns `true` if the given render object has not changed its state.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {Array<Light>} lightsData - The current material lights.
  	 * @return {boolean} Whether the given render object has changed its state or not.
  	 */
  	equals( renderObject, lightsData ) {

  		const { object, material, geometry } = renderObject;

  		const renderObjectData = this.getRenderObjectData( renderObject );

  		// world matrix

  		if ( renderObjectData.worldMatrix.equals( object.matrixWorld ) !== true ) {

  			renderObjectData.worldMatrix.copy( object.matrixWorld );

  			return false;

  		}

  		// material

  		const materialData = renderObjectData.material;

  		for ( const property in materialData ) {

  			const value = materialData[ property ];
  			const mtlValue = material[ property ];

  			if ( value.equals !== undefined ) {

  				if ( value.equals( mtlValue ) === false ) {

  					value.copy( mtlValue );

  					return false;

  				}

  			} else if ( mtlValue.isTexture === true ) {

  				if ( value.id !== mtlValue.id || value.version !== mtlValue.version ) {

  					value.id = mtlValue.id;
  					value.version = mtlValue.version;

  					return false;

  				}

  			} else if ( value !== mtlValue ) {

  				materialData[ property ] = mtlValue;

  				return false;

  			}

  		}

  		if ( materialData.transmission > 0 ) {

  			const { width, height } = renderObject.context;

  			if ( renderObjectData.bufferWidth !== width || renderObjectData.bufferHeight !== height ) {

  				renderObjectData.bufferWidth = width;
  				renderObjectData.bufferHeight = height;

  				return false;

  			}

  		}

  		// geometry

  		const storedGeometryData = renderObjectData.geometry;
  		const attributes = geometry.attributes;
  		const storedAttributes = storedGeometryData.attributes;

  		const storedAttributeNames = Object.keys( storedAttributes );
  		const currentAttributeNames = Object.keys( attributes );

  		if ( storedGeometryData.id !== geometry.id ) {

  			storedGeometryData.id = geometry.id;
  			return false;

  		}

  		if ( storedAttributeNames.length !== currentAttributeNames.length ) {

  			renderObjectData.geometry.attributes = this.getAttributesData( attributes );
  			return false;

  		}

  		// compare each attribute

  		for ( const name of storedAttributeNames ) {

  			const storedAttributeData = storedAttributes[ name ];
  			const attribute = attributes[ name ];

  			if ( attribute === undefined ) {

  				// attribute was removed
  				delete storedAttributes[ name ];
  				return false;

  			}

  			if ( storedAttributeData.id !== attribute.id || storedAttributeData.version !== attribute.version ) {

  				storedAttributeData.id = attribute.id;
  				storedAttributeData.version = attribute.version;
  				return false;

  			}

  		}

  		// check index

  		const index = geometry.index;
  		const storedIndexId = storedGeometryData.indexId;
  		const storedIndexVersion = storedGeometryData.indexVersion;
  		const currentIndexId = index ? index.id : null;
  		const currentIndexVersion = index ? index.version : null;

  		if ( storedIndexId !== currentIndexId || storedIndexVersion !== currentIndexVersion ) {

  			storedGeometryData.indexId = currentIndexId;
  			storedGeometryData.indexVersion = currentIndexVersion;
  			return false;

  		}

  		// check drawRange

  		if ( storedGeometryData.drawRange.start !== geometry.drawRange.start || storedGeometryData.drawRange.count !== geometry.drawRange.count ) {

  			storedGeometryData.drawRange.start = geometry.drawRange.start;
  			storedGeometryData.drawRange.count = geometry.drawRange.count;
  			return false;

  		}

  		// morph targets

  		if ( renderObjectData.morphTargetInfluences ) {

  			let morphChanged = false;

  			for ( let i = 0; i < renderObjectData.morphTargetInfluences.length; i ++ ) {

  				if ( renderObjectData.morphTargetInfluences[ i ] !== object.morphTargetInfluences[ i ] ) {

  					renderObjectData.morphTargetInfluences[ i ] = object.morphTargetInfluences[ i ];
  					morphChanged = true;

  				}

  			}

  			if ( morphChanged ) return false;

  		}

  		// lights

  		if ( renderObjectData.lights ) {

  			for ( let i = 0; i < lightsData.length; i ++ ) {

  				if ( renderObjectData.lights[ i ].map !== lightsData[ i ].map ) {

  					return false;

  				}

  			}

  		}

  		// center

  		if ( renderObjectData.center ) {

  			if ( renderObjectData.center.equals( object.center ) === false ) {

  				renderObjectData.center.copy( object.center );

  				return true;

  			}

  		}

  		// bundle

  		if ( renderObject.bundle !== null ) {

  			renderObjectData.version = renderObject.bundle.version;

  		}

  		return true;

  	}

  	/**
  	 * Returns the lights data for the given material lights.
  	 *
  	 * @param {Array<Light>} materialLights - The material lights.
  	 * @return {Array<Object>} The lights data for the given material lights.
  	 */
  	getLightsData( materialLights ) {

  		const lights = [];

  		for ( const light of materialLights ) {

  			if ( light.isSpotLight === true && light.map !== null ) {

  				// only add lights that have a map

  				lights.push( { map: light.map.version } );

  			}

  		}

  		return lights;

  	}

  	/**
  	 * Returns the lights for the given lights node and render ID.
  	 *
  	 * @param {LightsNode} lightsNode - The lights node.
  	 * @param {number} renderId - The render ID.
  	 * @return {Array<Object>} The lights for the given lights node and render ID.
  	 */
  	getLights( lightsNode, renderId ) {

  		if ( _lightsCache.has( lightsNode ) ) {

  			const cached = _lightsCache.get( lightsNode );

  			if ( cached.renderId === renderId ) {

  				return cached.lightsData;

  			}

  		}

  		const lightsData = this.getLightsData( lightsNode.getLights() );

  		_lightsCache.set( lightsNode, { renderId, lightsData } );

  		return lightsData;

  	}

  	/**
  	 * Checks if the given render object requires a refresh.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {NodeFrame} nodeFrame - The current node frame.
  	 * @return {boolean} Whether the given render object requires a refresh or not.
  	 */
  	needsRefresh( renderObject, nodeFrame ) {

  		if ( this.hasNode || this.hasAnimation || this.firstInitialization( renderObject ) || this.needsVelocity( nodeFrame.renderer ) )
  			return true;

  		const { renderId } = nodeFrame;

  		if ( this.renderId !== renderId ) {

  			this.renderId = renderId;

  			return true;

  		}

  		const isStatic = renderObject.object.static === true;
  		const isBundle = renderObject.bundle !== null && renderObject.bundle.static === true && this.getRenderObjectData( renderObject ).version === renderObject.bundle.version;

  		if ( isStatic || isBundle )
  			return false;

  		const lightsData = this.getLights( renderObject.lightsNode, renderId );
  		const notEqual = this.equals( renderObject, lightsData ) !== true;

  		return notEqual;

  	}

  }

  // Pre-compiled RegExp patterns for ignored files
  const IGNORED_FILES = [
  	/^StackTrace\.js$/,
  	/^TSLCore\.js$/,
  	/^.*Node\.js$/,
  	/^three\.webgpu.*\.js$/
  ];

  /**
   * Parses the stack trace and filters out ignored files.
   * Returns an array with function name, file, line, and column.
   */
  function getFilteredStack( stack ) {

  	// Pattern to extract function name, file, line, and column from different browsers
  	// Chrome: "at functionName (file.js:1:2)" or "at file.js:1:2"
  	// Firefox: "functionName@file.js:1:2"
  	const regex = /(?:at\s+(.+?)\s+\()?(?:(.+?)@)?([^@\s()]+):(\d+):(\d+)/;

  	return stack.split( '\n' )
  		.map( line => {

  			const match = line.match( regex );
  			if ( ! match ) return null; // Skip if line format is invalid

  			// Chrome: match[1], Firefox: match[2]
  			const fn = match[ 1 ] || match[ 2 ] || '';
  			const file = match[ 3 ].split( '?' )[ 0 ]; // Clean file name (Vite/HMR)
  			const lineNum = parseInt( match[ 4 ], 10 );
  			const column = parseInt( match[ 5 ], 10 );

  			// Extract only the filename from full path
  			const fileName = file.split( '/' ).pop();

  			return {
  				fn: fn,
  				file: fileName,
  				line: lineNum,
  				column: column
  			};

  		} )
  		.filter( frame => {

  			// Only keep frames that are valid and not in the ignore list
  			return frame && ! IGNORED_FILES.some( regex => regex.test( frame.file ) );

  		} );

  }

  /**
   * Class representing a stack trace for debugging purposes.
   */
  class StackTrace {

  	/**
  	 * Creates a StackTrace instance by capturing and filtering the current stack trace.
  	 *
  	 * @param {Error|string|null} stackMessage - An optional stack trace to use instead of capturing a new one.
  	 */
  	constructor( stackMessage = null ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isStackTrace = true;

  		/**
  		 * The stack trace.
  		 *
  		 * @type {Array<{fn: string, file: string, line: number, column: number}>}
  		 */
  		this.stack = getFilteredStack( stackMessage ? stackMessage : new Error().stack );

  	}

  	/**
  	 * Returns a formatted location string of the top stack frame.
  	 *
  	 * @returns {string} The formatted stack trace message.
  	 */
  	getLocation() {

  		if ( this.stack.length === 0 ) {

  			return '[Unknown location]';

  		}

  		const mainStack = this.stack[ 0 ];

  		const fn = mainStack.fn;
  		const fnName = fn ? `"${ fn }()" at ` : '';

  		return `${fnName}"${mainStack.file}:${mainStack.line}"`; // :${mainStack.column}

  	}

  	/**
  	 * Returns the full error message including the stack trace.
  	 *
  	 * @param {string} message - The error message.
  	 * @returns {string} The full error message with stack trace.
  	 */
  	getError( message ) {

  		if ( this.stack.length === 0 ) {

  			return message;

  		}

  		// Output: "Error: message\n    at functionName (file.js:line:column)"
  		const stackString = this.stack.map( frame => {

  			const location = `${ frame.file }:${ frame.line }:${ frame.column }`;

  			if ( frame.fn ) {

  				return `    at ${ frame.fn } (${ location })`;

  			}

  			return `    at ${ location }`;

  		} ).join( '\n' );

  		return `${ message }\n${ stackString }`;

  	}

  }

  // cyrb53 (c) 2018 bryc (github.com/bryc). License: Public domain. Attribution appreciated.
  // A fast and simple 64-bit (or 53-bit) string hash function with decent collision resistance.
  // Largely inspired by MurmurHash2/3, but with a focus on speed/simplicity.
  // See https://stackoverflow.com/questions/7616461/generate-a-hash-from-string-in-javascript/52171480#52171480
  // https://github.com/bryc/code/blob/master/jshash/experimental/cyrb53.js
  function cyrb53( value, seed = 0 ) {

  	let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed;

  	if ( value instanceof Array ) {

  		for ( let i = 0, val; i < value.length; i ++ ) {

  			val = value[ i ];
  			h1 = Math.imul( h1 ^ val, 2654435761 );
  			h2 = Math.imul( h2 ^ val, 1597334677 );

  		}

  	} else {

  		for ( let i = 0, ch; i < value.length; i ++ ) {

  			ch = value.charCodeAt( i );
  			h1 = Math.imul( h1 ^ ch, 2654435761 );
  			h2 = Math.imul( h2 ^ ch, 1597334677 );

  		}

  	}

  	h1 = Math.imul( h1 ^ ( h1 >>> 16 ), 2246822507 );
  	h1 ^= Math.imul( h2 ^ ( h2 >>> 13 ), 3266489909 );
  	h2 = Math.imul( h2 ^ ( h2 >>> 16 ), 2246822507 );
  	h2 ^= Math.imul( h1 ^ ( h1 >>> 13 ), 3266489909 );

  	return 4294967296 * ( 2097151 & h2 ) + ( h1 >>> 0 );

  }

  /**
   * Computes a hash for the given string.
   *
   * @private
   * @method
   * @param {string} str - The string to be hashed.
   * @return {number} The hash.
   */
  const hashString = ( str ) => cyrb53( str );

  /**
   * Computes a hash for the given array.
   *
   * @private
   * @method
   * @param {Array<number>} array - The array to be hashed.
   * @return {number} The hash.
   */
  const hashArray = ( array ) => cyrb53( array );

  /**
   * Computes a hash for the given list of parameters.
   *
   * @private
   * @method
   * @param {...number} params - A list of parameters.
   * @return {number} The hash.
   */
  const hash$1 = ( ...params ) => cyrb53( params );

  const typeFromLength = /*@__PURE__*/ new Map( [
  	[ 1, 'float' ],
  	[ 2, 'vec2' ],
  	[ 3, 'vec3' ],
  	[ 4, 'vec4' ],
  	[ 9, 'mat3' ],
  	[ 16, 'mat4' ]
  ] );

  const dataFromObject = /*@__PURE__*/ new WeakMap();

  /**
   * Returns the data type for the given the length.
   *
   * @private
   * @method
   * @param {number} length - The length.
   * @return {string} The data type.
   */
  function getTypeFromLength( length ) {

  	return typeFromLength.get( length );

  }

  /**
   * Returns the data type for the given value.
   *
   * @private
   * @method
   * @param {any} value - The value.
   * @return {?string} The data type.
   */
  function getValueType( value ) {

  	if ( value === undefined || value === null ) return null;

  	const typeOf = typeof value;

  	if ( value.isNode === true ) {

  		return 'node';

  	} else if ( typeOf === 'number' ) {

  		return 'float';

  	} else if ( typeOf === 'boolean' ) {

  		return 'bool';

  	} else if ( typeOf === 'string' ) {

  		return 'string';

  	} else if ( typeOf === 'function' ) {

  		return 'shader';

  	} else if ( value.isVector2 === true ) {

  		return 'vec2';

  	} else if ( value.isVector3 === true ) {

  		return 'vec3';

  	} else if ( value.isVector4 === true ) {

  		return 'vec4';

  	} else if ( value.isMatrix2 === true ) {

  		return 'mat2';

  	} else if ( value.isMatrix3 === true ) {

  		return 'mat3';

  	} else if ( value.isMatrix4 === true ) {

  		return 'mat4';

  	} else if ( value.isColor === true ) {

  		return 'color';

  	} else if ( value instanceof ArrayBuffer ) {

  		return 'ArrayBuffer';

  	}

  	return null;

  }

  /**
   * Returns the value/object for the given data type and parameters.
   *
   * @private
   * @method
   * @param {string} type - The given type.
   * @param {...any} params - A parameter list.
   * @return {any} The value/object.
   */
  function getValueFromType( type, ...params ) {

  	const last4 = type ? type.slice( -4 ) : undefined;

  	if ( params.length === 1 ) { // ensure same behaviour as in NodeBuilder.format()

  		if ( last4 === 'vec2' ) params = [ params[ 0 ], params[ 0 ] ];
  		else if ( last4 === 'vec3' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ] ];
  		else if ( last4 === 'vec4' ) params = [ params[ 0 ], params[ 0 ], params[ 0 ], params[ 0 ] ];

  	}

  	if ( type === 'color' ) {

  		return new Color( ...params );

  	} else if ( last4 === 'vec2' ) {

  		return new Vector2( ...params );

  	} else if ( last4 === 'vec3' ) {

  		return new Vector3( ...params );

  	} else if ( last4 === 'vec4' ) {

  		return new Vector4( ...params );

  	} else if ( last4 === 'mat2' ) {

  		return new Matrix2( ...params );

  	} else if ( last4 === 'mat3' ) {

  		return new Matrix3( ...params );

  	} else if ( last4 === 'mat4' ) {

  		return new Matrix4( ...params );

  	} else if ( type === 'bool' ) {

  		return params[ 0 ] || false;

  	} else if ( ( type === 'float' ) || ( type === 'int' ) || ( type === 'uint' ) ) {

  		return params[ 0 ] || 0;

  	} else if ( type === 'string' ) {

  		return params[ 0 ] || '';

  	} else if ( type === 'ArrayBuffer' ) {

  		return base64ToArrayBuffer( params[ 0 ] );

  	}

  	return null;

  }

  /**
   * Gets the object data that can be shared between different rendering steps.
   *
   * @private
   * @param {Object} object - The object to get the data for.
   * @return {Object} The object data.
   */
  function getDataFromObject( object ) {

  	let data = dataFromObject.get( object );

  	if ( data === undefined ) {

  		data = {};
  		dataFromObject.set( object, data );

  	}

  	return data;

  }

  /**
   * Converts the given array buffer to a Base64 string.
   *
   * @private
   * @method
   * @param {ArrayBuffer} arrayBuffer - The array buffer.
   * @return {string} The Base64 string.
   */
  function arrayBufferToBase64( arrayBuffer ) {

  	let chars = '';

  	const array = new Uint8Array( arrayBuffer );

  	for ( let i = 0; i < array.length; i ++ ) {

  		chars += String.fromCharCode( array[ i ] );

  	}

  	return btoa( chars );

  }

  /**
   * Converts the given Base64 string to an array buffer.
   *
   * @private
   * @method
   * @param {string} base64 - The Base64 string.
   * @return {ArrayBuffer} The array buffer.
   */
  function base64ToArrayBuffer( base64 ) {

  	return Uint8Array.from( atob( base64 ), c => c.charCodeAt( 0 ) ).buffer;

  }

  /**
   * Possible shader stages.
   *
   * @property {string} VERTEX The vertex shader stage.
   * @property {string} FRAGMENT The fragment shader stage.
   */
  const NodeShaderStage = {
  	VERTEX: 'vertex'};

  /**
   * Update types of a node.
   *
   * @property {string} NONE The update method is not executed.
   * @property {string} FRAME The update method is executed per frame.
   * @property {string} RENDER The update method is executed per render. A frame might be produced by multiple render calls so this value allows more detailed updates than FRAME.
   * @property {string} OBJECT The update method is executed per {@link Object3D} that uses the node for rendering.
   */
  const NodeUpdateType = {
  	NONE: 'none',
  	FRAME: 'frame',
  	RENDER: 'render',
  	OBJECT: 'object'
  };

  /**
   * Access types of a node. These are relevant for compute and storage usage.
   *
   * @property {string} READ_ONLY Read-only access
   * @property {string} WRITE_ONLY Write-only access.
   * @property {string} READ_WRITE Read and write access.
   */
  const NodeAccess = {
  	READ_ONLY: 'readOnly',
  	WRITE_ONLY: 'writeOnly',
  	READ_WRITE: 'readWrite',
  };

  const defaultShaderStages = [ 'fragment', 'vertex' ];
  const defaultBuildStages = [ 'setup', 'analyze', 'generate' ];
  const shaderStages = [ ...defaultShaderStages, 'compute' ];
  const vectorComponents = [ 'x', 'y', 'z', 'w' ];

  const _parentBuildStage = {
  	analyze: 'setup',
  	generate: 'analyze'
  };

  let _nodeId = 0;

  /**
   * Base class for all nodes.
   *
   * @augments EventDispatcher
   */
  class Node extends EventDispatcher {

  	static get type() {

  		return 'Node';

  	}

  	/**
  	 * Constructs a new node.
  	 *
  	 * @param {?string} nodeType - The node type.
  	 */
  	constructor( nodeType = null ) {

  		super();

  		/**
  		 * The node type. This represents the result type of the node (e.g. `float` or `vec3`).
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.nodeType = nodeType;

  		/**
  		 * The update type of the node's {@link Node#update} method. Possible values are listed in {@link NodeUpdateType}.
  		 *
  		 * @type {string}
  		 * @default 'none'
  		 */
  		this.updateType = NodeUpdateType.NONE;

  		/**
  		 * The update type of the node's {@link Node#updateBefore} method. Possible values are listed in {@link NodeUpdateType}.
  		 *
  		 * @type {string}
  		 * @default 'none'
  		 */
  		this.updateBeforeType = NodeUpdateType.NONE;

  		/**
  		 * The update type of the node's {@link Node#updateAfter} method. Possible values are listed in {@link NodeUpdateType}.
  		 *
  		 * @type {string}
  		 * @default 'none'
  		 */
  		this.updateAfterType = NodeUpdateType.NONE;

  		/**
  		 * The UUID of the node.
  		 *
  		 * @type {string}
  		 * @readonly
  		 */
  		this.uuid = MathUtils.generateUUID();

  		/**
  		 * The version of the node. The version automatically is increased when {@link Node#needsUpdate} is set to `true`.
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default 0
  		 */
  		this.version = 0;

  		/**
  		 * The name of the node.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.name = '';

  		/**
  		 * Whether this node is global or not. This property is relevant for the internal
  		 * node caching system. All nodes which should be declared just once should
  		 * set this flag to `true` (a typical example is {@link AttributeNode}).
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.global = false;

  		/**
  		 * Create a list of parents for this node during the build process.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.parents = false;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNode = true;

  		// private

  		this._beforeNodes = null;

  		/**
  		 * The cache key of this node.
  		 *
  		 * @private
  		 * @type {?number}
  		 * @default null
  		 */
  		this._cacheKey = null;

  		/**
  		 * The cache key's version.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 0
  		 */
  		this._cacheKeyVersion = 0;

  		Object.defineProperty( this, 'id', { value: _nodeId ++ } );

  		/**
  		 * The stack trace of the node for debugging purposes.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.stackTrace = null;

  		if ( Node.captureStackTrace === true ) {

  			this.stackTrace = new StackTrace();

  		}

  	}

  	/**
  	 * Set this property to `true` when the node should be regenerated.
  	 *
  	 * @type {boolean}
  	 * @default false
  	 * @param {boolean} value
  	 */
  	set needsUpdate( value ) {

  		if ( value === true ) {

  			this.version ++;

  		}

  	}

  	/**
  	 * The type of the class. The value is usually the constructor name.
  	 *
  	 * @type {string}
   	 * @readonly
  	 */
  	get type() {

  		return this.constructor.type;

  	}

  	/**
  	 * Convenient method for defining {@link Node#update}.
  	 *
  	 * @param {Function} callback - The update method.
  	 * @param {string} updateType - The update type.
  	 * @return {Node} A reference to this node.
  	 */
  	onUpdate( callback, updateType ) {

  		this.updateType = updateType;
  		this.update = callback.bind( this );

  		return this;

  	}

  	/**
  	 * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
  	 * this method automatically sets the update type to `FRAME`.
  	 *
  	 * @param {Function} callback - The update method.
  	 * @return {Node} A reference to this node.
  	 */
  	onFrameUpdate( callback ) {

  		return this.onUpdate( callback, NodeUpdateType.FRAME );

  	}

  	/**
  	 * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
  	 * this method automatically sets the update type to `RENDER`.
  	 *
  	 * @param {Function} callback - The update method.
  	 * @return {Node} A reference to this node.
  	 */
  	onRenderUpdate( callback ) {

  		return this.onUpdate( callback, NodeUpdateType.RENDER );

  	}

  	/**
  	 * Convenient method for defining {@link Node#update}. Similar to {@link Node#onUpdate}, but
  	 * this method automatically sets the update type to `OBJECT`.
  	 *
  	 * @param {Function} callback - The update method.
  	 * @return {Node} A reference to this node.
  	 */
  	onObjectUpdate( callback ) {

  		return this.onUpdate( callback, NodeUpdateType.OBJECT );

  	}

  	/**
  	 * Convenient method for defining {@link Node#updateReference}.
  	 *
  	 * @param {Function} callback - The update method.
  	 * @return {Node} A reference to this node.
  	 */
  	onReference( callback ) {

  		this.updateReference = callback.bind( this );

  		return this;

  	}

  	/**
  	 * Nodes might refer to other objects like materials. This method allows to dynamically update the reference
  	 * to such objects based on a given state (e.g. the current node frame or builder).
  	 *
  	 * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type.
  	 * @return {any} The updated reference.
  	 */
  	updateReference( /*state*/ ) {

  		return this;

  	}

  	/**
  	 * By default this method returns the value of the {@link Node#global} flag. This method
  	 * can be overwritten in derived classes if an analytical way is required to determine the
  	 * global cache referring to the current shader-stage.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {boolean} Whether this node is global or not.
  	 */
  	isGlobal( /*builder*/ ) {

  		return this.global;

  	}

  	/**
  	 * Generator function that can be used to iterate over the child nodes.
  	 *
  	 * @generator
  	 * @yields {Node} A child node.
  	 */
  	* getChildren() {

  		for ( const { childNode } of this._getChildren() ) {

  			yield childNode;

  		}

  	}

  	/**
  	 * Calling this method dispatches the `dispose` event. This event can be used
  	 * to register event listeners for clean up tasks.
  	 */
  	dispose() {

  		this.dispatchEvent( { type: 'dispose' } );

  	}

  	/**
  	 * Callback for {@link Node#traverse}.
  	 *
  	 * @callback traverseCallback
  	 * @param {Node} node - The current node.
  	 */

  	/**
  	 * Can be used to traverse through the node's hierarchy.
  	 *
  	 * @param {traverseCallback} callback - A callback that is executed per node.
  	 */
  	traverse( callback ) {

  		callback( this );

  		for ( const childNode of this.getChildren() ) {

  			childNode.traverse( callback );

  		}

  	}

  	/**
  	 * Returns the child nodes of this node.
  	 *
  	 * @private
  	 * @param {Set<Node>} [ignores=new Set()] - A set of nodes to ignore during the search to avoid circular references.
  	 * @returns {Array<Object>} An array of objects describing the child nodes.
  	 */
  	_getChildren( ignores = new Set() ) {

  		const children = [];

  		// avoid circular references
  		ignores.add( this );

  		for ( const property of Object.getOwnPropertyNames( this ) ) {

  			const object = this[ property ];

  			// Ignore private properties and ignored nodes.
  			if ( property.startsWith( '_' ) === true || ignores.has( object ) ) continue;

  			if ( Array.isArray( object ) === true ) {

  				for ( let i = 0; i < object.length; i ++ ) {

  					const child = object[ i ];

  					if ( child && child.isNode === true ) {

  						children.push( { property, index: i, childNode: child } );

  					}

  				}

  			} else if ( object && object.isNode === true ) {

  				children.push( { property, childNode: object } );

  			} else if ( object && Object.getPrototypeOf( object ) === Object.prototype ) {

  				for ( const subProperty in object ) {

  					// Ignore private sub-properties.
  					if ( subProperty.startsWith( '_' ) === true ) continue;

  					const child = object[ subProperty ];

  					if ( child && child.isNode === true ) {

  						children.push( { property, index: subProperty, childNode: child } );

  					}

  				}

  			}

  		}

  		//

  		return children;

  	}

  	/**
  	 * Returns the cache key for this node.
  	 *
  	 * @param {boolean} [force=false] - When set to `true`, a recomputation of the cache key is forced.
  	 * @param {Set<Node>} [ignores=null] - A set of nodes to ignore during the computation of the cache key.
  	 * @return {number} The cache key of the node.
  	 */
  	getCacheKey( force = false, ignores = null ) {

  		force = force || this.version !== this._cacheKeyVersion;

  		if ( force === true || this._cacheKey === null ) {

  			if ( ignores === null ) ignores = new Set();

  			//

  			const values = [];

  			for ( const { property, childNode } of this._getChildren( ignores ) ) {

  				values.push( hashString( property.slice( 0, -4 ) ), childNode.getCacheKey( force, ignores ) );

  			}

  			//

  			this._cacheKey = hash$1( hashArray( values ), this.customCacheKey() );
  			this._cacheKeyVersion = this.version;

  		}

  		return this._cacheKey;

  	}

  	/**
  	 * Generate a custom cache key for this node.
  	 *
  	 * @return {number} The cache key of the node.
  	 */
  	customCacheKey() {

  		return this.id;

  	}

  	/**
  	 * Returns the references to this node which is by default `this`.
  	 *
  	 * @return {Node} A reference to this node.
  	 */
  	getScope() {

  		return this;

  	}

  	/**
  	 * Returns the hash of the node which is used to identify the node. By default it's
  	 * the {@link Node#uuid} however derived node classes might have to overwrite this method
  	 * depending on their implementation.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The hash.
  	 */
  	getHash( /*builder*/ ) {

  		return this.uuid;

  	}

  	/**
  	 * Returns the update type of {@link Node#update}.
  	 *
  	 * @return {NodeUpdateType} The update type.
  	 */
  	getUpdateType() {

  		return this.updateType;

  	}

  	/**
  	 * Returns the update type of {@link Node#updateBefore}.
  	 *
  	 * @return {NodeUpdateType} The update type.
  	 */
  	getUpdateBeforeType() {

  		return this.updateBeforeType;

  	}

  	/**
  	 * Returns the update type of {@link Node#updateAfter}.
  	 *
  	 * @return {NodeUpdateType} The update type.
  	 */
  	getUpdateAfterType() {

  		return this.updateAfterType;

  	}

  	/**
  	 * Certain types are composed of multiple elements. For example a `vec3`
  	 * is composed of three `float` values. This method returns the type of
  	 * these elements.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The type of the node.
  	 */
  	getElementType( builder ) {

  		const type = this.getNodeType( builder );
  		const elementType = builder.getElementType( type );

  		return elementType;

  	}

  	/**
  	 * Returns the node member type for the given name.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} name - The name of the member.
  	 * @return {string} The type of the node.
  	 */
  	getMemberType( /*builder, name*/ ) {

  		return 'void';

  	}

  	/**
  	 * Returns the node's type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The type of the node.
  	 */
  	getNodeType( builder ) {

  		const nodeProperties = builder.getNodeProperties( this );

  		if ( nodeProperties.outputNode ) {

  			return nodeProperties.outputNode.getNodeType( builder );

  		}

  		return this.nodeType;

  	}

  	/**
  	 * This method is used during the build process of a node and ensures
  	 * equal nodes are not built multiple times but just once. For example if
  	 * `attribute( 'uv' )` is used multiple times by the user, the build
  	 * process makes sure to process just the first node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node} The shared node if possible. Otherwise `this` is returned.
  	 */
  	getShared( builder ) {

  		const hash = this.getHash( builder );
  		const nodeFromHash = builder.getNodeFromHash( hash );

  		return nodeFromHash || this;

  	}

  	/**
  	 * Returns the number of elements in the node array.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {?number} The number of elements in the node array.
  	 */
  	getArrayCount( /*builder*/ ) {

  		return null;

  	}

  	/**
  	 * Represents the setup stage which is the first step of the build process, see {@link Node#build} method.
  	 * This method is often overwritten in derived modules to prepare the node which is used as a node's output/result.
  	 * If an output node is prepared, then it must be returned in the `return` statement of the derived module's setup function.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {?Node} The output node.
  	 */
  	setup( builder ) {

  		const nodeProperties = builder.getNodeProperties( this );

  		let index = 0;

  		for ( const childNode of this.getChildren() ) {

  			nodeProperties[ 'node' + index ++ ] = childNode;

  		}

  		// return a outputNode if exists or null

  		return nodeProperties.outputNode || null;

  	}

  	/**
  	 * Represents the analyze stage which is the second step of the build process, see {@link Node#build} method.
  	 * This stage analyzes the node hierarchy and ensures descendent nodes are built.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {?Node} output - The target output node.
  	 */
  	analyze( builder, output = null ) {

  		const usageCount = builder.increaseUsage( this );

  		if ( this.parents === true ) {

  			const nodeData = builder.getDataFromNode( this, 'any' );
  			nodeData.stages = nodeData.stages || {};
  			nodeData.stages[ builder.shaderStage ] = nodeData.stages[ builder.shaderStage ] || [];
  			nodeData.stages[ builder.shaderStage ].push( output );

  		}

  		if ( usageCount === 1 ) {

  			// node flow children

  			const nodeProperties = builder.getNodeProperties( this );

  			for ( const childNode of Object.values( nodeProperties ) ) {

  				if ( childNode && childNode.isNode === true ) {

  					childNode.build( builder, this );

  				}

  			}

  		}

  	}

  	/**
  	 * Represents the generate stage which is the third step of the build process, see {@link Node#build} method.
  	 * This state builds the output node and returns the resulting shader string.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {?string} [output] - Can be used to define the output type.
  	 * @return {?string} The generated shader string.
  	 */
  	generate( builder, output ) {

  		const { outputNode } = builder.getNodeProperties( this );

  		if ( outputNode && outputNode.isNode === true ) {

  			return outputNode.build( builder, output );

  		}

  	}

  	/**
  	 * The method can be implemented to update the node's internal state before it is used to render an object.
  	 * The {@link Node#updateBeforeType} property defines how often the update is executed.
  	 *
  	 * @abstract
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 * @return {?boolean} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
  	 */
  	updateBefore( /*frame*/ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * The method can be implemented to update the node's internal state after it was used to render an object.
  	 * The {@link Node#updateAfterType} property defines how often the update is executed.
  	 *
  	 * @abstract
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 * @return {?boolean} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
  	 */
  	updateAfter( /*frame*/ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * The method can be implemented to update the node's internal state when it is used to render an object.
  	 * The {@link Node#updateType} property defines how often the update is executed.
  	 *
  	 * @abstract
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 * @return {?boolean} An optional bool that indicates whether the implementation actually performed an update or not (e.g. due to caching).
  	 */
  	update( /*frame*/ ) {

  		warn( 'Abstract function.' );

  	}

  	before( node ) {

  		if ( this._beforeNodes === null ) this._beforeNodes = [];

  		this._beforeNodes.push( node );

  		return this;

  	}

  	/**
  	 * This method performs the build of a node. The behavior and return value depend on the current build stage:
  	 * - **setup**: Prepares the node and its children for the build process. This process can also create new nodes. Returns the node itself or a variant.
  	 * - **analyze**: Analyzes the node hierarchy for optimizations in the code generation stage. Returns `null`.
  	 * - **generate**: Generates the shader code for the node. Returns the generated shader string.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {?(string|Node)} [output=null] - Can be used to define the output type.
  	 * @return {?(Node|string)} The result of the build process, depending on the build stage.
  	 */
  	build( builder, output = null ) {

  		const refNode = this.getShared( builder );

  		if ( this !== refNode ) {

  			return refNode.build( builder, output );

  		}

  		//

  		if ( this._beforeNodes !== null ) {

  			const currentBeforeNodes = this._beforeNodes;

  			this._beforeNodes = null;

  			for ( const beforeNode of currentBeforeNodes ) {

  				beforeNode.build( builder, output );

  			}

  			this._beforeNodes = currentBeforeNodes;

  		}

  		//

  		const nodeData = builder.getDataFromNode( this );
  		nodeData.buildStages = nodeData.buildStages || {};
  		nodeData.buildStages[ builder.buildStage ] = true;

  		const parentBuildStage = _parentBuildStage[ builder.buildStage ];

  		if ( parentBuildStage && nodeData.buildStages[ parentBuildStage ] !== true ) {

  			// force parent build stage (setup or analyze)

  			const previousBuildStage = builder.getBuildStage();

  			builder.setBuildStage( parentBuildStage );

  			this.build( builder );

  			builder.setBuildStage( previousBuildStage );

  		}

  		//

  		builder.addChain( this );

  		/* Build stages expected results:
  			- "setup"		-> Node
  			- "analyze"		-> null
  			- "generate"	-> String
  		*/
  		let result = null;

  		const buildStage = builder.getBuildStage();

  		if ( buildStage === 'setup' ) {

  			builder.addNode( this );

  			this.updateReference( builder );

  			const properties = builder.getNodeProperties( this );

  			if ( properties.initialized !== true ) {

  				//const stackNodesBeforeSetup = builder.stack.nodes.length;

  				properties.initialized = true;
  				properties.outputNode = this.setup( builder ) || properties.outputNode || null;

  				/*if ( isNodeOutput && builder.stack.nodes.length !== stackNodesBeforeSetup ) {

  					// !! no outputNode !!
  					//outputNode = builder.stack;

  				}*/

  				for ( const childNode of Object.values( properties ) ) {

  					if ( childNode && childNode.isNode === true ) {

  						if ( childNode.parents === true ) {

  							const childProperties = builder.getNodeProperties( childNode );
  							childProperties.parents = childProperties.parents || [];
  							childProperties.parents.push( this );

  						}

  						childNode.build( builder );

  					}

  				}

  				builder.addSequentialNode( this );

  			}

  			result = properties.outputNode;

  		} else if ( buildStage === 'analyze' ) {

  			this.analyze( builder, output );

  		} else if ( buildStage === 'generate' ) {

  			// If generate has just one argument, it means the output type is not required.
  			// This means that the node does not handle output conversions internally,
  			// so the value is stored in a cache and the builder handles the conversion
  			// for all requested output types.

  			const isGenerateOnce = this.generate.length < 2;

  			if ( isGenerateOnce ) {

  				const type = this.getNodeType( builder );
  				const nodeData = builder.getDataFromNode( this );

  				result = nodeData.snippet;

  				if ( result === undefined ) {

  					if ( nodeData.generated === undefined ) {

  						nodeData.generated = true;

  						result = this.generate( builder ) || '';

  						nodeData.snippet = result;

  					} else {

  						warn( 'Node: Recursion detected.', this );

  						result = '/* Recursion detected. */';

  					}

  				} else if ( nodeData.flowCodes !== undefined && builder.context.nodeBlock !== undefined ) {

  					builder.addFlowCodeHierarchy( this, builder.context.nodeBlock );

  				}

  				result = builder.format( result, type, output );

  			} else {

  				result = this.generate( builder, output ) || '';

  			}

  			if ( result === '' && output !== null && output !== 'void' && output !== 'OutputType' ) {

  				// if no snippet is generated, return a default value

  				error( `TSL: Invalid generated code, expected a "${ output }".` );

  				result = builder.generateConst( output );

  			}

  		}

  		builder.removeChain( this );

  		return result;

  	}

  	/**
  	 * Returns the child nodes as a JSON object.
  	 *
  	 * @return {Generator<Object>} An iterable list of serialized child objects as JSON.
  	 */
  	getSerializeChildren() {

  		return this._getChildren();

  	}

  	/**
  	 * Serializes the node to JSON.
  	 *
  	 * @param {Object} json - The output JSON object.
  	 */
  	serialize( json ) {

  		const nodeChildren = this.getSerializeChildren();

  		const inputNodes = {};

  		for ( const { property, index, childNode } of nodeChildren ) {

  			if ( index !== undefined ) {

  				if ( inputNodes[ property ] === undefined ) {

  					inputNodes[ property ] = Number.isInteger( index ) ? [] : {};

  				}

  				inputNodes[ property ][ index ] = childNode.toJSON( json.meta ).uuid;

  			} else {

  				inputNodes[ property ] = childNode.toJSON( json.meta ).uuid;

  			}

  		}

  		if ( Object.keys( inputNodes ).length > 0 ) {

  			json.inputNodes = inputNodes;

  		}

  	}

  	/**
  	 * Deserializes the node from the given JSON.
  	 *
  	 * @param {Object} json - The JSON object.
  	 */
  	deserialize( json ) {

  		if ( json.inputNodes !== undefined ) {

  			const nodes = json.meta.nodes;

  			for ( const property in json.inputNodes ) {

  				if ( Array.isArray( json.inputNodes[ property ] ) ) {

  					const inputArray = [];

  					for ( const uuid of json.inputNodes[ property ] ) {

  						inputArray.push( nodes[ uuid ] );

  					}

  					this[ property ] = inputArray;

  				} else if ( typeof json.inputNodes[ property ] === 'object' ) {

  					const inputObject = {};

  					for ( const subProperty in json.inputNodes[ property ] ) {

  						const uuid = json.inputNodes[ property ][ subProperty ];

  						inputObject[ subProperty ] = nodes[ uuid ];

  					}

  					this[ property ] = inputObject;

  				} else {

  					const uuid = json.inputNodes[ property ];

  					this[ property ] = nodes[ uuid ];

  				}

  			}

  		}

  	}

  	/**
  	 * Serializes the node into the three.js JSON Object/Scene format.
  	 *
  	 * @param {?Object} meta - An optional JSON object that already holds serialized data from other scene objects.
  	 * @return {Object} The serialized node.
  	 */
  	toJSON( meta ) {

  		const { uuid, type } = this;
  		const isRoot = ( meta === undefined || typeof meta === 'string' );

  		if ( isRoot ) {

  			meta = {
  				textures: {},
  				images: {},
  				nodes: {}
  			};

  		}

  		// serialize

  		let data = meta.nodes[ uuid ];

  		if ( data === undefined ) {

  			data = {
  				uuid,
  				type,
  				meta,
  				metadata: {
  					version: 4.7,
  					type: 'Node',
  					generator: 'Node.toJSON'
  				}
  			};

  			if ( isRoot !== true ) meta.nodes[ data.uuid ] = data;

  			this.serialize( data );

  			delete data.meta;

  		}

  		// TODO: Copied from Object3D.toJSON

  		function extractFromCache( cache ) {

  			const values = [];

  			for ( const key in cache ) {

  				const data = cache[ key ];
  				delete data.metadata;
  				values.push( data );

  			}

  			return values;

  		}

  		if ( isRoot ) {

  			const textures = extractFromCache( meta.textures );
  			const images = extractFromCache( meta.images );
  			const nodes = extractFromCache( meta.nodes );

  			if ( textures.length > 0 ) data.textures = textures;
  			if ( images.length > 0 ) data.images = images;
  			if ( nodes.length > 0 ) data.nodes = nodes;

  		}

  		return data;

  	}

  }

  /**
   * Enables or disables the automatic capturing of stack traces for nodes.
   *
   * @type {boolean}
   * @default false
   */
  Node.captureStackTrace = false;

  /**
   * Base class for representing element access on an array-like
   * node data structures.
   *
   * @augments Node
   */
  class ArrayElementNode extends Node { // @TODO: If extending from TempNode it breaks webgpu_compute

  	static get type() {

  		return 'ArrayElementNode';

  	}

  	/**
  	 * Constructs an array element node.
  	 *
  	 * @param {Node} node - The array-like node.
  	 * @param {Node} indexNode - The index node that defines the element access.
  	 */
  	constructor( node, indexNode ) {

  		super();

  		/**
  		 * The array-like node.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * The index node that defines the element access.
  		 *
  		 * @type {Node}
  		 */
  		this.indexNode = indexNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isArrayElementNode = true;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from the array-like node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		return this.node.getElementType( builder );

  	}

  	/**
  	 * This method is overwritten since the member type is inferred from the array-like node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} name - The member name.
  	 * @return {string} The member type.
  	 */
  	getMemberType( builder, name ) {

  		return this.node.getMemberType( builder, name );

  	}

  	generate( builder ) {

  		const indexType = this.indexNode.getNodeType( builder );

  		const nodeSnippet = this.node.build( builder );
  		const indexSnippet = this.indexNode.build( builder, ! builder.isVector( indexType ) && builder.isInteger( indexType ) ? indexType : 'uint' );

  		return `${ nodeSnippet }[ ${ indexSnippet } ]`;

  	}

  }

  /**
   * This module is part of the TSL core and usually not used in app level code.
   * It represents a convert operation during the shader generation process
   * meaning it converts the data type of a node to a target data type.
   *
   * @augments Node
   */
  class ConvertNode extends Node {

  	static get type() {

  		return 'ConvertNode';

  	}

  	/**
  	 * Constructs a new convert node.
  	 *
  	 * @param {Node} node - The node which type should be converted.
  	 * @param {string} convertTo - The target node type. Multiple types can be defined by separating them with a `|` sign.
  	 */
  	constructor( node, convertTo ) {

  		super();

  		/**
  		 * The node which type should be converted.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * The target node type. Multiple types can be defined by separating them with a `|` sign.
  		 *
  		 * @type {string}
  		 */
  		this.convertTo = convertTo;

  	}

  	/**
  	 * This method is overwritten since the implementation tries to infer the best
  	 * matching type from the {@link ConvertNode#convertTo} property.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		const requestType = this.node.getNodeType( builder );

  		let convertTo = null;

  		for ( const overloadingType of this.convertTo.split( '|' ) ) {

  			if ( convertTo === null || builder.getTypeLength( requestType ) === builder.getTypeLength( overloadingType ) ) {

  				convertTo = overloadingType;

  			}

  		}

  		return convertTo;

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.convertTo = this.convertTo;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.convertTo = data.convertTo;

  	}

  	generate( builder, output ) {

  		const node = this.node;
  		const type = this.getNodeType( builder );

  		const snippet = node.build( builder, type );

  		return builder.format( snippet, type, output );

  	}

  }

  /**
   * This module uses cache management to create temporary variables
   * if the node is used more than once to prevent duplicate calculations.
   *
   * The class acts as a base class for many other nodes types.
   *
   * @augments Node
   */
  class TempNode extends Node {

  	static get type() {

  		return 'TempNode';

  	}

  	/**
  	 * Constructs a temp node.
  	 *
  	 * @param {?string} nodeType - The node type.
  	 */
  	constructor( nodeType = null ) {

  		super( nodeType );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isTempNode = true;

  	}

  	/**
  	 * Whether this node is used more than once in context of other nodes.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @return {boolean} A flag that indicates if there is more than one dependency to other nodes.
  	 */
  	hasDependencies( builder ) {

  		return builder.getDataFromNode( this ).usageCount > 1;

  	}

  	build( builder, output ) {

  		const buildStage = builder.getBuildStage();

  		if ( buildStage === 'generate' ) {

  			const type = builder.getVectorType( this.getNodeType( builder, output ) );
  			const nodeData = builder.getDataFromNode( this );

  			if ( nodeData.propertyName !== undefined ) {

  				return builder.format( nodeData.propertyName, type, output );

  			} else if ( type !== 'void' && output !== 'void' && this.hasDependencies( builder ) ) {

  				const snippet = super.build( builder, type );

  				const nodeVar = builder.getVarFromNode( this, null, type );
  				const propertyName = builder.getPropertyName( nodeVar );

  				builder.addLineFlowCode( `${ propertyName } = ${ snippet }`, this );

  				nodeData.snippet = snippet;
  				nodeData.propertyName = propertyName;

  				return builder.format( nodeData.propertyName, type, output );

  			}

  		}

  		return super.build( builder, output );

  	}

  }

  /**
   * This module is part of the TSL core and usually not used in app level code.
   * It represents a join operation during the shader generation process.
   * For example in can compose/join two single floats into a `vec2` type.
   *
   * @augments TempNode
   */
  class JoinNode extends TempNode {

  	static get type() {

  		return 'JoinNode';

  	}

  	/**
  	 * Constructs a new join node.
  	 *
  	 * @param {Array<Node>} nodes - An array of nodes that should be joined.
  	 * @param {?string} [nodeType=null] - The node type.
  	 */
  	constructor( nodes = [], nodeType = null ) {

  		super( nodeType );

  		/**
  		 * An array of nodes that should be joined.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.nodes = nodes;

  	}

  	/**
  	 * This method is overwritten since the node type must be inferred from the
  	 * joined data length if not explicitly defined.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		if ( this.nodeType !== null ) {

  			return builder.getVectorType( this.nodeType );

  		}

  		return builder.getTypeFromLength( this.nodes.reduce( ( count, cur ) => count + builder.getTypeLength( cur.getNodeType( builder ) ), 0 ) );

  	}

  	generate( builder, output ) {

  		const type = this.getNodeType( builder );
  		const maxLength = builder.getTypeLength( type );

  		const nodes = this.nodes;

  		const primitiveType = builder.getComponentType( type );

  		const snippetValues = [];

  		let length = 0;

  		for ( const input of nodes ) {

  			if ( length >= maxLength ) {

  				error( `TSL: Length of parameters exceeds maximum length of function '${ type }()' type.`, this.stackTrace );
  				break;

  			}

  			let inputType = input.getNodeType( builder );
  			let inputTypeLength = builder.getTypeLength( inputType );
  			let inputSnippet;

  			if ( length + inputTypeLength > maxLength ) {

  				error( `TSL: Length of '${ type }()' data exceeds maximum length of output type.`, this.stackTrace );

  				inputTypeLength = maxLength - length;
  				inputType = builder.getTypeFromLength( inputTypeLength );

  			}

  			length += inputTypeLength;
  			inputSnippet = input.build( builder, inputType );

  			const inputPrimitiveType = builder.getComponentType( inputType );

  			if ( inputPrimitiveType !== primitiveType ) {

  				const targetType = builder.getTypeFromLength( inputTypeLength, primitiveType );

  				inputSnippet = builder.format( inputSnippet, inputType, targetType );

  			}

  			snippetValues.push( inputSnippet );

  		}

  		const snippet = `${ builder.getType( type ) }( ${ snippetValues.join( ', ' ) } )`;

  		return builder.format( snippet, type, output );

  	}

  }

  const _stringVectorComponents = vectorComponents.join( '' );

  /**
   * This module is part of the TSL core and usually not used in app level code.
   * `SplitNode` represents a property access operation which means it is
   * used to implement any `.xyzw`, `.rgba` and `stpq` usage on node objects.
   * For example:
   * ```js
   * const redValue = color.r;
   * ```
   *
   * @augments Node
   */
  class SplitNode extends Node {

  	static get type() {

  		return 'SplitNode';

  	}

  	/**
  	 * Constructs a new split node.
  	 *
  	 * @param {Node} node - The node that should be accessed.
  	 * @param {string} [components='x'] - The components that should be accessed.
  	 */
  	constructor( node, components = 'x' ) {

  		super();

  		/**
  		 * The node that should be accessed.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * The components that should be accessed.
  		 *
  		 * @type {string}
  		 */
  		this.components = components;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSplitNode = true;

  	}

  	/**
  	 * Returns the vector length which is computed based on the requested components.
  	 *
  	 * @return {number} The vector length.
  	 */
  	getVectorLength() {

  		let vectorLength = this.components.length;

  		for ( const c of this.components ) {

  			vectorLength = Math.max( vectorComponents.indexOf( c ) + 1, vectorLength );

  		}

  		return vectorLength;

  	}

  	/**
  	 * Returns the component type of the node's type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The component type.
  	 */
  	getComponentType( builder ) {

  		return builder.getComponentType( this.node.getNodeType( builder ) );

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from requested components.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		return builder.getTypeFromLength( this.components.length, this.getComponentType( builder ) );

  	}

  	/**
  	 * Returns the scope of the node.
  	 *
  	 * @return {Node} The scope of the node.
  	 */
  	getScope() {

  		return this.node.getScope();

  	}

  	generate( builder, output ) {

  		const node = this.node;
  		const nodeTypeLength = builder.getTypeLength( node.getNodeType( builder ) );

  		let snippet = null;

  		if ( nodeTypeLength > 1 ) {

  			let type = null;

  			const componentsLength = this.getVectorLength();

  			if ( componentsLength >= nodeTypeLength ) {

  				// needed expand the input node

  				type = builder.getTypeFromLength( this.getVectorLength(), this.getComponentType( builder ) );

  			}

  			const nodeSnippet = node.build( builder, type );

  			if ( this.components.length === nodeTypeLength && this.components === _stringVectorComponents.slice( 0, this.components.length ) ) {

  				// unnecessary swizzle

  				snippet = builder.format( nodeSnippet, type, output );

  			} else {

  				snippet = builder.format( `${nodeSnippet}.${this.components}`, this.getNodeType( builder ), output );

  			}

  		} else {

  			// ignore .components if .node returns float/integer

  			snippet = node.build( builder, output );

  		}

  		return snippet;

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.components = this.components;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.components = data.components;

  	}

  }

  /**
   * This module is part of the TSL core and usually not used in app level code.
   * `SetNode` represents a set operation which means it is used to implement any
   * `setXYZW()`, `setRGBA()` and `setSTPQ()` method invocations on node objects.
   * For example:
   * ```js
   * materialLine.colorNode = color( 0, 0, 0 ).setR( float( 1 ) );
   * ```
   *
   * @augments TempNode
   */
  class SetNode extends TempNode {

  	static get type() {

  		return 'SetNode';

  	}

  	/**
  	 * Constructs a new set node.
  	 *
  	 * @param {Node} sourceNode - The node that should be updated.
  	 * @param {string} components - The components that should be updated.
  	 * @param {Node} targetNode - The value node.
  	 */
  	constructor( sourceNode, components, targetNode ) {

  		super();

  		/**
  		 * The node that should be updated.
  		 *
  		 * @type {Node}
  		 */
  		this.sourceNode = sourceNode;

  		/**
  		 * The components that should be updated.
  		 *
  		 * @type {string}
  		 */
  		this.components = components;

  		/**
  		 * The value node.
  		 *
  		 * @type {Node}
  		 */
  		this.targetNode = targetNode;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from {@link SetNode#sourceNode}.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		return this.sourceNode.getNodeType( builder );

  	}

  	generate( builder ) {

  		const { sourceNode, components, targetNode } = this;

  		const sourceType = this.getNodeType( builder );

  		const componentType = builder.getComponentType( targetNode.getNodeType( builder ) );
  		const targetType = builder.getTypeFromLength( components.length, componentType );

  		const targetSnippet = targetNode.build( builder, targetType );
  		const sourceSnippet = sourceNode.build( builder, sourceType );

  		const length = builder.getTypeLength( sourceType );
  		const snippetValues = [];

  		for ( let i = 0; i < length; i ++ ) {

  			const component = vectorComponents[ i ];

  			if ( component === components[ 0 ] ) {

  				snippetValues.push( targetSnippet );

  				i += components.length - 1;

  			} else {

  				snippetValues.push( sourceSnippet + '.' + component );

  			}

  		}

  		return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;

  	}

  }

  /**
   * This module is part of the TSL core and usually not used in app level code.
   * It represents a flip operation during the shader generation process
   * meaning it flips normalized values with the following formula:
   * ```
   * x = 1 - x;
   * ```
   * `FlipNode` is internally used to implement any `flipXYZW()`, `flipRGBA()` and
   * `flipSTPQ()` method invocations on node objects. For example:
   * ```js
   * uvNode = uvNode.flipY();
   * ```
   *
   * @augments TempNode
   */
  class FlipNode extends TempNode {

  	static get type() {

  		return 'FlipNode';

  	}

  	/**
  	 * Constructs a new flip node.
  	 *
  	 * @param {Node} sourceNode - The node which component(s) should be flipped.
  	 * @param {string} components - The components that should be flipped e.g. `'x'` or `'xy'`.
  	 */
  	constructor( sourceNode, components ) {

  		super();

  		/**
  		 * The node which component(s) should be flipped.
  		 *
  		 * @type {Node}
  		 */
  		this.sourceNode = sourceNode;

  		/**
  		 * The components that should be flipped e.g. `'x'` or `'xy'`.
  		 *
  		 * @type {string}
  		 */
  		this.components = components;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from the source node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		return this.sourceNode.getNodeType( builder );

  	}

  	generate( builder ) {

  		const { components, sourceNode } = this;

  		const sourceType = this.getNodeType( builder );
  		const sourceSnippet = sourceNode.build( builder );

  		const sourceCache = builder.getVarFromNode( this );
  		const sourceProperty = builder.getPropertyName( sourceCache );

  		builder.addLineFlowCode( sourceProperty + ' = ' + sourceSnippet, this );

  		const length = builder.getTypeLength( sourceType );
  		const snippetValues = [];

  		let componentIndex = 0;

  		for ( let i = 0; i < length; i ++ ) {

  			const component = vectorComponents[ i ];

  			if ( component === components[ componentIndex ] ) {

  				snippetValues.push( '1.0 - ' + ( sourceProperty + '.' + component ) );

  				componentIndex ++;

  			} else {

  				snippetValues.push( sourceProperty + '.' + component );

  			}

  		}

  		return `${ builder.getType( sourceType ) }( ${ snippetValues.join( ', ' ) } )`;

  	}

  }

  /**
   * Base class for representing data input nodes.
   *
   * @augments Node
   */
  class InputNode extends Node {

  	static get type() {

  		return 'InputNode';

  	}

  	/**
  	 * Constructs a new input node.
  	 *
  	 * @param {any} value - The value of this node. This can be any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
  	 * @param {?string} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
  	 */
  	constructor( value, nodeType = null ) {

  		super( nodeType );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isInputNode = true;

  		/**
  		 * The value of this node. This can be any JS primitive, functions, array buffers or even three.js objects (vector, matrices, colors).
  		 *
  		 * @type {any}
  		 */
  		this.value = value;

  		/**
  		 * The precision of the value in the shader.
  		 *
  		 * @type {?('low'|'medium'|'high')}
  		 * @default null
  		 */
  		this.precision = null;

  	}

  	getNodeType( /*builder*/ ) {

  		if ( this.nodeType === null ) {

  			return getValueType( this.value );

  		}

  		return this.nodeType;

  	}

  	/**
  	 * Returns the input type of the node which is by default the node type. Derived modules
  	 * might overwrite this method and use a fixed type or compute one analytically.
  	 *
  	 * A typical example for different input and node types are textures. The input type of a
  	 * normal RGBA texture is `texture` whereas its node type is `vec4`.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( builder ) {

  		return this.getNodeType( builder );

  	}

  	/**
  	 * Sets the precision to the given value. The method can be
  	 * overwritten in derived classes if the final precision must be computed
  	 * analytically.
  	 *
  	 * @param {('low'|'medium'|'high')} precision - The precision of the input value in the shader.
  	 * @return {InputNode} A reference to this node.
  	 */
  	setPrecision( precision ) {

  		this.precision = precision;

  		return this;

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.value = this.value;

  		if ( this.value && this.value.toArray ) data.value = this.value.toArray();

  		data.valueType = getValueType( this.value );
  		data.nodeType = this.nodeType;

  		if ( data.valueType === 'ArrayBuffer' ) data.value = arrayBufferToBase64( data.value );

  		data.precision = this.precision;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.nodeType = data.nodeType;
  		this.value = Array.isArray( data.value ) ? getValueFromType( data.valueType, ...data.value ) : data.value;

  		this.precision = data.precision || null;

  		if ( this.value && this.value.fromArray ) this.value = this.value.fromArray( data.value );

  	}

  	generate( /*builder, output*/ ) {

  		warn( 'Abstract function.' );

  	}

  }

  const _regNum = /float|u?int/;

  /**
   * Class for representing a constant value in the shader.
   *
   * @augments InputNode
   */
  class ConstNode extends InputNode {

  	static get type() {

  		return 'ConstNode';

  	}

  	/**
  	 * Constructs a new input node.
  	 *
  	 * @param {any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color).
  	 * @param {?string} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
  	 */
  	constructor( value, nodeType = null ) {

  		super( value, nodeType );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isConstNode = true;

  	}

  	/**
  	 * Generates the shader string of the value with the current node builder.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The generated value as a shader string.
  	 */
  	generateConst( builder ) {

  		return builder.generateConst( this.getNodeType( builder ), this.value );

  	}

  	generate( builder, output ) {

  		const type = this.getNodeType( builder );

  		if ( _regNum.test( type ) && _regNum.test( output ) ) {

  			return builder.generateConst( output, this.value );

  		}

  		return builder.format( this.generateConst( builder ), type, output );

  	}

  }

  /**
   * Base class for representing member access on an object-like
   * node data structures.
   *
   * @augments Node
   */
  class MemberNode extends Node {

  	static get type() {

  		return 'MemberNode';

  	}

  	/**
  	 * Constructs a member node.
  	 *
  	 * @param {Node} structNode - The struct node.
  	 * @param {string} property - The property name.
  	 */
  	constructor( structNode, property ) {

  		super();

  		/**
  		 * The struct node.
  		 *
  		 * @type {Node}
  		 */
  		this.structNode = structNode;

  		/**
  		 * The property name.
  		 *
  		 * @type {Node}
  		 */
  		this.property = property;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMemberNode = true;

  	}

  	hasMember( builder ) {

  		if ( this.structNode.isMemberNode ) {

  			if ( this.structNode.hasMember( builder ) === false ) {

  				return false;

  			}

  		}

  		return this.structNode.getMemberType( builder, this.property ) !== 'void';

  	}

  	getNodeType( builder ) {

  		if ( this.hasMember( builder ) === false ) {

  			// default type if member does not exist

  			return 'float';

  		}

  		return this.structNode.getMemberType( builder, this.property );

  	}

  	getMemberType( builder, name ) {

  		if ( this.hasMember( builder ) === false ) {

  			// default type if member does not exist

  			return 'float';

  		}

  		const type = this.getNodeType( builder );
  		const struct = builder.getStructTypeNode( type );

  		return struct.getMemberType( builder, name );

  	}

  	generate( builder ) {

  		if ( this.hasMember( builder ) === false ) {

  			warn( `TSL: Member "${ this.property }" does not exist in struct.`, this.stackTrace );

  			const type = this.getNodeType( builder );

  			return builder.generateConst( type );

  		}

  		const propertyName = this.structNode.build( builder );

  		return propertyName + '.' + this.property;

  	}

  }

  let currentStack = null;

  const NodeElements = new Map();

  // Extend Node Class for TSL using prototype

  function addMethodChaining( name, nodeElement ) {

  	// No require StackTrace because this is internal API

  	if ( NodeElements.has( name ) ) {

  		warn( `TSL: Redefinition of method chaining '${ name }'.` );
  		return;

  	}

  	if ( typeof nodeElement !== 'function' ) throw new Error( `THREE.TSL: Node element ${ name } is not a function` );

  	NodeElements.set( name, nodeElement );

  	if ( name !== 'assign' ) {

  		// Changing Node prototype to add method chaining

  		Node.prototype[ name ] = function ( ...params ) {

  			//if ( name === 'toVarIntent' ) return this;

  			return this.isStackNode ? this.addToStack( nodeElement( ...params ) ) : nodeElement( this, ...params );

  		};

  		// Adding assign method chaining

  		Node.prototype[ name + 'Assign' ] = function ( ...params ) {

  			return this.isStackNode ? this.assign( params[ 0 ], nodeElement( ...params ) ) : this.assign( nodeElement( this, ...params ) );

  		};

  	}

  }

  const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
  const parseSwizzleAndSort = ( props ) => parseSwizzle( props ).split( '' ).sort().join( '' );

  Node.prototype.assign = function ( ...params ) {

  	if ( this.isStackNode !== true ) {

  		if ( currentStack !== null ) {

  			currentStack.assign( this, ...params );

  		} else {

  			error( 'TSL: No stack defined for assign operation. Make sure the assign is inside a Fn().', new StackTrace() );

  		}

  		return this;

  	} else {

  		const nodeElement = NodeElements.get( 'assign' );

  		return this.addToStack( nodeElement( ...params ) );

  	}

  };

  Node.prototype.toVarIntent = function () {

  	return this;

  };

  Node.prototype.get = function ( value ) {

  	return new MemberNode( this, value );

  };

  // Cache prototype for TSL

  const proto = {};

  // Set swizzle properties for xyzw, rgba, and stpq.

  function setProtoSwizzle( property, altA, altB ) {

  	// swizzle properties

  	proto[ property ] = proto[ altA ] = proto[ altB ] = {

  		get() {

  			this._cache = this._cache || {};

  			//

  			let split = this._cache[ property ];

  			if ( split === undefined ) {

  				split = new SplitNode( this, property );

  				this._cache[ property ] = split;

  			}

  			return split;

  		},

  		set( value ) {

  			this[ property ].assign( nodeObject( value ) );

  		}

  	};

  	// set properties ( swizzle ) and sort to xyzw sequence

  	const propUpper = property.toUpperCase();
  	const altAUpper = altA.toUpperCase();
  	const altBUpper = altB.toUpperCase();

  	// Set methods for swizzle properties

  	Node.prototype[ 'set' + propUpper ] = Node.prototype[ 'set' + altAUpper ] = Node.prototype[ 'set' + altBUpper ] = function ( value ) {

  		const swizzle = parseSwizzleAndSort( property );

  		return new SetNode( this, swizzle, nodeObject( value ) );

  	};

  	// Set methods for flip properties

  	Node.prototype[ 'flip' + propUpper ] = Node.prototype[ 'flip' + altAUpper ] = Node.prototype[ 'flip' + altBUpper ] = function () {

  		const swizzle = parseSwizzleAndSort( property );

  		return new FlipNode( this, swizzle );

  	};

  }

  const swizzleA = [ 'x', 'y', 'z', 'w' ];
  const swizzleB = [ 'r', 'g', 'b', 'a' ];
  const swizzleC = [ 's', 't', 'p', 'q' ];

  for ( let a = 0; a < 4; a ++ ) {

  	let prop = swizzleA[ a ];
  	let altA = swizzleB[ a ];
  	let altB = swizzleC[ a ];

  	setProtoSwizzle( prop, altA, altB );

  	for ( let b = 0; b < 4; b ++ ) {

  		prop = swizzleA[ a ] + swizzleA[ b ];
  		altA = swizzleB[ a ] + swizzleB[ b ];
  		altB = swizzleC[ a ] + swizzleC[ b ];

  		setProtoSwizzle( prop, altA, altB );

  		for ( let c = 0; c < 4; c ++ ) {

  			prop = swizzleA[ a ] + swizzleA[ b ] + swizzleA[ c ];
  			altA = swizzleB[ a ] + swizzleB[ b ] + swizzleB[ c ];
  			altB = swizzleC[ a ] + swizzleC[ b ] + swizzleC[ c ];

  			setProtoSwizzle( prop, altA, altB );

  			for ( let d = 0; d < 4; d ++ ) {

  				prop = swizzleA[ a ] + swizzleA[ b ] + swizzleA[ c ] + swizzleA[ d ];
  				altA = swizzleB[ a ] + swizzleB[ b ] + swizzleB[ c ] + swizzleB[ d ];
  				altB = swizzleC[ a ] + swizzleC[ b ] + swizzleC[ c ] + swizzleC[ d ];

  				setProtoSwizzle( prop, altA, altB );

  			}

  		}

  	}

  }

  // Set/get static properties for array elements (0-31).

  for ( let i = 0; i < 32; i ++ ) {

  	proto[ i ] = {

  		get() {

  			this._cache = this._cache || {};

  			//

  			let element = this._cache[ i ];

  			if ( element === undefined ) {

  				element = new ArrayElementNode( this, new ConstNode( i, 'uint' ) );

  				this._cache[ i ] = element;

  			}

  			return element;

  		},

  		set( value ) {

  			this[ i ].assign( nodeObject( value ) );

  		}

  	};

  }

  /*
  // Set properties for width, height, and depth.

  function setProtoProperty( property, target ) {

  	proto[ property ] = {

  		get() {

  			this._cache = this._cache || {};

  			//

  			let split = this._cache[ target ];

  			if ( split === undefined ) {

  				split = new SplitNode( this, target );

  				this._cache[ target ] = split;

  			}

  			return split;

  		},

  		set( value ) {

  			this[ target ].assign( nodeObject( value ) );

  		}

  	};

  }

  setProtoProperty( 'width', 'x' );
  setProtoProperty( 'height', 'y' );
  setProtoProperty( 'depth', 'z' );
  */

  Object.defineProperties( Node.prototype, proto );

  // --- FINISH ---

  const nodeBuilderFunctionsCacheMap = new WeakMap();

  const ShaderNodeObject = function ( obj, altType = null ) {

  	const type = getValueType( obj );

  	if ( type === 'node' ) {

  		return obj;

  	} else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {

  		return nodeObject( getConstNode( obj, altType ) );

  	} else if ( type === 'shader' ) {

  		return obj.isFn ? obj : Fn( obj );

  	}

  	return obj;

  };

  const ShaderNodeObjects = function ( objects, altType = null ) {

  	for ( const name in objects ) {

  		objects[ name ] = nodeObject( objects[ name ], altType );

  	}

  	return objects;

  };

  const ShaderNodeArray = function ( array, altType = null ) {

  	const len = array.length;

  	for ( let i = 0; i < len; i ++ ) {

  		array[ i ] = nodeObject( array[ i ], altType );

  	}

  	return array;

  };

  const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {

  	function assignNode( node ) {

  		if ( settings !== null ) {

  			node = nodeObject( Object.assign( node, settings ) );

  			if ( settings.intent === true ) {

  				node = node.toVarIntent();

  			}

  		} else {

  			node = nodeObject( node );

  		}

  		return node;


  	}

  	let fn, name = scope, minParams, maxParams;

  	function verifyParamsLimit( params ) {

  		let tslName;

  		if ( name ) tslName = /[a-z]/i.test( name ) ? name + '()' : name;
  		else tslName = NodeClass.type;

  		if ( minParams !== undefined && params.length < minParams ) {

  			error( `TSL: "${ tslName }" parameter length is less than minimum required.`, new StackTrace() );

  			return params.concat( new Array( minParams - params.length ).fill( 0 ) );

  		} else if ( maxParams !== undefined && params.length > maxParams ) {

  			error( `TSL: "${ tslName }" parameter length exceeds limit.`, new StackTrace() );

  			return params.slice( 0, maxParams );

  		}

  		return params;

  	}

  	if ( scope === null ) {

  		fn = ( ...params ) => {

  			return assignNode( new NodeClass( ...nodeArray( verifyParamsLimit( params ) ) ) );

  		};

  	} else if ( factor !== null ) {

  		factor = nodeObject( factor );

  		fn = ( ...params ) => {

  			return assignNode( new NodeClass( scope, ...nodeArray( verifyParamsLimit( params ) ), factor ) );

  		};

  	} else {

  		fn = ( ...params ) => {

  			return assignNode( new NodeClass( scope, ...nodeArray( verifyParamsLimit( params ) ) ) );

  		};

  	}

  	fn.setParameterLength = ( ...params ) => {

  		if ( params.length === 1 ) minParams = maxParams = params[ 0 ];
  		else if ( params.length === 2 ) [ minParams, maxParams ] = params;

  		return fn;

  	};

  	fn.setName = ( value ) => {

  		name = value;

  		return fn;

  	};

  	return fn;

  };

  const ShaderNodeImmutable = function ( NodeClass, ...params ) {

  	return new NodeClass( ...nodeArray( params ) );

  };

  class ShaderCallNodeInternal extends Node {

  	constructor( shaderNode, rawInputs ) {

  		super();

  		this.shaderNode = shaderNode;
  		this.rawInputs = rawInputs;

  		this.isShaderCallNodeInternal = true;

  	}

  	getNodeType( builder ) {

  		return this.shaderNode.nodeType || this.getOutputNode( builder ).getNodeType( builder );

  	}

  	getElementType( builder ) {

  		return this.getOutputNode( builder ).getElementType( builder );

  	}

  	getMemberType( builder, name ) {

  		return this.getOutputNode( builder ).getMemberType( builder, name );

  	}

  	call( builder ) {

  		const { shaderNode, rawInputs } = this;

  		const properties = builder.getNodeProperties( shaderNode );

  		const subBuild = builder.getClosestSubBuild( shaderNode.subBuilds ) || '';
  		const subBuildProperty = subBuild || 'default';

  		if ( properties[ subBuildProperty ] ) {

  			return properties[ subBuildProperty ];

  		}

  		//

  		const previousSubBuildFn = builder.subBuildFn;
  		const previousFnCall = builder.fnCall;

  		builder.subBuildFn = subBuild;
  		builder.fnCall = this;

  		let result = null;

  		if ( shaderNode.layout ) {

  			let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );

  			if ( functionNodesCacheMap === undefined ) {

  				functionNodesCacheMap = new WeakMap();

  				nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );

  			}

  			let functionNode = functionNodesCacheMap.get( shaderNode );

  			if ( functionNode === undefined ) {

  				functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );

  				functionNodesCacheMap.set( shaderNode, functionNode );

  			}

  			builder.addInclude( functionNode );

  			//

  			const inputs = rawInputs ? getLayoutParameters( rawInputs ) : null;

  			result = nodeObject( functionNode.call( inputs ) );

  		} else {

  			const secureNodeBuilder = new Proxy( builder, {

  				get: ( target, property, receiver ) => {

  					let value;

  					if ( Symbol.iterator === property ) {

  						value = function* () {

  							yield undefined;

  						};

  					} else {

  						value = Reflect.get( target, property, receiver );

  					}

  					return value;

  				}

  			} );

  			//

  			const inputs = rawInputs ? getProxyParameters( rawInputs ) : null;

  			const hasParameters = Array.isArray( rawInputs ) ? rawInputs.length > 0 : rawInputs !== null;

  			const jsFunc = shaderNode.jsFunc;
  			const outputNode = hasParameters || jsFunc.length > 1 ? jsFunc( inputs, secureNodeBuilder ) : jsFunc( secureNodeBuilder );

  			result = nodeObject( outputNode );

  		}

  		builder.subBuildFn = previousSubBuildFn;
  		builder.fnCall = previousFnCall;

  		if ( shaderNode.once ) {

  			properties[ subBuildProperty ] = result;

  		}

  		return result;

  	}

  	setupOutput( builder ) {

  		builder.addStack();

  		builder.stack.outputNode = this.call( builder );

  		return builder.removeStack();

  	}

  	getOutputNode( builder ) {

  		const properties = builder.getNodeProperties( this );
  		const subBuildOutput = builder.getSubBuildOutput( this );

  		properties[ subBuildOutput ] = properties[ subBuildOutput ] || this.setupOutput( builder );
  		properties[ subBuildOutput ].subBuild = builder.getClosestSubBuild( this );

  		return properties[ subBuildOutput ];

  	}

  	build( builder, output = null ) {

  		let result = null;

  		const buildStage = builder.getBuildStage();
  		const properties = builder.getNodeProperties( this );

  		const subBuildOutput = builder.getSubBuildOutput( this );
  		const outputNode = this.getOutputNode( builder );

  		const previousFnCall = builder.fnCall;

  		builder.fnCall = this;

  		if ( buildStage === 'setup' ) {

  			const subBuildInitialized = builder.getSubBuildProperty( 'initialized', this );

  			if ( properties[ subBuildInitialized ] !== true ) {

  				properties[ subBuildInitialized ] = true;

  				properties[ subBuildOutput ] = this.getOutputNode( builder );
  				properties[ subBuildOutput ].build( builder );

  				// If the shaderNode has subBuilds, add them to the chaining nodes
  				// so they can be built later in the build process.

  				if ( this.shaderNode.subBuilds ) {

  					for ( const node of builder.chaining ) {

  						const nodeData = builder.getDataFromNode( node, 'any' );
  						nodeData.subBuilds = nodeData.subBuilds || new Set();

  						for ( const subBuild of this.shaderNode.subBuilds ) {

  							nodeData.subBuilds.add( subBuild );

  						}

  						//builder.getDataFromNode( node ).subBuilds = nodeData.subBuilds;

  					}

  				}

  			}

  			result = properties[ subBuildOutput ];

  		} else if ( buildStage === 'analyze' ) {

  			outputNode.build( builder, output );

  		} else if ( buildStage === 'generate' ) {

  			result = outputNode.build( builder, output ) || '';

  		}

  		builder.fnCall = previousFnCall;

  		return result;

  	}

  }

  function getLayoutParameters( params ) {

  	let output;

  	nodeObjects( params );

  	const isArrayAsParameter = params[ 0 ] && ( params[ 0 ].isNode || Object.getPrototypeOf( params[ 0 ] ) !== Object.prototype );

  	if ( isArrayAsParameter ) {

  		output = [ ...params ];

  	} else {

  		output = params[ 0 ];

  	}

  	return output;

  }

  function getProxyParameters( params ) {

  	let index = 0;

  	nodeObjects( params );

  	return new Proxy( params, {

  		get: ( target, property, receiver ) => {

  			let value;

  			if ( property === 'length' ) {

  				value = params.length;

  				return value;

  			}

  			if ( Symbol.iterator === property ) {

  				value = function* () {

  					for ( const inputNode of params ) {

  						yield nodeObject( inputNode );

  					}

  				};

  			} else {

  				if ( params.length > 0 ) {

  					if ( Object.getPrototypeOf( params[ 0 ] ) === Object.prototype ) {

  						const objectTarget = params[ 0 ];

  						if ( objectTarget[ property ] === undefined ) {

  							value = objectTarget[ index ++ ];

  						} else {

  							value = Reflect.get( objectTarget, property, receiver );

  						}

  					} else if ( params[ 0 ] instanceof Node ) {

  						if ( params[ property ] === undefined ) {

  							value = params[ index ++ ];

  						} else {

  							value = Reflect.get( params, property, receiver );

  						}

  					}

  				} else {

  					value = Reflect.get( target, property, receiver );

  				}

  				value = nodeObject( value );

  			}

  			return value;

  		}

  	} );

  }

  class ShaderNodeInternal extends Node {

  	constructor( jsFunc, nodeType ) {

  		super( nodeType );

  		this.jsFunc = jsFunc;
  		this.layout = null;

  		this.global = true;

  		this.once = false;

  	}

  	setLayout( layout ) {

  		this.layout = layout;

  		return this;

  	}

  	getLayout() {

  		return this.layout;

  	}

  	call( rawInputs = null ) {

  		return new ShaderCallNodeInternal( this, rawInputs );

  	}

  	setup() {

  		return this.call();

  	}

  }

  const bools = [ false, true ];
  const uints = [ 0, 1, 2, 3 ];
  const ints = [ -1, -2 ];
  const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];

  const boolsCacheMap = new Map();
  for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );

  const uintsCacheMap = new Map();
  for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );

  const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
  for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );

  const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
  for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
  for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );

  const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };

  const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );

  const getConstNode = ( value, type ) => {

  	if ( constNodesCacheMap.has( value ) ) {

  		return constNodesCacheMap.get( value );

  	} else if ( value.isNode === true ) {

  		return value;

  	} else {

  		return new ConstNode( value, type );

  	}

  };

  const ConvertType = function ( type, cacheMap = null ) {

  	return ( ...params ) => {

  		for ( const param of params ) {

  			if ( param === undefined ) {

  				error( `TSL: Invalid parameter for the type "${ type }".`, new StackTrace() );

  				return new ConstNode( 0, type );

  			}

  		}

  		if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => {

  			const paramType = typeof param;

  			return paramType !== 'object' && paramType !== 'function';

  		} ) ) ) {

  			params = [ getValueFromType( type, ...params ) ];

  		}

  		if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {

  			return nodeObjectIntent( cacheMap.get( params[ 0 ] ) );

  		}

  		if ( params.length === 1 ) {

  			const node = getConstNode( params[ 0 ], type );
  			if ( node.nodeType === type ) return nodeObjectIntent( node );
  			return nodeObjectIntent( new ConvertNode( node, type ) );

  		}

  		const nodes = params.map( param => getConstNode( param ) );
  		return nodeObjectIntent( new JoinNode( nodes, type ) );

  	};

  };

  // exports

  const defined = ( v ) => typeof v === 'object' && v !== null ? v.value : v; // TODO: remove boolean conversion and defined function

  // utils

  const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;

  // shader node base

  function ShaderNode( jsFunc, nodeType ) {

  	return new ShaderNodeInternal( jsFunc, nodeType );

  }

  const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
  const nodeObjectIntent = ( val, altType = null ) => /* new */ nodeObject( val, altType ).toVarIntent();
  const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
  const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
  const nodeProxy = ( NodeClass, scope = null, factor = null, settings = null ) => new ShaderNodeProxy( NodeClass, scope, factor, settings );
  const nodeImmutable = ( NodeClass, ...params ) => new ShaderNodeImmutable( NodeClass, ...params );
  const nodeProxyIntent = ( NodeClass, scope = null, factor = null, settings = {} ) => new ShaderNodeProxy( NodeClass, scope, factor, { ...settings, intent: true } );

  let fnId = 0;

  class FnNode extends Node {

  	constructor( jsFunc, layout = null ) {

  		super();

  		let nodeType = null;

  		if ( layout !== null ) {

  			if ( typeof layout === 'object' ) {

  				nodeType = layout.return;

  			} else {

  				if ( typeof layout === 'string' ) {

  					nodeType = layout;

  				} else {

  					error( 'TSL: Invalid layout type.', new StackTrace() );

  				}

  				layout = null;

  			}

  		}

  		this.shaderNode = new ShaderNode( jsFunc, nodeType );

  		if ( layout !== null ) {

  			this.setLayout( layout );

  		}

  		this.isFn = true;

  	}

  	setLayout( layout ) {

  		const nodeType = this.shaderNode.nodeType;

  		if ( typeof layout.inputs !== 'object' ) {

  			const fullLayout = {
  				name: 'fn' + fnId ++,
  				type: nodeType,
  				inputs: []
  			};

  			for ( const name in layout ) {

  				if ( name === 'return' ) continue;

  				fullLayout.inputs.push( {
  					name: name,
  					type: layout[ name ]
  				} );

  			}

  			layout = fullLayout;

  		}

  		this.shaderNode.setLayout( layout );

  		return this;

  	}

  	getNodeType( builder ) {

  		return this.shaderNode.getNodeType( builder ) || 'float';

  	}

  	call( ...params ) {

  		const fnCall = this.shaderNode.call( params );

  		if ( this.shaderNode.nodeType === 'void' ) fnCall.toStack();

  		return fnCall.toVarIntent();

  	}

  	once( subBuilds = null ) {

  		this.shaderNode.once = true;
  		this.shaderNode.subBuilds = subBuilds;

  		return this;

  	}

  	generate( builder ) {

  		const type = this.getNodeType( builder );

  		error( 'TSL: "Fn()" was declared but not invoked. Try calling it like "Fn()( ...params )".', this.stackTrace );

  		return builder.generateConst( type );

  	}

  }

  function Fn( jsFunc, layout = null ) {

  	const instance = new FnNode( jsFunc, layout );

  	return new Proxy( () => {}, {

  		apply( target, thisArg, params ) {

  			return instance.call( ...params );

  		},

  		get( target, prop, receiver ) {

  			return Reflect.get( instance, prop, receiver );

  		},

  		set( target, prop, value, receiver ) {

  			return Reflect.set( instance, prop, value, receiver );

  		}

  	} );

  }

  //

  const setCurrentStack = ( stack ) => {

  	currentStack = stack;

  };

  const getCurrentStack = () => currentStack;

  /**
   * Represent a conditional node using if/else statements.
   *
   * ```js
   * If( condition, function )
   * 	.ElseIf( condition, function )
   * 	.Else( function )
   * ```
   * @tsl
   * @function
   * @param {...any} params - The parameters for the conditional node.
   * @returns {StackNode} The conditional node.
   */
  const If = ( ...params ) => currentStack.If( ...params );

  /**
   * Add the given node to the current stack.
   *
   * @param {Node} node - The node to add.
   * @returns {Node} The node that was added to the stack.
   */
  function Stack( node ) {

  	if ( currentStack ) currentStack.addToStack( node );

  	return node;

  }

  addMethodChaining( 'toStack', Stack );

  // types

  const color = new ConvertType( 'color' );

  const float = new ConvertType( 'float', cacheMaps.float );
  const int = new ConvertType( 'int', cacheMaps.ints );
  const uint = new ConvertType( 'uint', cacheMaps.uint );
  const bool = new ConvertType( 'bool', cacheMaps.bool );

  const vec2 = new ConvertType( 'vec2' );
  const ivec2 = new ConvertType( 'ivec2' );
  const uvec2 = new ConvertType( 'uvec2' );
  const bvec2 = new ConvertType( 'bvec2' );

  const vec3 = new ConvertType( 'vec3' );
  const ivec3 = new ConvertType( 'ivec3' );
  const uvec3 = new ConvertType( 'uvec3' );
  const bvec3 = new ConvertType( 'bvec3' );

  const vec4 = new ConvertType( 'vec4' );
  const ivec4 = new ConvertType( 'ivec4' );
  const uvec4 = new ConvertType( 'uvec4' );
  const bvec4 = new ConvertType( 'bvec4' );

  const mat2 = new ConvertType( 'mat2' );
  const mat3 = new ConvertType( 'mat3' );
  const mat4 = new ConvertType( 'mat4' );

  addMethodChaining( 'toColor', color );
  addMethodChaining( 'toFloat', float );
  addMethodChaining( 'toInt', int );
  addMethodChaining( 'toUint', uint );
  addMethodChaining( 'toBool', bool );
  addMethodChaining( 'toVec2', vec2 );
  addMethodChaining( 'toIVec2', ivec2 );
  addMethodChaining( 'toUVec2', uvec2 );
  addMethodChaining( 'toBVec2', bvec2 );
  addMethodChaining( 'toVec3', vec3 );
  addMethodChaining( 'toIVec3', ivec3 );
  addMethodChaining( 'toUVec3', uvec3 );
  addMethodChaining( 'toBVec3', bvec3 );
  addMethodChaining( 'toVec4', vec4 );
  addMethodChaining( 'toIVec4', ivec4 );
  addMethodChaining( 'toUVec4', uvec4 );
  addMethodChaining( 'toBVec4', bvec4 );
  addMethodChaining( 'toMat2', mat2 );
  addMethodChaining( 'toMat3', mat3 );
  addMethodChaining( 'toMat4', mat4 );

  // basic nodes

  const element = /*@__PURE__*/ nodeProxy( ArrayElementNode ).setParameterLength( 2 );
  const convert = ( node, types ) => new ConvertNode( nodeObject( node ), types );

  addMethodChaining( 'element', element );
  addMethodChaining( 'convert', convert );

  addMethodChaining( 'append', ( node ) => { // @deprecated, r176

  	warn( 'TSL: .append() has been renamed to .toStack().', new StackTrace() );
  	return Stack( node );

  } );

  /**
   * This class represents a shader property. It can be used
   * to explicitly define a property and assign a value to it.
   *
   * ```js
   * const threshold = property( 'float', 'threshold' ).assign( THRESHOLD );
   *```
   * `PropertyNode` is used by the engine to predefined common material properties
   * for TSL code.
   *
   * @augments Node
   */
  class PropertyNode extends Node {

  	static get type() {

  		return 'PropertyNode';

  	}

  	/**
  	 * Constructs a new property node.
  	 *
  	 * @param {string} nodeType - The type of the node.
  	 * @param {?string} [name=null] - The name of the property in the shader.
  	 * @param {boolean} [varying=false] - Whether this property is a varying or not.
  	 */
  	constructor( nodeType, name = null, varying = false ) {

  		super( nodeType );

  		/**
  		 * The name of the property in the shader. If no name is defined,
  		 * the node system auto-generates one.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.name = name;

  		/**
  		 * Whether this property is a varying or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.varying = varying;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPropertyNode = true;

  		/**
  		 * This flag is used for global cache.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  	}

  	customCacheKey() {

  		return hashString( this.type + ':' + ( this.name || '' ) + ':' + ( this.varying ? '1' : '0' ) );

  	}

  	getHash( builder ) {

  		return this.name || super.getHash( builder );

  	}

  	generate( builder ) {

  		let nodeVar;

  		if ( this.varying === true ) {

  			nodeVar = builder.getVaryingFromNode( this, this.name );
  			nodeVar.needsInterpolation = true;

  		} else {

  			nodeVar = builder.getVarFromNode( this, this.name );

  		}

  		return builder.getPropertyName( nodeVar );

  	}

  }

  /**
   * TSL function for creating a property node.
   *
   * @tsl
   * @function
   * @param {string} type - The type of the node.
   * @param {?string} [name=null] - The name of the property in the shader.
   * @returns {PropertyNode}
   */
  const property = ( type, name ) => new PropertyNode( type, name );

  /**
   * TSL function for creating a varying property node.
   *
   * @tsl
   * @function
   * @param {string} type - The type of the node.
   * @param {?string} [name=null] - The name of the varying in the shader.
   * @returns {PropertyNode}
   */
  const varyingProperty = ( type, name ) => new PropertyNode( type, name, true );

  /**
   * TSL object that represents the shader variable `DiffuseColor`.
   *
   * @tsl
   * @type {PropertyNode<vec4>}
   */
  const diffuseColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'DiffuseColor' );

  /**
   * TSL object that represents the shader variable `DiffuseContribution`.
   *
   * @tsl
   * @type {PropertyNode<vec3>}
   */
  const diffuseContribution = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'DiffuseContribution' );

  /**
   * TSL object that represents the shader variable `EmissiveColor`.
   *
   * @tsl
   * @type {PropertyNode<vec3>}
   */
  const emissive = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'EmissiveColor' );

  /**
   * TSL object that represents the shader variable `Roughness`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const roughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Roughness' );

  /**
   * TSL object that represents the shader variable `Metalness`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const metalness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Metalness' );

  /**
   * TSL object that represents the shader variable `Clearcoat`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const clearcoat = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Clearcoat' );

  /**
   * TSL object that represents the shader variable `ClearcoatRoughness`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const clearcoatRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'ClearcoatRoughness' );

  /**
   * TSL object that represents the shader variable `Sheen`.
   *
   * @tsl
   * @type {PropertyNode<vec3>}
   */
  const sheen = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'Sheen' );

  /**
   * TSL object that represents the shader variable `SheenRoughness`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const sheenRoughness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SheenRoughness' );

  /**
   * TSL object that represents the shader variable `Iridescence`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const iridescence = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Iridescence' );

  /**
   * TSL object that represents the shader variable `IridescenceIOR`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const iridescenceIOR = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceIOR' );

  /**
   * TSL object that represents the shader variable `IridescenceThickness`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const iridescenceThickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IridescenceThickness' );

  /**
   * TSL object that represents the shader variable `AlphaT`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const alphaT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AlphaT' );

  /**
   * TSL object that represents the shader variable `Anisotropy`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const anisotropy = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Anisotropy' );

  /**
   * TSL object that represents the shader variable `AnisotropyT`.
   *
   * @tsl
   * @type {PropertyNode<vec3>}
   */
  const anisotropyT = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyT' );

  /**
   * TSL object that represents the shader variable `AnisotropyB`.
   *
   * @tsl
   * @type {PropertyNode<vec3>}
   */
  const anisotropyB = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec3', 'AnisotropyB' );

  /**
   * TSL object that represents the shader variable `SpecularColor`.
   *
   * @tsl
   * @type {PropertyNode<color>}
   */
  const specularColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'SpecularColor' );

  /**
   * TSL object that represents the shader variable `SpecularColorBlended`.
   *
   * @tsl
   * @type {PropertyNode<color>}
   */
  const specularColorBlended = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'SpecularColorBlended' );

  /**
   * TSL object that represents the shader variable `SpecularF90`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const specularF90 = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'SpecularF90' );

  /**
   * TSL object that represents the shader variable `Shininess`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const shininess = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Shininess' );

  /**
   * TSL object that represents the shader variable `Output`.
   *
   * @tsl
   * @type {PropertyNode<vec4>}
   */
  const output = /*@__PURE__*/ nodeImmutable( PropertyNode, 'vec4', 'Output' );

  /**
   * TSL object that represents the shader variable `dashSize`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const dashSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'dashSize' );

  /**
   * TSL object that represents the shader variable `gapSize`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const gapSize = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'gapSize' );

  /**
   * TSL object that represents the shader variable `IOR`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const ior = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'IOR' );

  /**
   * TSL object that represents the shader variable `Transmission`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const transmission = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Transmission' );

  /**
   * TSL object that represents the shader variable `Thickness`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const thickness = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Thickness' );

  /**
   * TSL object that represents the shader variable `AttenuationDistance`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const attenuationDistance = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'AttenuationDistance' );

  /**
   * TSL object that represents the shader variable `AttenuationColor`.
   *
   * @tsl
   * @type {PropertyNode<color>}
   */
  const attenuationColor = /*@__PURE__*/ nodeImmutable( PropertyNode, 'color', 'AttenuationColor' );

  /**
   * TSL object that represents the shader variable `Dispersion`.
   *
   * @tsl
   * @type {PropertyNode<float>}
   */
  const dispersion = /*@__PURE__*/ nodeImmutable( PropertyNode, 'float', 'Dispersion' );

  /**
   * This node can be used to group single instances of {@link UniformNode}
   * and manage them as a uniform buffer.
   *
   * In most cases, the predefined nodes `objectGroup`, `renderGroup` and `frameGroup`
   * will be used when defining the {@link UniformNode#groupNode} property.
   *
   * - `objectGroup`: Uniform buffer per object.
   * - `renderGroup`: Shared uniform buffer, updated once per render call.
   * - `frameGroup`: Shared uniform buffer, updated once per frame.
   *
   * @augments Node
   */
  class UniformGroupNode extends Node {

  	static get type() {

  		return 'UniformGroupNode';

  	}

  	/**
  	 * Constructs a new uniform group node.
  	 *
  	 * @param {string} name - The name of the uniform group node.
  	 * @param {boolean} [shared=false] - Whether this uniform group node is shared or not.
  	 * @param {number} [order=1] - Influences the internal sorting.
  	 */
  	constructor( name, shared = false, order = 1 ) {

  		super( 'string' );

  		/**
  		 * The name of the uniform group node.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * Whether this uniform group node is shared or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.shared = shared;

  		/**
  		 * Influences the internal sorting.
  		 * TODO: Add details when this property should be changed.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.order = order;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isUniformGroup = true;

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.name = this.name;
  		data.version = this.version;
  		data.shared = this.shared;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.name = data.name;
  		this.version = data.version;
  		this.shared = data.shared;

  	}

  }

  /**
   * TSL function for creating a uniform group node with the given name.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the uniform group node.
   * @returns {UniformGroupNode}
   */
  const uniformGroup = ( name ) => new UniformGroupNode( name );

  /**
   * TSL function for creating a shared uniform group node with the given name and order.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the uniform group node.
   * @param {number} [order=0] - Influences the internal sorting.
   * @returns {UniformGroupNode}
   */
  const sharedUniformGroup = ( name, order = 0 ) => new UniformGroupNode( name, true, order );

  /**
   * TSL object that represents a shared uniform group node which is updated once per frame.
   *
   * @tsl
   * @type {UniformGroupNode}
   */
  const frameGroup = /*@__PURE__*/ sharedUniformGroup( 'frame' );

  /**
   * TSL object that represents a shared uniform group node which is updated once per render.
   *
   * @tsl
   * @type {UniformGroupNode}
   */
  const renderGroup = /*@__PURE__*/ sharedUniformGroup( 'render' );

  /**
   * TSL object that represents a uniform group node which is updated once per object.
   *
   * @tsl
   * @type {UniformGroupNode}
   */
  const objectGroup = /*@__PURE__*/ uniformGroup( 'object' );

  /**
   * Class for representing a uniform.
   *
   * @augments InputNode
   */
  class UniformNode extends InputNode {

  	static get type() {

  		return 'UniformNode';

  	}

  	/**
  	 * Constructs a new uniform node.
  	 *
  	 * @param {any} value - The value of this node. Usually a JS primitive or three.js object (vector, matrix, color, texture).
  	 * @param {?string} nodeType - The node type. If no explicit type is defined, the node tries to derive the type from its value.
  	 */
  	constructor( value, nodeType = null ) {

  		super( value, nodeType );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isUniformNode = true;

  		/**
  		 * The name or label of the uniform.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.name = '';

  		/**
  		 * The uniform group of this uniform. By default, uniforms are
  		 * managed per object but they might belong to a shared group
  		 * which is updated per frame or render call.
  		 *
  		 * @type {UniformGroupNode}
  		 */
  		this.groupNode = objectGroup;

  	}

  	/**
  	 * Sets the {@link UniformNode#name} property.
  	 *
  	 * @param {string} name - The name of the uniform.
  	 * @return {UniformNode} A reference to this node.
  	 */
  	setName( name ) {

  		this.name = name;

  		return this;

  	}

  	/**
  	 * Sets the {@link UniformNode#name} property.
  	 *
  	 * @deprecated
  	 * @param {string} name - The name of the uniform.
  	 * @return {UniformNode} A reference to this node.
  	 */
  	label( name ) {

  		warn( 'TSL: "label()" has been deprecated. Use "setName()" instead.', new StackTrace() ); // @deprecated r179

  		return this.setName( name );

  	}

  	/**
  	 * Sets the {@link UniformNode#groupNode} property.
  	 *
  	 * @param {UniformGroupNode} group - The uniform group.
  	 * @return {UniformNode} A reference to this node.
  	 */
  	setGroup( group ) {

  		this.groupNode = group;

  		return this;

  	}

  	/**
  	 * Returns the {@link UniformNode#groupNode}.
  	 *
  	 * @return {UniformGroupNode} The uniform group.
  	 */
  	getGroup() {

  		return this.groupNode;

  	}

  	/**
  	 * By default, this method returns the result of {@link Node#getHash} but derived
  	 * classes might overwrite this method with a different implementation.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The uniform hash.
  	 */
  	getUniformHash( builder ) {

  		return this.getHash( builder );

  	}

  	onUpdate( callback, updateType ) {

  		callback = callback.bind( this );

  		return super.onUpdate( ( frame ) => {

  			const value = callback( frame, this );

  			if ( value !== undefined ) {

  				this.value = value;

  			}

  	 	}, updateType );

  	}

  	getInputType( builder ) {

  		let type = super.getInputType( builder );

  		if ( type === 'bool' ) {

  			type = 'uint';

  		}

  		return type;

  	}

  	generate( builder, output ) {

  		const type = this.getNodeType( builder );

  		const hash = this.getUniformHash( builder );

  		let sharedNode = builder.getNodeFromHash( hash );

  		if ( sharedNode === undefined ) {

  			builder.setHashNode( this, hash );

  			sharedNode = this;

  		}

  		const sharedNodeType = sharedNode.getInputType( builder );

  		const nodeUniform = builder.getUniformFromNode( sharedNode, sharedNodeType, builder.shaderStage, this.name || builder.context.nodeName );
  		const uniformName = builder.getPropertyName( nodeUniform );

  		if ( builder.context.nodeName !== undefined ) delete builder.context.nodeName;

  		//

  		let snippet = uniformName;

  		if ( type === 'bool' ) {

  			// cache to variable

  			const nodeData = builder.getDataFromNode( this );

  			let propertyName = nodeData.propertyName;

  			if ( propertyName === undefined ) {

  				const nodeVar = builder.getVarFromNode( this, null, 'bool' );
  				propertyName = builder.getPropertyName( nodeVar );

  				nodeData.propertyName = propertyName;

  				snippet = builder.format( uniformName, sharedNodeType, type );

  				builder.addLineFlowCode( `${ propertyName } = ${ snippet }`, this );

  			}

  			snippet = propertyName;

  		}

  		return builder.format( snippet, type, output );

  	}

  }

  /**
   * TSL function for creating a uniform node.
   *
   * @tsl
   * @function
   * @param {any|string} value - The value of this uniform or your type. Usually a JS primitive or three.js object (vector, matrix, color, texture).
   * @param {string} [type] - The node type. If no explicit type is defined, the node tries to derive the type from its value.
   * @returns {UniformNode}
   */
  const uniform = ( value, type ) => {

  	const nodeType = getConstNodeType( type || value );

  	if ( nodeType === value ) {

  		// if the value is a type but no having a value

  		value = getValueFromType( nodeType );

  	}

  	if ( value && value.isNode === true ) {

  		let v = value.value;

  		value.traverse( n => {

  			if ( n.isConstNode === true ) {

  				v = n.value;

  			}

  		} );

  		value = v;

  	}

  	return new UniformNode( value, nodeType );

  };

  /**
   * ArrayNode represents a collection of nodes, typically created using the {@link array} function.
   * ```js
   * const colors = array( [
   * 	vec3( 1, 0, 0 ),
   * 	vec3( 0, 1, 0 ),
   * 	vec3( 0, 0, 1 )
   * ] );
   *
   * const redColor = tintColors.element( 0 );
   * ```
   *
   * @augments TempNode
   */
  class ArrayNode extends TempNode {

  	static get type() {

  		return 'ArrayNode';

  	}

  	/**
  	 * Constructs a new array node.
  	 *
  	 * @param {?string} nodeType - The data type of the elements.
  	 * @param {number} count - Size of the array.
  	 * @param {?Array<Node>} [values=null] - Array default values.
  	 */
  	constructor( nodeType, count, values = null ) {

  		super( nodeType );

  		/**
  		 * Array size.
  		 *
  		 * @type {number}
  		 */
  		this.count = count;

  		/**
  		 * Array default values.
  		 *
  		 * @type {?Array<Node>}
  		 */
  		this.values = values;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isArrayNode = true;

  	}

  	/**
  	 * Returns the number of elements in the node array.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {number} The number of elements in the node array.
  	 */
  	getArrayCount( /*builder*/ ) {

  		return this.count;

  	}

  	/**
  	 * Returns the node's type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The type of the node.
  	 */
  	getNodeType( builder ) {

  		if ( this.nodeType === null ) {

  			return this.values[ 0 ].getNodeType( builder );

  		}

  		return this.nodeType;

  	}

  	/**
  	 * Returns the node's type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The type of the node.
  	 */
  	getElementType( builder ) {

  		return this.getNodeType( builder );

  	}

  	/**
  	 * Returns the type of a member variable.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} name - The name of the member variable.
  	 * @return {string} The type of the member variable.
  	 */
  	getMemberType( builder, name ) {

  		if ( this.nodeType === null ) {

  			return this.values[ 0 ].getMemberType( builder, name );

  		}

  		return super.getMemberType( builder, name );

  	}

  	/**
  	 * This method builds the output node and returns the resulting array as a shader string.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The generated shader string.
  	 */
  	generate( builder ) {

  		const type = this.getNodeType( builder );

  		return builder.generateArray( type, this.count, this.values );

  	}

  }

  /**
   * TSL function for creating an array node.
   *
   * @tsl
   * @function
   * @param {string|Array<Node>} nodeTypeOrValues - A string representing the element type (e.g., 'vec3')
   * or an array containing the default values (e.g., [ vec3() ]).
   * @param {?number} [count] - Size of the array.
   * @returns {ArrayNode}
   */
  const array$1 = ( ...params ) => {

  	let node;

  	if ( params.length === 1 ) {

  		const values = params[ 0 ];

  		node = new ArrayNode( null, values.length, values );

  	} else {

  		const nodeType = params[ 0 ];
  		const count = params[ 1 ];

  		node = new ArrayNode( nodeType, count );

  	}

  	return nodeObject( node );

  };

  addMethodChaining( 'toArray', ( node, count ) => array$1( Array( count ).fill( node ) ) );

  /**
   * These node represents an assign operation. Meaning a node is assigned
   * to another node.
   *
   * @augments TempNode
   */
  class AssignNode extends TempNode {

  	static get type() {

  		return 'AssignNode';

  	}

  	/**
  	 * Constructs a new assign node.
  	 *
  	 * @param {Node} targetNode - The target node.
  	 * @param {Node} sourceNode - The source type.
  	 */
  	constructor( targetNode, sourceNode ) {

  		super();

  		/**
  		 * The target node.
  		 *
  		 * @type {Node}
  		 */
  		this.targetNode = targetNode;

  		/**
  		 * The source node.
  		 *
  		 * @type {Node}
  		 */
  		this.sourceNode = sourceNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isAssignNode = true;

  	}

  	/**
  	 * Whether this node is used more than once in context of other nodes. This method
  	 * is overwritten since it always returns `false` (assigns are unique).
  	 *
  	 * @return {boolean} A flag that indicates if there is more than one dependency to other nodes. Always `false`.
  	 */
  	hasDependencies() {

  		return false;

  	}

  	getNodeType( builder, output ) {

  		return output !== 'void' ? this.targetNode.getNodeType( builder ) : 'void';

  	}

  	/**
  	 * Whether a split is required when assigning source to target. This can happen when the component length of
  	 * target and source data type does not match.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {boolean} Whether a split is required when assigning source to target.
  	 */
  	needsSplitAssign( builder ) {

  		const { targetNode } = this;

  		if ( builder.isAvailable( 'swizzleAssign' ) === false && targetNode.isSplitNode && targetNode.components.length > 1 ) {

  			const targetLength = builder.getTypeLength( targetNode.node.getNodeType( builder ) );
  			const assignDifferentVector = vectorComponents.join( '' ).slice( 0, targetLength ) !== targetNode.components;

  			return assignDifferentVector;

  		}

  		return false;

  	}

  	setup( builder ) {

  		const { targetNode, sourceNode } = this;

  		const scope = targetNode.getScope();

  		const scopeData = builder.getDataFromNode( scope );
  		scopeData.assign = true;

  		const properties = builder.getNodeProperties( this );
  		properties.sourceNode = sourceNode;
  		properties.targetNode = targetNode.context( { assign: true } );

  	}

  	generate( builder, output ) {

  		const { targetNode, sourceNode } = builder.getNodeProperties( this );

  		const needsSplitAssign = this.needsSplitAssign( builder );

  		const target = targetNode.build( builder );
  		const targetType = targetNode.getNodeType( builder );

  		const source = sourceNode.build( builder, targetType );
  		const sourceType = sourceNode.getNodeType( builder );

  		const nodeData = builder.getDataFromNode( this );

  		//

  		let snippet;

  		if ( nodeData.initialized === true ) {

  			if ( output !== 'void' ) {

  				snippet = target;

  			}

  		} else if ( needsSplitAssign ) {

  			const sourceVar = builder.getVarFromNode( this, null, targetType );
  			const sourceProperty = builder.getPropertyName( sourceVar );

  			builder.addLineFlowCode( `${ sourceProperty } = ${ source }`, this );

  			const splitNode = targetNode.node;
  			const splitTargetNode = splitNode.node.context( { assign: true } );

  			const targetRoot = splitTargetNode.build( builder );

  			for ( let i = 0; i < splitNode.components.length; i ++ ) {

  				const component = splitNode.components[ i ];

  				builder.addLineFlowCode( `${ targetRoot }.${ component } = ${ sourceProperty }[ ${ i } ]`, this );

  			}

  			if ( output !== 'void' ) {

  				snippet = target;

  			}

  		} else {

  			snippet = `${ target } = ${ source }`;

  			if ( output === 'void' || sourceType === 'void' ) {

  				builder.addLineFlowCode( snippet, this );

  				if ( output !== 'void' ) {

  					snippet = target;

  				}

  			}

  		}

  		nodeData.initialized = true;

  		return builder.format( snippet, targetType, output );

  	}

  }

  /**
   * TSL function for creating an assign node.
   *
   * @tsl
   * @function
   * @param {Node} targetNode - The target node.
   * @param {Node} sourceNode - The source type.
   * @returns {AssignNode}
   */
  const assign = /*@__PURE__*/ nodeProxy( AssignNode ).setParameterLength( 2 );

  addMethodChaining( 'assign', assign );

  /**
   * This module represents the call of a {@link FunctionNode}. Developers are usually not confronted
   * with this module since they use the predefined TSL syntax `wgslFn` and `glslFn` which encapsulate
   * this logic.
   *
   * @augments TempNode
   */
  class FunctionCallNode extends TempNode {

  	static get type() {

  		return 'FunctionCallNode';

  	}

  	/**
  	 * Constructs a new function call node.
  	 *
  	 * @param {?FunctionNode} functionNode - The function node.
  	 * @param {Object<string, Node>} [parameters={}] - The parameters for the function call.
  	 */
  	constructor( functionNode = null, parameters = {} ) {

  		super();

  		/**
  		 * The function node.
  		 *
  		 * @type {?FunctionNode}
  		 * @default null
  		 */
  		this.functionNode = functionNode;

  		/**
  		 * The parameters of the function call.
  		 *
  		 * @type {Object<string, Node>}
  		 * @default {}
  		 */
  		this.parameters = parameters;

  	}

  	/**
  	 * Sets the parameters of the function call node.
  	 *
  	 * @param {Object<string, Node>} parameters - The parameters to set.
  	 * @return {FunctionCallNode} A reference to this node.
  	 */
  	setParameters( parameters ) {

  		this.parameters = parameters;

  		return this;

  	}

  	/**
  	 * Returns the parameters of the function call node.
  	 *
  	 * @return {Object<string, Node>} The parameters of this node.
  	 */
  	getParameters() {

  		return this.parameters;

  	}

  	/**
  	 * Returns the type of this function call node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @returns {string} The type of this node.
  	 */
  	getNodeType( builder ) {

  		return this.functionNode.getNodeType( builder );

  	}

  	/**
  	 * Returns the function node of this function call node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} [name] - The name of the member.
  	 * @returns {string} The type of the member.
  	 */
  	getMemberType( builder, name ) {

  		return this.functionNode.getMemberType( builder, name );

  	}

  	generate( builder ) {

  		const params = [];

  		const functionNode = this.functionNode;

  		const inputs = functionNode.getInputs( builder );
  		const parameters = this.parameters;

  		const generateInput = ( node, inputNode ) => {

  			const type = inputNode.type;
  			const pointer = type === 'pointer';

  			let output;

  			if ( pointer ) output = '&' + node.build( builder );
  			else output = node.build( builder, type );

  			return output;

  		};

  		if ( Array.isArray( parameters ) ) {

  			if ( parameters.length > inputs.length ) {

  				error( 'TSL: The number of provided parameters exceeds the expected number of inputs in \'Fn()\'.' );

  				parameters.length = inputs.length;

  			} else if ( parameters.length < inputs.length ) {

  				error( 'TSL: The number of provided parameters is less than the expected number of inputs in \'Fn()\'.' );

  				while ( parameters.length < inputs.length ) {

  					parameters.push( float( 0 ) );

  				}

  			}

  			for ( let i = 0; i < parameters.length; i ++ ) {

  				params.push( generateInput( parameters[ i ], inputs[ i ] ) );

  			}

  		} else {

  			for ( const inputNode of inputs ) {

  				const node = parameters[ inputNode.name ];

  				if ( node !== undefined ) {

  					params.push( generateInput( node, inputNode ) );

  				} else {

  					error( `TSL: Input '${ inputNode.name }' not found in \'Fn()\'.` );

  					params.push( generateInput( float( 0 ), inputNode ) );

  				}

  			}

  		}

  		const functionName = functionNode.build( builder, 'property' );

  		return `${ functionName }( ${ params.join( ', ' ) } )`;

  	}

  }

  const call = ( func, ...params ) => {

  	params = params.length > 1 || ( params[ 0 ] && params[ 0 ].isNode === true ) ? nodeArray( params ) : nodeObjects( params[ 0 ] );

  	return new FunctionCallNode( nodeObject( func ), params );

  };

  addMethodChaining( 'call', call );

  const _vectorOperators = {
  	'==': 'equal',
  	'!=': 'notEqual',
  	'<': 'lessThan',
  	'>': 'greaterThan',
  	'<=': 'lessThanEqual',
  	'>=': 'greaterThanEqual',
  	'%': 'mod'
  };

  /**
   * This node represents basic mathematical and logical operations like addition,
   * subtraction or comparisons (e.g. `equal()`).
   *
   * @augments TempNode
   */
  class OperatorNode extends TempNode {

  	static get type() {

  		return 'OperatorNode';

  	}

  	/**
  	 * Constructs a new operator node.
  	 *
  	 * @param {string} op - The operator.
  	 * @param {Node} aNode - The first input.
  	 * @param {Node} bNode - The second input.
  	 * @param {...Node} params - Additional input parameters.
  	 */
  	constructor( op, aNode, bNode, ...params ) {

  		super();

  		if ( params.length > 0 ) {

  			let finalOp = new OperatorNode( op, aNode, bNode );

  			for ( let i = 0; i < params.length - 1; i ++ ) {

  				finalOp = new OperatorNode( op, finalOp, params[ i ] );

  			}

  			aNode = finalOp;
  			bNode = params[ params.length - 1 ];

  		}

  		/**
  		 * The operator.
  		 *
  		 * @type {string}
  		 */
  		this.op = op;

  		/**
  		 * The first input.
  		 *
  		 * @type {Node}
  		 */
  		this.aNode = aNode;

  		/**
  		 * The second input.
  		 *
  		 * @type {Node}
  		 */
  		this.bNode = bNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isOperatorNode = true;

  	}

  	/**
  	 * Returns the operator method name.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} output - The output type.
  	 * @returns {string} The operator method name.
  	 */
  	getOperatorMethod( builder, output ) {

  		return builder.getMethod( _vectorOperators[ this.op ], output );

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from the operator
  	 * and the input node types.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {?string} [output=null] - The output type.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder, output = null ) {

  		const op = this.op;

  		const aNode = this.aNode;
  		const bNode = this.bNode;

  		const typeA = aNode.getNodeType( builder );
  		const typeB = bNode ? bNode.getNodeType( builder ) : null;

  		if ( typeA === 'void' || typeB === 'void' ) {

  			return output || 'void';

  		} else if ( op === '%' ) {

  			return typeA;

  		} else if ( op === '~' || op === '&' || op === '|' || op === '^' || op === '>>' || op === '<<' ) {

  			return builder.getIntegerType( typeA );

  		} else if ( op === '!' || op === '&&' || op === '||' || op === '^^' ) {

  			return 'bool';

  		} else if ( op === '==' || op === '!=' || op === '<' || op === '>' || op === '<=' || op === '>=' ) {

  			const typeLength = Math.max( builder.getTypeLength( typeA ), builder.getTypeLength( typeB ) );

  			return typeLength > 1 ? `bvec${ typeLength }` : 'bool';

  		} else {

  			// Handle matrix operations

  			if ( builder.isMatrix( typeA ) ) {

  				if ( typeB === 'float' ) {

  					return typeA; // matrix * scalar = matrix

  				} else if ( builder.isVector( typeB ) ) {

  					return builder.getVectorFromMatrix( typeA ); // matrix * vector

  				} else if ( builder.isMatrix( typeB ) ) {

  					return typeA; // matrix * matrix

  				}

  			} else if ( builder.isMatrix( typeB ) ) {

  				if ( typeA === 'float' ) {

  					return typeB; // scalar * matrix = matrix

  				} else if ( builder.isVector( typeA ) ) {

  					return builder.getVectorFromMatrix( typeB ); // vector * matrix

  				}

  			}

  			// Handle non-matrix cases

  			if ( builder.getTypeLength( typeB ) > builder.getTypeLength( typeA ) ) {

  				// anytype x anytype: use the greater length vector

  				return typeB;

  			}

  			return typeA;

  		}

  	}

  	generate( builder, output ) {

  		const op = this.op;

  		const { aNode, bNode } = this;

  		const type = this.getNodeType( builder, output );

  		let typeA = null;
  		let typeB = null;

  		if ( type !== 'void' ) {

  			typeA = aNode.getNodeType( builder );
  			typeB = bNode ? bNode.getNodeType( builder ) : null;

  			if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' || op === '!=' ) {

  				if ( builder.isVector( typeA ) ) {

  					typeB = typeA;

  				} else if ( builder.isVector( typeB ) ) {

  					typeA = typeB;

  				} else if ( typeA !== typeB ) {

  					typeA = typeB = 'float';

  				}

  			} else if ( op === '>>' || op === '<<' ) {

  				typeA = type;
  				typeB = builder.changeComponentType( typeB, 'uint' );

  			} else if ( op === '%' ) {

  				typeA = type;
  				typeB = builder.isInteger( typeA ) && builder.isInteger( typeB ) ? typeB : typeA;

  			} else if ( builder.isMatrix( typeA ) ) {

  				if ( typeB === 'float' ) {

  					// Keep matrix type for typeA, but ensure typeB stays float

  					typeB = 'float';

  				} else if ( builder.isVector( typeB ) ) {

  					// matrix x vector
  					typeB = builder.getVectorFromMatrix( typeA );

  				} else if ( builder.isMatrix( typeB ) ) ; else {

  					typeA = typeB = type;

  				}

  			} else if ( builder.isMatrix( typeB ) ) {

  				if ( typeA === 'float' ) {

  					// Keep matrix type for typeB, but ensure typeA stays float

  					typeA = 'float';

  				} else if ( builder.isVector( typeA ) ) {

  					// vector x matrix

  					typeA = builder.getVectorFromMatrix( typeB );

  				} else {

  					typeA = typeB = type;

  				}

  			} else {

  				// anytype x anytype

  				typeA = typeB = type;

  			}

  		} else {

  			typeA = typeB = type;

  		}

  		const a = aNode.build( builder, typeA );
  		const b = bNode ? bNode.build( builder, typeB ) : null;

  		const fnOpSnippet = builder.getFunctionOperator( op );

  		if ( output !== 'void' ) {

  			const isGLSL = builder.renderer.coordinateSystem === WebGLCoordinateSystem;

  			if ( op === '==' || op === '!=' || op === '<' || op === '>' || op === '<=' || op === '>=' ) {

  				if ( isGLSL ) {

  					if ( builder.isVector( typeA ) ) {

  						return builder.format( `${ this.getOperatorMethod( builder, output ) }( ${ a }, ${ b } )`, type, output );

  					} else {

  						return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );

  					}

  				} else {

  					// WGSL

  					return builder.format( `( ${ a } ${ op } ${ b } )`, type, output );

  				}

  			} else if ( op === '%' ) {

  				if ( builder.isInteger( typeB ) ) {

  					return builder.format( `( ${ a } % ${ b } )`, type, output );

  				} else {

  					return builder.format( `${ this.getOperatorMethod( builder, type ) }( ${ a }, ${ b } )`, type, output );

  				}

  			} else if ( op === '!' || op === '~' ) {

  				return builder.format( `(${op}${a})`, typeA, output );

  			} else if ( fnOpSnippet ) {

  				return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );

  			} else {

  				// Handle matrix operations

  				if ( builder.isMatrix( typeA ) && typeB === 'float' ) {

  					return builder.format( `( ${ b } ${ op } ${ a } )`, type, output );

  				} else if ( typeA === 'float' && builder.isMatrix( typeB ) ) {

  					return builder.format( `${ a } ${ op } ${ b }`, type, output );

  				} else {

  					let snippet = `( ${ a } ${ op } ${ b } )`;

  					if ( ! isGLSL && type === 'bool' && builder.isVector( typeA ) && builder.isVector( typeB ) ) {

  						snippet = `all${ snippet }`;

  					}

  					return builder.format( snippet, type, output );

  				}

  			}

  		} else if ( typeA !== 'void' ) {

  			if ( fnOpSnippet ) {

  				return builder.format( `${ fnOpSnippet }( ${ a }, ${ b } )`, type, output );

  			} else {

  				if ( builder.isMatrix( typeA ) && typeB === 'float' ) {

  					return builder.format( `${ b } ${ op } ${ a }`, type, output );

  				} else {

  					return builder.format( `${ a } ${ op } ${ b }`, type, output );

  				}

  			}

  		}

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.op = this.op;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.op = data.op;

  	}

  }

  /**
   * Returns the addition of two or more value.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @param {...Node} params - Additional input parameters.
   * @returns {OperatorNode}
   */
  const add = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '+' ).setParameterLength( 2, Infinity ).setName( 'add' );

  /**
   * Returns the subtraction of two or more value.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @param {...Node} params - Additional input parameters.
   * @returns {OperatorNode}
   */
  const sub = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '-' ).setParameterLength( 2, Infinity ).setName( 'sub' );

  /**
   * Returns the multiplication of two or more value.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @param {...Node} params - Additional input parameters.
   * @returns {OperatorNode}
   */
  const mul = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '*' ).setParameterLength( 2, Infinity ).setName( 'mul' );

  /**
   * Returns the division of two or more value.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @param {...Node} params - Additional input parameters.
   * @returns {OperatorNode}
   */
  const div = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '/' ).setParameterLength( 2, Infinity ).setName( 'div' );

  /**
   * Computes the remainder of dividing the first node by the second one.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const mod = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '%' ).setParameterLength( 2 ).setName( 'mod' );

  /**
   * Checks if two nodes are equal.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const equal = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '==' ).setParameterLength( 2 ).setName( 'equal' );

  /**
   * Checks if two nodes are not equal.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const notEqual = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '!=' ).setParameterLength( 2 ).setName( 'notEqual' );

  /**
   * Checks if the first node is less than the second.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const lessThan = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '<' ).setParameterLength( 2 ).setName( 'lessThan' );

  /**
   * Checks if the first node is greater than the second.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const greaterThan = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '>' ).setParameterLength( 2 ).setName( 'greaterThan' );

  /**
   * Checks if the first node is less than or equal to the second.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const lessThanEqual = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '<=' ).setParameterLength( 2 ).setName( 'lessThanEqual' );

  /**
   * Checks if the first node is greater than or equal to the second.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const greaterThanEqual = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '>=' ).setParameterLength( 2 ).setName( 'greaterThanEqual' );

  /**
   * Performs a logical AND operation on multiple nodes.
   *
   * @tsl
   * @function
   * @param {...Node} nodes - The input nodes to be combined using AND.
   * @returns {OperatorNode}
   */
  const and = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '&&' ).setParameterLength( 2, Infinity ).setName( 'and' );

  /**
   * Performs a logical OR operation on multiple nodes.
   *
   * @tsl
   * @function
   * @param {...Node} nodes - The input nodes to be combined using OR.
   * @returns {OperatorNode}
   */
  const or = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '||' ).setParameterLength( 2, Infinity ).setName( 'or' );

  /**
   * Performs logical NOT on a node.
   *
   * @tsl
   * @function
   * @param {Node} value - The value.
   * @returns {OperatorNode}
   */
  const not = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '!' ).setParameterLength( 1 ).setName( 'not' );

  /**
   * Performs logical XOR on two nodes.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const xor = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '^^' ).setParameterLength( 2 ).setName( 'xor' );

  /**
   * Performs bitwise AND on two nodes.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const bitAnd = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '&' ).setParameterLength( 2 ).setName( 'bitAnd' );

  /**
   * Performs bitwise NOT on a node.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const bitNot = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '~' ).setParameterLength( 1 ).setName( 'bitNot' );

  /**
   * Performs bitwise OR on two nodes.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const bitOr = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '|' ).setParameterLength( 2 ).setName( 'bitOr' );

  /**
   * Performs bitwise XOR on two nodes.
   *
   * @tsl
   * @function
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const bitXor = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '^' ).setParameterLength( 2 ).setName( 'bitXor' );

  /**
   * Shifts a node to the left.
   *
   * @tsl
   * @function
   * @param {Node} a - The node to shift.
   * @param {Node} b - The value to shift.
   * @returns {OperatorNode}
   */
  const shiftLeft = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '<<' ).setParameterLength( 2 ).setName( 'shiftLeft' );

  /**
   * Shifts a node to the right.
   *
   * @tsl
   * @function
   * @param {Node} a - The node to shift.
   * @param {Node} b - The value to shift.
   * @returns {OperatorNode}
   */
  const shiftRight = /*@__PURE__*/ nodeProxyIntent( OperatorNode, '>>' ).setParameterLength( 2 ).setName( 'shiftRight' );

  /**
   * Increments a node by 1.
   *
   * @tsl
   * @function
   * @param {Node} a - The node to increment.
   * @returns {OperatorNode}
   */
  const incrementBefore = Fn( ( [ a ] ) => {

  	a.addAssign( 1 );
  	return a;

  } );

  /**
   * Decrements a node by 1.
   *
   * @tsl
   * @function
   * @param {Node} a - The node to decrement.
   * @returns {OperatorNode}
   */
  const decrementBefore = Fn( ( [ a ] ) => {

  	a.subAssign( 1 );
  	return a;

  } );

  /**
   * Increments a node by 1 and returns the previous value.
   *
   * @tsl
   * @function
   * @param {Node} a - The node to increment.
   * @returns {OperatorNode}
   */
  const increment = /*@__PURE__*/ Fn( ( [ a ] ) => {

  	const temp = int( a ).toConst();
  	a.addAssign( 1 );
  	return temp;

  } );

  /**
   * Decrements a node by 1 and returns the previous value.
   *
   * @tsl
   * @function
   * @param {Node} a - The node to decrement.
   * @returns {OperatorNode}
   */
  const decrement = /*@__PURE__*/ Fn( ( [ a ] ) => {

  	const temp = int( a ).toConst();
  	a.subAssign( 1 );
  	return temp;

  } );

  addMethodChaining( 'add', add );
  addMethodChaining( 'sub', sub );
  addMethodChaining( 'mul', mul );
  addMethodChaining( 'div', div );
  addMethodChaining( 'mod', mod );
  addMethodChaining( 'equal', equal );
  addMethodChaining( 'notEqual', notEqual );
  addMethodChaining( 'lessThan', lessThan );
  addMethodChaining( 'greaterThan', greaterThan );
  addMethodChaining( 'lessThanEqual', lessThanEqual );
  addMethodChaining( 'greaterThanEqual', greaterThanEqual );
  addMethodChaining( 'and', and );
  addMethodChaining( 'or', or );
  addMethodChaining( 'not', not );
  addMethodChaining( 'xor', xor );
  addMethodChaining( 'bitAnd', bitAnd );
  addMethodChaining( 'bitNot', bitNot );
  addMethodChaining( 'bitOr', bitOr );
  addMethodChaining( 'bitXor', bitXor );
  addMethodChaining( 'shiftLeft', shiftLeft );
  addMethodChaining( 'shiftRight', shiftRight );

  addMethodChaining( 'incrementBefore', incrementBefore );
  addMethodChaining( 'decrementBefore', decrementBefore );
  addMethodChaining( 'increment', increment );
  addMethodChaining( 'decrement', decrement );

  /**
   * @tsl
   * @function
   * @deprecated since r175. Use {@link mod} instead.
   *
   * @param {Node} a - The first input.
   * @param {Node} b - The second input.
   * @returns {OperatorNode}
   */
  const modInt = ( a, b ) => { // @deprecated, r175

  	warn( 'TSL: "modInt()" is deprecated. Use "mod( int( ... ) )" instead.', new StackTrace() );
  	return mod( int( a ), int( b ) );

  };

  addMethodChaining( 'modInt', modInt );

  /**
   * This node represents a variety of mathematical methods available in shaders.
   * They are divided into three categories:
   *
   * - Methods with one input like `sin`, `cos` or `normalize`.
   * - Methods with two inputs like `dot`, `cross` or `pow`.
   * - Methods with three inputs like `mix`, `clamp` or `smoothstep`.
   *
   * @augments TempNode
   */
  class MathNode extends TempNode {

  	static get type() {

  		return 'MathNode';

  	}

  	/**
  	 * Constructs a new math node.
  	 *
  	 * @param {string} method - The method name.
  	 * @param {Node} aNode - The first input.
  	 * @param {?Node} [bNode=null] - The second input.
  	 * @param {?Node} [cNode=null] - The third input.
  	 */
  	constructor( method, aNode, bNode = null, cNode = null ) {

  		super();

  		// Allow the max() and min() functions to take an arbitrary number of arguments.

  		if ( ( method === MathNode.MAX || method === MathNode.MIN ) && arguments.length > 3 ) {

  			let finalOp = new MathNode( method, aNode, bNode );

  			for ( let i = 2; i < arguments.length - 1; i ++ ) {

  				finalOp = new MathNode( method, finalOp, arguments[ i ] );

  			}

  			aNode = finalOp;
  			bNode = arguments[ arguments.length - 1 ];
  			cNode = null;

  		}

  		/**
  		 * The method name.
  		 *
  		 * @type {string}
  		 */
  		this.method = method;

  		/**
  		 * The first input.
  		 *
  		 * @type {Node}
  		 */
  		this.aNode = aNode;

  		/**
  		 * The second input.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.bNode = bNode;

  		/**
  		 * The third input.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.cNode = cNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMathNode = true;

  	}

  	/**
  	 * The input type is inferred from the node types of the input nodes.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( builder ) {

  		const aType = this.aNode.getNodeType( builder );
  		const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;
  		const cType = this.cNode ? this.cNode.getNodeType( builder ) : null;

  		const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
  		const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );
  		const cLen = builder.isMatrix( cType ) ? 0 : builder.getTypeLength( cType );

  		if ( aLen > bLen && aLen > cLen ) {

  			return aType;

  		} else if ( bLen > cLen ) {

  			return bType;

  		} else if ( cLen > aLen ) {

  			return cType;

  		}

  		return aType;

  	}

  	/**
  	 * The selected method as well as the input type determine the node type of this node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		const method = this.method;

  		if ( method === MathNode.LENGTH || method === MathNode.DISTANCE || method === MathNode.DOT ) {

  			return 'float';

  		} else if ( method === MathNode.CROSS ) {

  			return 'vec3';

  		} else if ( method === MathNode.ALL || method === MathNode.ANY ) {

  			return 'bool';

  		} else if ( method === MathNode.EQUALS ) {

  			return builder.changeComponentType( this.aNode.getNodeType( builder ), 'bool' );

  		} else {

  			return this.getInputType( builder );

  		}

  	}

  	setup( builder ) {

  		const { aNode, bNode, method } = this;

  		let outputNode = null;

  		if ( method === MathNode.ONE_MINUS ) {

  			outputNode = sub( 1.0, aNode );

  		} else if ( method === MathNode.RECIPROCAL ) {

  			outputNode = div( 1.0, aNode );

  		} else if ( method === MathNode.DIFFERENCE ) {

  			outputNode = abs( sub( aNode, bNode ) );

  		} else if ( method === MathNode.TRANSFORM_DIRECTION ) {

  			// dir can be either a direction vector or a normal vector
  			// upper-left 3x3 of matrix is assumed to be orthogonal

  			let tA = aNode;
  			let tB = bNode;

  			if ( builder.isMatrix( tA.getNodeType( builder ) ) ) {

  				tB = vec4( vec3( tB ), 0.0 );

  			} else {

  				tA = vec4( vec3( tA ), 0.0 );

  			}

  			const mulNode = mul( tA, tB ).xyz;

  			outputNode = normalize( mulNode );

  		}

  		if ( outputNode !== null ) {

  			return outputNode;

  		} else {

  			return super.setup( builder );

  		}

  	}

  	generate( builder, output ) {

  		const properties = builder.getNodeProperties( this );

  		if ( properties.outputNode ) {

  			return super.generate( builder, output );

  		}

  		let method = this.method;

  		const type = this.getNodeType( builder );
  		const inputType = this.getInputType( builder );

  		const a = this.aNode;
  		const b = this.bNode;
  		const c = this.cNode;

  		const coordinateSystem = builder.renderer.coordinateSystem;

  		if ( method === MathNode.NEGATE ) {

  			return builder.format( '( - ' + a.build( builder, inputType ) + ' )', type, output );

  		} else {

  			const params = [];

  			if ( method === MathNode.CROSS ) {

  				params.push(
  					a.build( builder, type ),
  					b.build( builder, type )
  				);

  			} else if ( coordinateSystem === WebGLCoordinateSystem && method === MathNode.STEP ) {

  				params.push(
  					a.build( builder, builder.getTypeLength( a.getNodeType( builder ) ) === 1 ? 'float' : inputType ),
  					b.build( builder, inputType )
  				);

  			} else if ( coordinateSystem === WebGLCoordinateSystem && ( method === MathNode.MIN || method === MathNode.MAX ) ) {

  				params.push(
  					a.build( builder, inputType ),
  					b.build( builder, builder.getTypeLength( b.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  				);

  			} else if ( method === MathNode.REFRACT ) {

  				params.push(
  					a.build( builder, inputType ),
  					b.build( builder, inputType ),
  					c.build( builder, 'float' )
  				);

  			} else if ( method === MathNode.MIX ) {

  				params.push(
  					a.build( builder, inputType ),
  					b.build( builder, inputType ),
  					c.build( builder, builder.getTypeLength( c.getNodeType( builder ) ) === 1 ? 'float' : inputType )
  				);

  			} else {

  				if ( coordinateSystem === WebGPUCoordinateSystem && method === MathNode.ATAN && b !== null ) {

  					method = 'atan2';

  				}

  				if ( builder.shaderStage !== 'fragment' && ( method === MathNode.DFDX || method === MathNode.DFDY ) ) {

  					warn( `TSL: '${ method }' is not supported in the ${ builder.shaderStage } stage.`, this.stackTrace );

  					method = '/*' + method + '*/';

  				}

  				params.push( a.build( builder, inputType ) );
  				if ( b !== null ) params.push( b.build( builder, inputType ) );
  				if ( c !== null ) params.push( c.build( builder, inputType ) );

  			}

  			return builder.format( `${ builder.getMethod( method, type ) }( ${params.join( ', ' )} )`, type, output );

  		}

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.method = this.method;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.method = data.method;

  	}

  }

  // 1 input

  MathNode.ALL = 'all';
  MathNode.ANY = 'any';

  MathNode.RADIANS = 'radians';
  MathNode.DEGREES = 'degrees';
  MathNode.EXP = 'exp';
  MathNode.EXP2 = 'exp2';
  MathNode.LOG = 'log';
  MathNode.LOG2 = 'log2';
  MathNode.SQRT = 'sqrt';
  MathNode.INVERSE_SQRT = 'inversesqrt';
  MathNode.FLOOR = 'floor';
  MathNode.CEIL = 'ceil';
  MathNode.NORMALIZE = 'normalize';
  MathNode.FRACT = 'fract';
  MathNode.SIN = 'sin';
  MathNode.COS = 'cos';
  MathNode.TAN = 'tan';
  MathNode.ASIN = 'asin';
  MathNode.ACOS = 'acos';
  MathNode.ATAN = 'atan';
  MathNode.ABS = 'abs';
  MathNode.SIGN = 'sign';
  MathNode.LENGTH = 'length';
  MathNode.NEGATE = 'negate';
  MathNode.ONE_MINUS = 'oneMinus';
  MathNode.DFDX = 'dFdx';
  MathNode.DFDY = 'dFdy';
  MathNode.ROUND = 'round';
  MathNode.RECIPROCAL = 'reciprocal';
  MathNode.TRUNC = 'trunc';
  MathNode.FWIDTH = 'fwidth';
  MathNode.TRANSPOSE = 'transpose';
  MathNode.DETERMINANT = 'determinant';
  MathNode.INVERSE = 'inverse';

  // 2 inputs

  MathNode.EQUALS = 'equals';
  MathNode.MIN = 'min';
  MathNode.MAX = 'max';
  MathNode.STEP = 'step';
  MathNode.REFLECT = 'reflect';
  MathNode.DISTANCE = 'distance';
  MathNode.DIFFERENCE = 'difference';
  MathNode.DOT = 'dot';
  MathNode.CROSS = 'cross';
  MathNode.POW = 'pow';
  MathNode.TRANSFORM_DIRECTION = 'transformDirection';

  // 3 inputs

  MathNode.MIX = 'mix';
  MathNode.CLAMP = 'clamp';
  MathNode.REFRACT = 'refract';
  MathNode.SMOOTHSTEP = 'smoothstep';
  MathNode.FACEFORWARD = 'faceforward';

  // 1 inputs

  /**
   * A small value used to handle floating-point precision errors.
   *
   * @tsl
   * @type {Node<float>}
   */
  const EPSILON = /*@__PURE__*/ float( 1e-6 );

  /**
   * Represents PI.
   *
   * @tsl
   * @type {Node<float>}
   */
  const PI = /*@__PURE__*/ float( Math.PI );

  /**
   * Returns `true` if all components of `x` are `true`.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node<bool>}
   */
  const all = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ALL ).setParameterLength( 1 );

  /**
   * Returns `true` if any components of `x` are `true`.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node<bool>}
   */
  const any = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ANY ).setParameterLength( 1 );

  /**
   * Converts a quantity in degrees to radians.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The input in degrees.
   * @returns {Node}
   */
  const radians = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.RADIANS ).setParameterLength( 1 );

  /**
   * Convert a quantity in radians to degrees.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The input in radians.
   * @returns {Node}
   */
  const degrees = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.DEGREES ).setParameterLength( 1 );

  /**
   * Returns the natural exponentiation of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const exp = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.EXP ).setParameterLength( 1 );

  /**
   * Returns 2 raised to the power of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const exp2 = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.EXP2 ).setParameterLength( 1 );

  /**
   * Returns the natural logarithm of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const log = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.LOG ).setParameterLength( 1 );

  /**
   * Returns the base 2 logarithm of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const log2 = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.LOG2 ).setParameterLength( 1 );

  /**
   * Returns the square root of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const sqrt = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.SQRT ).setParameterLength( 1 );

  /**
   * Returns the inverse of the square root of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const inverseSqrt = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.INVERSE_SQRT ).setParameterLength( 1 );

  /**
   * Finds the nearest integer less than or equal to the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const floor = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.FLOOR ).setParameterLength( 1 );

  /**
   * Finds the nearest integer that is greater than or equal to the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const ceil = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.CEIL ).setParameterLength( 1 );

  /**
   * Calculates the unit vector in the same direction as the original vector.
   *
   * @tsl
   * @function
   * @param {Node} x - The input vector.
   * @returns {Node}
   */
  const normalize = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.NORMALIZE ).setParameterLength( 1 );

  /**
   * Computes the fractional part of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const fract = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.FRACT ).setParameterLength( 1 );

  /**
   * Returns the sine of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const sin = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.SIN ).setParameterLength( 1 );

  /**
   * Returns the cosine of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const cos = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.COS ).setParameterLength( 1 );

  /**
   * Returns the tangent of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const tan = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.TAN ).setParameterLength( 1 );

  /**
   * Returns the arcsine of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const asin = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ASIN ).setParameterLength( 1 );

  /**
   * Returns the arccosine of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const acos = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ACOS ).setParameterLength( 1 );

  /**
   * Returns the arc-tangent of the parameter.
   * If two parameters are provided, the result is `atan2(y/x)`.
   *
   * @tsl
   * @function
   * @param {Node | number} y - The y parameter.
   * @param {?(Node | number)} x - The x parameter.
   * @returns {Node}
   */
  const atan = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ATAN ).setParameterLength( 1, 2 );

  /**
   * Returns the absolute value of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const abs = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ABS ).setParameterLength( 1 );

  /**
   * Extracts the sign of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const sign = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.SIGN ).setParameterLength( 1 );

  /**
   * Calculates the length of a vector.
   *
   * @tsl
   * @function
   * @param {Node} x - The parameter.
   * @returns {Node<float>}
   */
  const length = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.LENGTH ).setParameterLength( 1 );

  /**
   * Negates the value of the parameter (-x).
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const negate = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.NEGATE ).setParameterLength( 1 );

  /**
   * Return `1` minus the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const oneMinus = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ONE_MINUS ).setParameterLength( 1 );

  /**
   * Returns the partial derivative of the parameter with respect to x.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const dFdx = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.DFDX ).setParameterLength( 1 );

  /**
   * Returns the partial derivative of the parameter with respect to y.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const dFdy = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.DFDY ).setParameterLength( 1 );

  /**
   * Rounds the parameter to the nearest integer.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const round = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.ROUND ).setParameterLength( 1 );

  /**
   * Returns the reciprocal of the parameter `(1/x)`.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const reciprocal = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.RECIPROCAL ).setParameterLength( 1 );

  /**
   * Truncates the parameter, removing the fractional part.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const trunc = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.TRUNC ).setParameterLength( 1 );

  /**
   * Returns the sum of the absolute derivatives in x and y.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @returns {Node}
   */
  const fwidth = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.FWIDTH ).setParameterLength( 1 );

  /**
   * Returns the transpose of a matrix.
   *
   * @tsl
   * @function
   * @param {Node<mat2|mat3|mat4>} x - The parameter.
   * @returns {Node}
   */
  const transpose = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.TRANSPOSE ).setParameterLength( 1 );

  /**
   * Returns the determinant of a matrix.
   *
   * @tsl
   * @function
   * @param {Node<mat2|mat3|mat4>} x - The parameter.
   * @returns {Node<float>}
   */
  const determinant = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.DETERMINANT ).setParameterLength( 1 );

  /**
   * Returns the inverse of a matrix.
   *
   * @tsl
   * @function
   * @param {Node<mat2|mat3|mat4>} x - The parameter.
   * @returns {Node<mat2|mat3|mat4>}
   */
  const inverse = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.INVERSE ).setParameterLength( 1 );

  // 2 inputs

  /**
   * Returns the least of the given values.
   *
   * @tsl
   * @function
   * @param {...(Node | number)} values - The values to compare.
   * @returns {Node}
   */
  const min$1 = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.MIN ).setParameterLength( 2, Infinity );

  /**
   * Returns the greatest of the given values.
   *
   * @tsl
   * @function
   * @param {...(Node | number)} values - The values to compare.
   * @returns {Node}
   */
  const max$1 = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.MAX ).setParameterLength( 2, Infinity );

  /**
   * Generate a step function by comparing two values.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The y parameter.
   * @param {Node | number} y - The x parameter.
   * @returns {Node}
   */
  const step = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.STEP ).setParameterLength( 2 );

  /**
   * Calculates the reflection direction for an incident vector.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3|vec4>} I - The incident vector.
   * @param {Node<vec2|vec3|vec4>} N - The normal vector.
   * @returns {Node<vec2|vec3|vec4>}
   */
  const reflect = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.REFLECT ).setParameterLength( 2 );

  /**
   * Calculates the distance between two points.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3|vec4>} x - The first point.
   * @param {Node<vec2|vec3|vec4>} y - The second point.
   * @returns {Node<float>}
   */
  const distance = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.DISTANCE ).setParameterLength( 2 );

  /**
   * Calculates the absolute difference between two values.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The first parameter.
   * @param {Node | number} y - The second parameter.
   * @returns {Node}
   */
  const difference = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.DIFFERENCE ).setParameterLength( 2 );

  /**
   * Calculates the dot product of two vectors.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3|vec4>} x - The first vector.
   * @param {Node<vec2|vec3|vec4>} y - The second vector.
   * @returns {Node<float>}
   */
  const dot = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.DOT ).setParameterLength( 2 );

  /**
   * Calculates the cross product of two vectors.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3>} x - The first vector.
   * @param {Node<vec2|vec3>} y - The second vector.
   * @returns {Node<float|vec3>}
   */
  const cross = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.CROSS ).setParameterLength( 2 );

  /**
   * Return the value of the first parameter raised to the power of the second one.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The first parameter.
   * @param {Node | number} y - The second parameter.
   * @returns {Node}
   */
  const pow = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.POW ).setParameterLength( 2 );

  /**
   * Returns the square of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The first parameter.
   * @returns {Node}
   */
  const pow2 = ( x ) => mul( x, x );

  /**
   * Returns the cube of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The first parameter.
   * @returns {Node}
   */
  const pow3 = ( x ) => mul( x, x, x );

  /**
   * Returns the fourth power of the parameter.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The first parameter.
   * @returns {Node}
   */
  const pow4 = ( x ) => mul( x, x, x, x );

  /**
   * Transforms the direction of a vector by a matrix and then normalizes the result.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3|vec4>} direction - The direction vector.
   * @param {Node<mat2|mat3|mat4>} matrix - The transformation matrix.
   * @returns {Node}
   */
  const transformDirection = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.TRANSFORM_DIRECTION ).setParameterLength( 2 );

  /**
   * Returns the cube root of a number.
   *
   * @tsl
   * @function
   * @param {Node | number} a - The first parameter.
   * @returns {Node}
   */
  const cbrt = ( a ) => mul( sign( a ), pow( abs( a ), 1.0 / 3.0 ) );

  /**
   * Calculate the squared length of a vector.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3|vec4>} a - The vector.
   * @returns {Node<float>}
   */
  const lengthSq = ( a ) => dot( a, a );

  /**
   * Linearly interpolates between two values.
   *
   * @tsl
   * @function
   * @param {Node | number} a - The first parameter.
   * @param {Node | number} b - The second parameter.
   * @param {Node | number} t - The interpolation value.
   * @returns {Node}
   */
  const mix$2 = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.MIX ).setParameterLength( 3 );

  /**
   * Constrains a value to lie between two further values.
   *
   * @tsl
   * @function
   * @param {Node | number} value - The value to constrain.
   * @param {Node | number} [low=0] - The lower bound.
   * @param {Node | number} [high=1] - The upper bound.
   * @returns {Node}
   */
  const clamp = ( value, low = 0, high = 1 ) => new MathNode( MathNode.CLAMP, nodeObject( value ), nodeObject( low ), nodeObject( high ) );

  /**
   * Constrains a value between `0` and `1`.
   *
   * @tsl
   * @function
   * @param {Node | number} value - The value to constrain.
   * @returns {Node}
   */
  const saturate$1 = ( value ) => clamp( value );

  /**
   * Calculates the refraction direction for an incident vector.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3|vec4>} I - The incident vector.
   * @param {Node<vec2|vec3|vec4>} N - The normal vector.
   * @param {Node<float>} eta - The ratio of indices of refraction.
   * @returns {Node<vec2|vec3|vec4>}
   */
  const refract = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.REFRACT ).setParameterLength( 3 );

  /**
   * Performs a Hermite interpolation between two values.
   *
   * @tsl
   * @function
   * @param {Node | number} low - The value of the lower edge of the Hermite function.
   * @param {Node | number} high - The value of the upper edge of the Hermite function.
   * @param {Node | number} x - The source value for interpolation.
   * @returns {Node}
   */
  const smoothstep = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.SMOOTHSTEP ).setParameterLength( 3 );

  /**
   * Returns a vector pointing in the same direction as another.
   *
   * @tsl
   * @function
   * @param {Node<vec2|vec3|vec4>} N - The vector to orient.
   * @param {Node<vec2|vec3|vec4>} I - The incident vector.
   * @param {Node<vec2|vec3|vec4>} Nref - The reference vector.
   * @returns {Node<vec2|vec3|vec4>}
   */
  const faceForward = /*@__PURE__*/ nodeProxyIntent( MathNode, MathNode.FACEFORWARD ).setParameterLength( 3 );

  /**
   * Returns a random value for the given uv.
   *
   * @tsl
   * @function
   * @param {Node<vec2>} uv - The uv node.
   * @returns {Node<float>}
   */
  const rand = /*@__PURE__*/ Fn( ( [ uv ] ) => {

  	const a = 12.9898, b = 78.233, c = 43758.5453;
  	const dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI );

  	return fract( sin( sn ).mul( c ) );

  } );

  /**
   * Alias for `mix()` with a different parameter order.
   *
   * @tsl
   * @function
   * @param {Node | number} t - The interpolation value.
   * @param {Node | number} e1 - The first parameter.
   * @param {Node | number} e2 - The second parameter.
   * @returns {Node}
   */
  const mixElement = ( t, e1, e2 ) => mix$2( e1, e2, t );

  /**
   * Alias for `smoothstep()` with a different parameter order.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The source value for interpolation.
   * @param {Node | number} low - The value of the lower edge of the Hermite function.
   * @param {Node | number} high - The value of the upper edge of the Hermite function.
   * @returns {Node}
   */
  const smoothstepElement = ( x, low, high ) => smoothstep( low, high, x );

  /**
   * Alias for `step()` with a different parameter order.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The source value for interpolation.
   * @param {Node | number} edge - The edge value.
   * @returns {Node}
   */
  const stepElement = ( x, edge ) => step( edge, x );

  // Method chaining

  addMethodChaining( 'all', all );
  addMethodChaining( 'any', any );

  addMethodChaining( 'radians', radians );
  addMethodChaining( 'degrees', degrees );
  addMethodChaining( 'exp', exp );
  addMethodChaining( 'exp2', exp2 );
  addMethodChaining( 'log', log );
  addMethodChaining( 'log2', log2 );
  addMethodChaining( 'sqrt', sqrt );
  addMethodChaining( 'inverseSqrt', inverseSqrt );
  addMethodChaining( 'floor', floor );
  addMethodChaining( 'ceil', ceil );
  addMethodChaining( 'normalize', normalize );
  addMethodChaining( 'fract', fract );
  addMethodChaining( 'sin', sin );
  addMethodChaining( 'cos', cos );
  addMethodChaining( 'tan', tan );
  addMethodChaining( 'asin', asin );
  addMethodChaining( 'acos', acos );
  addMethodChaining( 'atan', atan );
  addMethodChaining( 'abs', abs );
  addMethodChaining( 'sign', sign );
  addMethodChaining( 'length', length );
  addMethodChaining( 'lengthSq', lengthSq );
  addMethodChaining( 'negate', negate );
  addMethodChaining( 'oneMinus', oneMinus );
  addMethodChaining( 'dFdx', dFdx );
  addMethodChaining( 'dFdy', dFdy );
  addMethodChaining( 'round', round );
  addMethodChaining( 'reciprocal', reciprocal );
  addMethodChaining( 'trunc', trunc );
  addMethodChaining( 'fwidth', fwidth );
  addMethodChaining( 'min', min$1 );
  addMethodChaining( 'max', max$1 );
  addMethodChaining( 'step', stepElement );
  addMethodChaining( 'reflect', reflect );
  addMethodChaining( 'distance', distance );
  addMethodChaining( 'dot', dot );
  addMethodChaining( 'cross', cross );
  addMethodChaining( 'pow', pow );
  addMethodChaining( 'pow2', pow2 );
  addMethodChaining( 'pow3', pow3 );
  addMethodChaining( 'pow4', pow4 );
  addMethodChaining( 'transformDirection', transformDirection );
  addMethodChaining( 'mix', mixElement );
  addMethodChaining( 'clamp', clamp );
  addMethodChaining( 'refract', refract );
  addMethodChaining( 'smoothstep', smoothstepElement );
  addMethodChaining( 'faceForward', faceForward );
  addMethodChaining( 'difference', difference );
  addMethodChaining( 'saturate', saturate$1 );
  addMethodChaining( 'cbrt', cbrt );
  addMethodChaining( 'transpose', transpose );
  addMethodChaining( 'determinant', determinant );
  addMethodChaining( 'inverse', inverse );
  addMethodChaining( 'rand', rand );

  /**
   * Represents a logical `if/else` statement. Can be used as an alternative
   * to the `If()`/`Else()` syntax.
   *
   * The corresponding TSL `select()` looks like so:
   * ```js
   * velocity = position.greaterThanEqual( limit ).select( velocity.negate(), velocity );
   * ```
   * The `select()` method is called in a chaining fashion on a condition. The parameter nodes of `select()`
   * determine the outcome of the entire statement.
   *
   * @augments Node
   */
  class ConditionalNode extends Node {

  	static get type() {

  		return 'ConditionalNode';

  	}

  	/**
  	 * Constructs a new conditional node.
  	 *
  	 * @param {Node} condNode - The node that defines the condition.
  	 * @param {Node} ifNode - The node that is evaluate when the condition ends up `true`.
  	 * @param {?Node} [elseNode=null] - The node that is evaluate when the condition ends up `false`.
  	 */
  	constructor( condNode, ifNode, elseNode = null ) {

  		super();

  		/**
  		 * The node that defines the condition.
  		 *
  		 * @type {Node}
  		 */
  		this.condNode = condNode;

  		/**
  		 * The node that is evaluate when the condition ends up `true`.
  		 *
  		 * @type {Node}
  		 */
  		this.ifNode = ifNode;

  		/**
  		 * The node that is evaluate when the condition ends up `false`.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.elseNode = elseNode;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from the if/else
  	 * nodes.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		const { ifNode, elseNode } = builder.getNodeProperties( this );

  		if ( ifNode === undefined ) {

  			// fallback setup

  			builder.flowBuildStage( this, 'setup' );

  			return this.getNodeType( builder );

  		}

  		const ifType = ifNode.getNodeType( builder );

  		if ( elseNode !== null ) {

  			const elseType = elseNode.getNodeType( builder );

  			if ( builder.getTypeLength( elseType ) > builder.getTypeLength( ifType ) ) {

  				return elseType;

  			}

  		}

  		return ifType;

  	}

  	setup( builder ) {

  		const condNode = this.condNode;
  		const ifNode = this.ifNode.isolate();
  		const elseNode = this.elseNode ? this.elseNode.isolate() : null;

  		//

  		const currentNodeBlock = builder.context.nodeBlock;

  		builder.getDataFromNode( ifNode ).parentNodeBlock = currentNodeBlock;
  		if ( elseNode !== null ) builder.getDataFromNode( elseNode ).parentNodeBlock = currentNodeBlock;

  		//

  		const isUniformFlow = builder.context.uniformFlow;

  		const properties = builder.getNodeProperties( this );
  		properties.condNode = condNode;
  		properties.ifNode = isUniformFlow ? ifNode : ifNode.context( { nodeBlock: ifNode } );
  		properties.elseNode = elseNode ? ( isUniformFlow ? elseNode : elseNode.context( { nodeBlock: elseNode } ) ) : null;

  	}

  	generate( builder, output ) {

  		const type = this.getNodeType( builder );

  		const nodeData = builder.getDataFromNode( this );

  		if ( nodeData.nodeProperty !== undefined ) {

  			return nodeData.nodeProperty;

  		}

  		const { condNode, ifNode, elseNode } = builder.getNodeProperties( this );

  		const functionNode = builder.currentFunctionNode;
  		const needsOutput = output !== 'void';
  		const nodeProperty = needsOutput ? property( type ).build( builder ) : '';

  		nodeData.nodeProperty = nodeProperty;

  		const nodeSnippet = condNode.build( builder, 'bool' );
  		const isUniformFlow = builder.context.uniformFlow;

  		if ( isUniformFlow && elseNode !== null ) {

  			const ifSnippet = ifNode.build( builder, type );
  			const elseSnippet = elseNode.build( builder, type );

  			const mathSnippet = builder.getTernary( nodeSnippet, ifSnippet, elseSnippet );

  			// TODO: If node property already exists return something else

  			return builder.format( mathSnippet, type, output );

  		}

  		builder.addFlowCode( `\n${ builder.tab }if ( ${ nodeSnippet } ) {\n\n` ).addFlowTab();

  		let ifSnippet = ifNode.build( builder, type );

  		if ( ifSnippet ) {

  			if ( needsOutput ) {

  				ifSnippet = nodeProperty + ' = ' + ifSnippet + ';';

  			} else {

  				ifSnippet = 'return ' + ifSnippet + ';';

  				if ( functionNode === null ) {

  					warn( 'TSL: Return statement used in an inline \'Fn()\'. Define a layout struct to allow return values.', this.stackTrace );

  					ifSnippet = '// ' + ifSnippet;

  				}

  			}

  		}

  		builder.removeFlowTab().addFlowCode( builder.tab + '\t' + ifSnippet + '\n\n' + builder.tab + '}' );

  		if ( elseNode !== null ) {

  			builder.addFlowCode( ' else {\n\n' ).addFlowTab();

  			let elseSnippet = elseNode.build( builder, type );

  			if ( elseSnippet ) {

  				if ( needsOutput ) {

  					elseSnippet = nodeProperty + ' = ' + elseSnippet + ';';

  				} else {

  					elseSnippet = 'return ' + elseSnippet + ';';

  					if ( functionNode === null ) {

  						warn( 'TSL: Return statement used in an inline \'Fn()\'. Define a layout struct to allow return values.', this.stackTrace );

  						elseSnippet = '// ' + elseSnippet;

  					}

  				}

  			}

  			builder.removeFlowTab().addFlowCode( builder.tab + '\t' + elseSnippet + '\n\n' + builder.tab + '}\n\n' );

  		} else {

  			builder.addFlowCode( '\n\n' );

  		}

  		return builder.format( nodeProperty, type, output );

  	}

  }

  /**
   * TSL function for creating a conditional node.
   *
   * @tsl
   * @function
   * @param {Node} condNode - The node that defines the condition.
   * @param {Node} ifNode - The node that is evaluate when the condition ends up `true`.
   * @param {?Node} [elseNode=null] - The node that is evaluate when the condition ends up `false`.
   * @returns {ConditionalNode}
   */
  const select$1 = /*@__PURE__*/ nodeProxy( ConditionalNode ).setParameterLength( 2, 3 );

  addMethodChaining( 'select', select$1 );

  /**
   * This node can be used as a context management component for another node.
   * {@link NodeBuilder} performs its node building process in a specific context and
   * this node allows the modify the context. A typical use case is to overwrite `getUV()` e.g.:
   *
   * ```js
   *node.context( { getUV: () => customCoord } );
   *\// or
   *material.contextNode = context( { getUV: () => customCoord } );
   *\// or
   *renderer.contextNode = context( { getUV: () => customCoord } );
   *\// or
   *scenePass.contextNode = context( { getUV: () => customCoord } );
   *```
   * @augments Node
   */
  class ContextNode extends Node {

  	static get type() {

  		return 'ContextNode';

  	}

  	/**
  	 * Constructs a new context node.
  	 *
  	 * @param {Node} node - The node whose context should be modified.
  	 * @param {Object} [value={}] - The modified context data.
  	 */
  	constructor( node = null, value = {} ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isContextNode = true;

  		/**
  		 * The node whose context should be modified.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * The modified context data.
  		 *
  		 * @type {Object}
  		 * @default {}
  		 */
  		this.value = value;

  	}

  	/**
  	 * This method is overwritten to ensure it returns the reference to {@link ContextNode#node}.
  	 *
  	 * @return {Node} A reference to {@link ContextNode#node}.
  	 */
  	getScope() {

  		return this.node.getScope();

  	}

  	/**
  	 * This method is overwritten to ensure it returns the type of {@link ContextNode#node}.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		return this.node.getNodeType( builder );

  	}

  	/**
  	 * Gathers the context data from all parent context nodes.
  	 *
  	 * @return {Object} The gathered context data.
  	 */
  	getFlowContextData() {

  		const children = [];

  		this.traverse( ( node ) => {

  			if ( node.isContextNode === true ) {

  				children.push( node.value );

  			}

  		} );

  		return Object.assign( {}, ...children );

  	}

  	/**
  	 * This method is overwritten to ensure it returns the member type of {@link ContextNode#node}.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} name - The member name.
  	 * @returns {string} The member type.
  	 */
  	getMemberType( builder, name ) {

  		return this.node.getMemberType( builder, name );

  	}

  	analyze( builder ) {

  		const previousContext = builder.addContext( this.value );

  		this.node.build( builder );

  		builder.setContext( previousContext );

  	}

  	setup( builder ) {

  		const previousContext = builder.addContext( this.value );

  		this.node.build( builder );

  		builder.setContext( previousContext );

  	}

  	generate( builder, output ) {

  		const previousContext = builder.addContext( this.value );

  		const snippet = this.node.build( builder, output );

  		builder.setContext( previousContext );

  		return snippet;

  	}

  }

  /**
   * TSL function for creating a context node.
   *
   * @tsl
   * @function
   * @param {Node|Object} [nodeOrValue={}] - The node whose context should be modified or the modified context data.
   * @param {Object} [value={}] - The modified context data.
   * @returns {ContextNode}
   */
  const context = ( nodeOrValue = null, value = {} ) => {

  	let node = nodeOrValue;

  	if ( node === null || node.isNode !== true ) {

  		value = node || value;
  		node = null;

  	}

  	return new ContextNode( node, value );

  };

  /**
   * TSL function for defining a uniformFlow context value for a given node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node whose dependencies should all execute within a uniform control-flow path.
   * @returns {ContextNode}
   */
  const uniformFlow = ( node ) => context( node, { uniformFlow: true } );

  /**
   * TSL function for defining a name for the context value for a given node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node whose context should be modified.
   * @param {string} name - The name to set.
   * @returns {ContextNode}
   */
  const setName = ( node, name ) => context( node, { nodeName: name } );

  /**
   * TSL function for defining a built-in shadow context for a given node.
   *
   * @tsl
   * @function
   * @param {ShadowNode} shadowNode - The shadow node representing the light's shadow.
   * @param {Light} light - The light associated with the shadow.
   * @param {Node} [node=null] - The node whose context should be modified.
   * @returns {ContextNode}
   */
  function builtinShadowContext( shadowNode, light, node = null ) {

  	return context( node, {

  		getShadow: ( { light: shadowLight, shadowColorNode } ) => {

  			if ( light === shadowLight ) {

  				return shadowColorNode.mul( shadowNode );

  			}

  			return shadowColorNode;

  		}

  	} );

  }

  /**
   * TSL function for defining a built-in ambient occlusion context for a given node.
   *
   * @tsl
   * @function
   * @param {Node} aoNode - The ambient occlusion value node to apply.
   * @param {Node} [node=null] - The node whose context should be modified.
   * @returns {ContextNode}
   */
  function builtinAOContext( aoNode, node = null ) {

  	return context( node, {

  		getAO: ( inputNode, { material } ) => {

  			if ( material.transparent === true ) return inputNode;

  			return inputNode !== null ? inputNode.mul( aoNode ) : aoNode;

  		}

  	} );

  }

  /**
   * TSL function for defining a label context value for a given node.
   *
   * @tsl
   * @function
   * @deprecated
   * @param {Node} node - The node whose context should be modified.
   * @param {string} name - The name/label to set.
   * @returns {ContextNode}
   */
  function label( node, name ) {

  	warn( 'TSL: "label()" has been deprecated. Use "setName()" instead.' ); // @deprecated r179

  	return setName( node, name );

  }

  addMethodChaining( 'context', context );
  addMethodChaining( 'label', label );
  addMethodChaining( 'uniformFlow', uniformFlow );
  addMethodChaining( 'setName', setName );
  addMethodChaining( 'builtinShadowContext', ( node, shadowNode, light ) => builtinShadowContext( shadowNode, light, node ) );
  addMethodChaining( 'builtinAOContext', ( node, aoValue ) => builtinAOContext( aoValue, node ) );

  /**
   * Class for representing shader variables as nodes. Variables are created from
   * existing nodes like the following:
   *
   * ```js
   * const depth = sampleDepth( uvNode ).toVar( 'depth' );
   * ```
   *
   * @augments Node
   */
  class VarNode extends Node {

  	static get type() {

  		return 'VarNode';

  	}

  	/**
  	 * Constructs a new variable node.
  	 *
  	 * @param {Node} node - The node for which a variable should be created.
  	 * @param {?string} [name=null] - The name of the variable in the shader.
  	 * @param {boolean} [readOnly=false] - The read-only flag.
  	 */
  	constructor( node, name = null, readOnly = false ) {

  		super();

  		/**
  		 * The node for which a variable should be created.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * The name of the variable in the shader. If no name is defined,
  		 * the node system auto-generates one.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.name = name;

  		/**
  		 * `VarNode` sets this property to `true` by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isVarNode = true;

  		/**
  		 *
  		 * The read-only flag.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.readOnly = readOnly;

  		/**
  		 *
  		 * Add this flag to the node system to indicate that this node require parents.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.parents = true;

  		/**
  		 * This flag is used to indicate that this node is used for intent.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.intent = false;

  	}

  	/**
  	 * Sets the intent flag for this node.
  	 *
  	 * This flag is used to indicate that this node is used for intent
  	 * and should not be built directly. Instead, it is used to indicate that
  	 * the node should be treated as a variable intent.
  	 *
  	 * It's useful for assigning variables without needing creating a new variable node.
  	 *
  	 * @param {boolean} value - The value to set for the intent flag.
  	 * @returns {VarNode} This node.
  	 */
  	setIntent( value ) {

  		this.intent = value;

  		return this;

  	}

  	/**
  	 * Checks if this node is used for intent.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @returns {boolean} Whether this node is used for intent.
  	 */
  	isIntent( builder ) {

  		const data = builder.getDataFromNode( this );

  		if ( data.forceDeclaration === true ) return false;

  		return this.intent;

  	}

  	/**
  	 * Returns the intent flag of this node.
  	 *
  	 * @return {boolean} The intent flag.
  	 */
  	getIntent() {

  		return this.intent;

  	}

  	getMemberType( builder, name ) {

  		return this.node.getMemberType( builder, name );

  	}

  	getElementType( builder ) {

  		return this.node.getElementType( builder );

  	}

  	getNodeType( builder ) {

  		return this.node.getNodeType( builder );

  	}

  	getArrayCount( builder ) {

  		return this.node.getArrayCount( builder );

  	}

  	isAssign( builder ) {

  		const data = builder.getDataFromNode( this );

  		return data.assign;

  	}

  	build( ...params ) {

  		const builder = params[ 0 ];

  		if ( this._hasStack( builder ) === false && builder.buildStage === 'setup' ) {

  			if ( builder.context.nodeLoop || builder.context.nodeBlock ) {

  				let addBefore = false;

  				if ( this.node.isShaderCallNodeInternal && this.node.shaderNode.getLayout() === null ) {

  					if ( builder.fnCall && builder.fnCall.shaderNode ) {

  						const shaderNodeData = builder.getDataFromNode( this.node.shaderNode );

  						if ( shaderNodeData.hasLoop ) {

  							const data = builder.getDataFromNode( this );
  							data.forceDeclaration = true;

  							addBefore = true;

  						}

  					}

  				}

  				const baseStack = builder.getBaseStack();

  				if ( addBefore ) {

  					baseStack.addToStackBefore( this );

  				} else {

  					baseStack.addToStack( this );

  				}

  			}

  		}

  		if ( this.isIntent( builder ) ) {

  			if ( this.isAssign( builder ) !== true ) {

  				return this.node.build( ...params );

  			}

  		}

  		return super.build( ...params );

  	}

  	generate( builder ) {

  		const { node, name, readOnly } = this;
  		const { renderer } = builder;

  		const isWebGPUBackend = renderer.backend.isWebGPUBackend === true;

  		let isDeterministic = false;
  		let shouldTreatAsReadOnly = false;

  		if ( readOnly ) {

  			isDeterministic = builder.isDeterministic( node );

  			shouldTreatAsReadOnly = isWebGPUBackend ? readOnly : isDeterministic;

  		}

  		const nodeType = this.getNodeType( builder );

  		if ( nodeType == 'void' ) {

  			if ( this.isIntent( builder ) !== true ) {

  				error( 'TSL: ".toVar()" can not be used with void type.', this.stackTrace );

  			}

  			const snippet = node.build( builder );

  			return snippet;

  		}

  		const vectorType = builder.getVectorType( nodeType );
  		const snippet = node.build( builder, vectorType );

  		const nodeVar = builder.getVarFromNode( this, name, vectorType, undefined, shouldTreatAsReadOnly );

  		const propertyName = builder.getPropertyName( nodeVar );

  		let declarationPrefix = propertyName;

  		if ( shouldTreatAsReadOnly ) {

  			if ( isWebGPUBackend ) {

  				declarationPrefix = isDeterministic
  					? `const ${ propertyName }`
  					: `let ${ propertyName }`;

  			} else {

  				const count = node.getArrayCount( builder );

  				declarationPrefix = `const ${ builder.getVar( nodeVar.type, propertyName, count ) }`;

  			}

  		}

  		builder.addLineFlowCode( `${ declarationPrefix } = ${ snippet }`, this );

  		return propertyName;

  	}

  	_hasStack( builder ) {

  		const nodeData = builder.getDataFromNode( this );

  		return nodeData.stack !== undefined;

  	}

  }

  /**
   * TSL function for creating a var node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node for which a variable should be created.
   * @param {?string} name - The name of the variable in the shader.
   * @returns {VarNode}
   */
  const createVar = /*@__PURE__*/ nodeProxy( VarNode );

  /**
   * TSL function for creating a var node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node for which a variable should be created.
   * @param {?string} name - The name of the variable in the shader.
   * @returns {VarNode}
   */
  const Var = ( node, name = null ) => createVar( node, name ).toStack();

  /**
   * TSL function for creating a const node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node for which a constant should be created.
   * @param {?string} name - The name of the constant in the shader.
   * @returns {VarNode}
   */
  const Const = ( node, name = null ) => createVar( node, name, true ).toStack();

  //
  //

  /**
   * TSL function for creating a var intent node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node for which a variable should be created.
   * @param {?string} name - The name of the variable in the shader.
   * @returns {VarNode}
   */
  const VarIntent = ( node ) => {

  	return createVar( node ).setIntent( true ).toStack();

  };

  // Method chaining

  addMethodChaining( 'toVar', Var );
  addMethodChaining( 'toConst', Const );
  addMethodChaining( 'toVarIntent', VarIntent );

  /**
   * This node is used to build a sub-build in the node system.
   *
   * @augments Node
   * @param {Node} node - The node to be built in the sub-build.
   * @param {string} name - The name of the sub-build.
   * @param {?string} [nodeType=null] - The type of the node, if known.
   */
  class SubBuildNode extends Node {

  	static get type() {

  		return 'SubBuild';

  	}

  	constructor( node, name, nodeType = null ) {

  		super( nodeType );

  		/**
  		 * The node to be built in the sub-build.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * The name of the sub-build.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSubBuildNode = true;

  	}

  	getNodeType( builder ) {

  		if ( this.nodeType !== null ) return this.nodeType;

  		builder.addSubBuild( this.name );

  		const nodeType = this.node.getNodeType( builder );

  		builder.removeSubBuild();

  		return nodeType;

  	}

  	build( builder, ...params ) {

  		builder.addSubBuild( this.name );

  		const data = this.node.build( builder, ...params );

  		builder.removeSubBuild();

  		return data;

  	}

  }

  /**
   * Creates a new sub-build node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node to be built in the sub-build.
   * @param {string} name - The name of the sub-build.
   * @param {?string} [type=null] - The type of the node, if known.
   * @returns {Node} A node object wrapping the SubBuildNode instance.
   */
  const subBuild = ( node, name, type = null ) => new SubBuildNode( nodeObject( node ), name, type );

  /**
   * Class for representing shader varyings as nodes. Varyings are create from
   * existing nodes like the following:
   *
   * ```js
   * const positionLocal = positionGeometry.toVarying( 'vPositionLocal' );
   * ```
   *
   * @augments Node
   */
  class VaryingNode extends Node {

  	static get type() {

  		return 'VaryingNode';

  	}

  	/**
  	 * Constructs a new varying node.
  	 *
  	 * @param {Node} node - The node for which a varying should be created.
  	 * @param {?string} name - The name of the varying in the shader.
  	 */
  	constructor( node, name = null ) {

  		super();

  		/**
  		 * The node for which a varying should be created.
  		 *
  		 * @type {Node}
  		 */
  		this.node = subBuild( node, 'VERTEX' );

  		/**
  		 * The name of the varying in the shader. If no name is defined,
  		 * the node system auto-generates one.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.name = name;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isVaryingNode = true;

  		/**
  		 * The interpolation type of the varying data.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.interpolationType = null;

  		/**
  		 * The interpolation sampling type of varying data.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.interpolationSampling = null;

  		/**
  		 * This flag is used for global cache.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  	}

  	/**
  	 * Defines the interpolation type of the varying.
  	 *
  	 * @param {string} type - The interpolation type.
  	 * @param {?string} sampling - The interpolation sampling type
  	 * @return {VaryingNode} A reference to this node.
  	 */
  	setInterpolation( type, sampling = null ) {

  		this.interpolationType = type;
  		this.interpolationSampling = sampling;

  		return this;

  	}

  	getHash( builder ) {

  		return this.name || super.getHash( builder );

  	}

  	getNodeType( builder ) {

  		// VaryingNode is auto type

  		return this.node.getNodeType( builder );

  	}

  	/**
  	 * This method performs the setup of a varying node with the current node builder.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {NodeVarying} The node varying from the node builder.
  	 */
  	setupVarying( builder ) {

  		const properties = builder.getNodeProperties( this );

  		let varying = properties.varying;

  		if ( varying === undefined ) {

  			const name = this.name;
  			const type = this.getNodeType( builder );
  			const interpolationType = this.interpolationType;
  			const interpolationSampling = this.interpolationSampling;

  			properties.varying = varying = builder.getVaryingFromNode( this, name, type, interpolationType, interpolationSampling );
  			properties.node = subBuild( this.node, 'VERTEX' );

  		}

  		// this property can be used to check if the varying can be optimized for a variable
  		varying.needsInterpolation || ( varying.needsInterpolation = ( builder.shaderStage === 'fragment' ) );

  		return varying;

  	}

  	setup( builder ) {

  		this.setupVarying( builder );

  		builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node );

  	}

  	analyze( builder ) {

  		this.setupVarying( builder );

  		builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, this.node );

  	}

  	generate( builder ) {

  		const propertyKey = builder.getSubBuildProperty( 'property', builder.currentStack );
  		const properties = builder.getNodeProperties( this );
  		const varying = this.setupVarying( builder );

  		if ( properties[ propertyKey ] === undefined ) {

  			const type = this.getNodeType( builder );
  			const propertyName = builder.getPropertyName( varying, NodeShaderStage.VERTEX );

  			// force node run in vertex stage
  			builder.flowNodeFromShaderStage( NodeShaderStage.VERTEX, properties.node, type, propertyName );

  			properties[ propertyKey ] = propertyName;

  		}

  		return builder.getPropertyName( varying );

  	}

  }

  /**
   * TSL function for creating a varying node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node for which a varying should be created.
   * @param {?string} name - The name of the varying in the shader.
   * @returns {VaryingNode}
   */
  const varying = /*@__PURE__*/ nodeProxy( VaryingNode ).setParameterLength( 1, 2 );

  /**
   * Computes a node in the vertex stage.
   *
   * @tsl
   * @function
   * @param {Node} node - The node which should be executed in the vertex stage.
   * @returns {VaryingNode}
   */
  const vertexStage = ( node ) => varying( node );

  addMethodChaining( 'toVarying', varying );
  addMethodChaining( 'toVertexStage', vertexStage );

  /**
   * Converts the given color value from sRGB to linear-sRGB color space.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The sRGB color.
   * @return {Node<vec3>} The linear-sRGB color.
   */
  const sRGBTransferEOTF = /*@__PURE__*/ Fn( ( [ color ] ) => {

  	const a = color.mul( 0.9478672986 ).add( 0.0521327014 ).pow( 2.4 );
  	const b = color.mul( 0.0773993808 );
  	const factor = color.lessThanEqual( 0.04045 );

  	const rgbResult = mix$2( a, b, factor );

  	return rgbResult;

  } ).setLayout( {
  	name: 'sRGBTransferEOTF',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' }
  	]
  } );

  /**
   * Converts the given color value from linear-sRGB to sRGB color space.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The linear-sRGB color.
   * @return {Node<vec3>} The sRGB color.
   */
  const sRGBTransferOETF = /*@__PURE__*/ Fn( ( [ color ] ) => {

  	const a = color.pow( 0.41666 ).mul( 1.055 ).sub( 0.055 );
  	const b = color.mul( 12.92 );
  	const factor = color.lessThanEqual( 0.0031308 );

  	const rgbResult = mix$2( a, b, factor );

  	return rgbResult;

  } ).setLayout( {
  	name: 'sRGBTransferOETF',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' }
  	]
  } );

  const WORKING_COLOR_SPACE = 'WorkingColorSpace';
  const OUTPUT_COLOR_SPACE = 'OutputColorSpace';

  /**
   * This node represents a color space conversion. Meaning it converts
   * a color value from a source to a target color space.
   *
   * @augments TempNode
   */
  class ColorSpaceNode extends TempNode {

  	static get type() {

  		return 'ColorSpaceNode';

  	}

  	/**
  	 * Constructs a new color space node.
  	 *
  	 * @param {Node} colorNode - Represents the color to convert.
  	 * @param {string} source - The source color space.
  	 * @param {string} target - The target color space.
  	 */
  	constructor( colorNode, source, target ) {

  		super( 'vec4' );

  		/**
  		 * Represents the color to convert.
  		 *
  		 * @type {Node}
  		 */
  		this.colorNode = colorNode;

  		/**
  		 * The source color space.
  		 *
  		 * @type {string}
  		 */
  		this.source = source;

  		/**
  		 * The target color space.
  		 *
  		 * @type {string}
  		 */
  		this.target = target;

  	}

  	/**
  	 * This method resolves the constants `WORKING_COLOR_SPACE` and
  	 * `OUTPUT_COLOR_SPACE` based on the current configuration of the
  	 * color management and renderer.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} colorSpace - The color space to resolve.
  	 * @return {string} The resolved color space.
  	 */
  	resolveColorSpace( builder, colorSpace ) {

  		if ( colorSpace === WORKING_COLOR_SPACE ) {

  			return ColorManagement.workingColorSpace;

  		} else if ( colorSpace === OUTPUT_COLOR_SPACE ) {

  			return builder.context.outputColorSpace || builder.renderer.outputColorSpace;

  		}

  		return colorSpace;

  	}

  	setup( builder ) {

  		const { colorNode } = this;

  		const source = this.resolveColorSpace( builder, this.source );
  		const target = this.resolveColorSpace( builder, this.target );

  		let outputNode = colorNode;

  		if ( ColorManagement.enabled === false || source === target || ! source || ! target ) {

  			return outputNode;

  		}

  		if ( ColorManagement.getTransfer( source ) === SRGBTransfer ) {

  			outputNode = vec4( sRGBTransferEOTF( outputNode.rgb ), outputNode.a );

  		}

  		if ( ColorManagement.getPrimaries( source ) !== ColorManagement.getPrimaries( target ) ) {

  			outputNode = vec4(
  				mat3( ColorManagement._getMatrix( new Matrix3(), source, target ) ).mul( outputNode.rgb ),
  				outputNode.a
  			);

  		}

  		if ( ColorManagement.getTransfer( target ) === SRGBTransfer ) {

  			outputNode = vec4( sRGBTransferOETF( outputNode.rgb ), outputNode.a );

  		}

  		return outputNode;

  	}

  }

  /**
   * TSL function for converting a given color node from the current working color space to the given color space.
   *
   * @tsl
   * @function
   * @param {Node} node - Represents the node to convert.
   * @param {string} targetColorSpace - The target color space.
   * @returns {ColorSpaceNode}
   */
  const workingToColorSpace = ( node, targetColorSpace ) => new ColorSpaceNode( nodeObject( node ), WORKING_COLOR_SPACE, targetColorSpace );

  /**
   * TSL function for converting a given color node from the given color space to the current working color space.
   *
   * @tsl
   * @function
   * @param {Node} node - Represents the node to convert.
   * @param {string} sourceColorSpace - The source color space.
   * @returns {ColorSpaceNode}
   */
  const colorSpaceToWorking = ( node, sourceColorSpace ) => new ColorSpaceNode( nodeObject( node ), sourceColorSpace, WORKING_COLOR_SPACE );

  addMethodChaining( 'workingToColorSpace', workingToColorSpace );
  addMethodChaining( 'colorSpaceToWorking', colorSpaceToWorking );

  // TODO: Avoid duplicated code and use only ReferenceBaseNode or ReferenceNode

  /**
   * This class is only relevant if the referenced property is array-like.
   * In this case, `ReferenceElementNode` allows to refer to a specific
   * element inside the data structure via an index.
   *
   * @augments ArrayElementNode
   */
  let ReferenceElementNode$1 = class ReferenceElementNode extends ArrayElementNode {

  	static get type() {

  		return 'ReferenceElementNode';

  	}

  	/**
  	 * Constructs a new reference element node.
  	 *
  	 * @param {ReferenceBaseNode} referenceNode - The reference node.
  	 * @param {Node} indexNode - The index node that defines the element access.
  	 */
  	constructor( referenceNode, indexNode ) {

  		super( referenceNode, indexNode );

  		/**
  		 * Similar to {@link ReferenceBaseNode#reference}, an additional
  		 * property references to the current node.
  		 *
  		 * @type {?ReferenceBaseNode}
  		 * @default null
  		 */
  		this.referenceNode = referenceNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isReferenceElementNode = true;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from
  	 * the uniform type of the reference node.
  	 *
  	 * @return {string} The node type.
  	 */
  	getNodeType() {

  		return this.referenceNode.uniformType;

  	}

  	generate( builder ) {

  		const snippet = super.generate( builder );
  		const arrayType = this.referenceNode.getNodeType();
  		const elementType = this.getNodeType();

  		return builder.format( snippet, arrayType, elementType );

  	}

  };

  /**
   * Base class for nodes which establishes a reference to a property of another object.
   * In this way, the value of the node is automatically linked to the value of
   * referenced object. Reference nodes internally represent the linked value
   * as a uniform.
   *
   * @augments Node
   */
  class ReferenceBaseNode extends Node {

  	static get type() {

  		return 'ReferenceBaseNode';

  	}

  	/**
  	 * Constructs a new reference base node.
  	 *
  	 * @param {string} property - The name of the property the node refers to.
  	 * @param {string} uniformType - The uniform type that should be used to represent the property value.
  	 * @param {?Object} [object=null] - The object the property belongs to.
  	 * @param {?number} [count=null] - When the linked property is an array-like, this parameter defines its length.
  	 */
  	constructor( property, uniformType, object = null, count = null ) {

  		super();

  		/**
  		 * The name of the property the node refers to.
  		 *
  		 * @type {string}
  		 */
  		this.property = property;

  		/**
  		 * The uniform type that should be used to represent the property value.
  		 *
  		 * @type {string}
  		 */
  		this.uniformType = uniformType;

  		/**
  		 * The object the property belongs to.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.object = object;

  		/**
  		 * When the linked property is an array, this parameter defines its length.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this.count = count;

  		/**
  		 * The property name might have dots so nested properties can be referred.
  		 * The hierarchy of the names is stored inside this array.
  		 *
  		 * @type {Array<string>}
  		 */
  		this.properties = property.split( '.' );

  		/**
  		 * Points to the current referred object. This property exists next to {@link ReferenceNode#object}
  		 * since the final reference might be updated from calling code.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.reference = object;

  		/**
  		 * The uniform node that holds the value of the reference node.
  		 *
  		 * @type {UniformNode}
  		 * @default null
  		 */
  		this.node = null;

  		/**
  		 * The uniform group of the internal uniform.
  		 *
  		 * @type {UniformGroupNode}
  		 * @default null
  		 */
  		this.group = null;

  		/**
  		 * Overwritten since reference nodes are updated per object.
  		 *
  		 * @type {string}
  		 * @default 'object'
  		 */
  		this.updateType = NodeUpdateType.OBJECT;

  	}

  	/**
  	 * Sets the uniform group for this reference node.
  	 *
  	 * @param {UniformGroupNode} group - The uniform group to set.
  	 * @return {ReferenceBaseNode} A reference to this node.
  	 */
  	setGroup( group ) {

  		this.group = group;

  		return this;

  	}

  	/**
  	 * When the referred property is array-like, this method can be used
  	 * to access elements via an index node.
  	 *
  	 * @param {IndexNode} indexNode - indexNode.
  	 * @return {ReferenceElementNode} A reference to an element.
  	 */
  	element( indexNode ) {

  		return new ReferenceElementNode$1( this, nodeObject( indexNode ) );

  	}

  	/**
  	 * Sets the node type which automatically defines the internal
  	 * uniform type.
  	 *
  	 * @param {string} uniformType - The type to set.
  	 */
  	setNodeType( uniformType ) {

  		const node = uniform( null, uniformType );

  		if ( this.group !== null ) {

  			node.setGroup( this.group );

  		}

  		this.node = node;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from
  	 * the type of the reference node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		if ( this.node === null ) {

  			this.updateReference( builder );
  			this.updateValue();

  		}

  		return this.node.getNodeType( builder );

  	}

  	/**
  	 * Returns the property value from the given referred object.
  	 *
  	 * @param {Object} [object=this.reference] - The object to retrieve the property value from.
  	 * @return {any} The value.
  	 */
  	getValueFromReference( object = this.reference ) {

  		const { properties } = this;

  		let value = object[ properties[ 0 ] ];

  		for ( let i = 1; i < properties.length; i ++ ) {

  			value = value[ properties[ i ] ];

  		}

  		return value;

  	}

  	/**
  	 * Allows to update the reference based on the given state. The state is only
  	 * evaluated {@link ReferenceBaseNode#object} is not set.
  	 *
  	 * @param {(NodeFrame|NodeBuilder)} state - The current state.
  	 * @return {Object} The updated reference.
  	 */
  	updateReference( state ) {

  		this.reference = this.object !== null ? this.object : state.object;

  		return this.reference;

  	}

  	/**
  	 * The output of the reference node is the internal uniform node.
  	 *
  	 * @return {UniformNode} The output node.
  	 */
  	setup() {

  		this.updateValue();

  		return this.node;

  	}

  	/**
  	 * Overwritten to update the internal uniform value.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( /*frame*/ ) {

  		this.updateValue();

  	}

  	/**
  	 * Retrieves the value from the referred object property and uses it
  	 * to updated the internal uniform.
  	 */
  	updateValue() {

  		if ( this.node === null ) this.setNodeType( this.uniformType );

  		const value = this.getValueFromReference();

  		if ( Array.isArray( value ) ) {

  			this.node.array = value;

  		} else {

  			this.node.value = value;

  		}

  	}

  }

  /**
   * TSL function for creating a reference base node.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the property the node refers to.
   * @param {string} type - The uniform type that should be used to represent the property value.
   * @param {Object} object - The object the property belongs to.
   * @returns {ReferenceBaseNode}
   */
  const reference$1 = ( name, type, object ) => new ReferenceBaseNode( name, type, object );

  /**
   * This node is a special type of reference node which is intended
   * for linking renderer properties with node values.
   * ```js
   * const exposureNode = rendererReference( 'toneMappingExposure', 'float', renderer );
   * ```
   * When changing `renderer.toneMappingExposure`, the node value of `exposureNode` will
   * automatically be updated.
   *
   * @augments ReferenceBaseNode
   */
  class RendererReferenceNode extends ReferenceBaseNode {

  	static get type() {

  		return 'RendererReferenceNode';

  	}

  	/**
  	 * Constructs a new renderer reference node.
  	 *
  	 * @param {string} property - The name of the property the node refers to.
  	 * @param {string} inputType - The uniform type that should be used to represent the property value.
  	 * @param {?Renderer} [renderer=null] - The renderer the property belongs to. When no renderer is set,
  	 * the node refers to the renderer of the current state.
  	 */
  	constructor( property, inputType, renderer = null ) {

  		super( property, inputType, renderer );

  		/**
  		 * The renderer the property belongs to. When no renderer is set,
  		 * the node refers to the renderer of the current state.
  		 *
  		 * @type {?Renderer}
  		 * @default null
  		 */
  		this.renderer = renderer;

  		this.setGroup( renderGroup );

  	}

  	/**
  	 * Updates the reference based on the given state. The state is only evaluated
  	 * {@link RendererReferenceNode#renderer} is not set.
  	 *
  	 * @param {(NodeFrame|NodeBuilder)} state - The current state.
  	 * @return {Object} The updated reference.
  	 */
  	updateReference( state ) {

  		this.reference = this.renderer !== null ? this.renderer : state.renderer;

  		return this.reference;

  	}

  }

  /**
   * TSL function for creating a renderer reference node.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the property the node refers to.
   * @param {string} type - The uniform type that should be used to represent the property value.
   * @param {?Renderer} [renderer=null] - The renderer the property belongs to. When no renderer is set,
   * the node refers to the renderer of the current state.
   * @returns {RendererReferenceNode}
   */
  const rendererReference = ( name, type, renderer = null ) => new RendererReferenceNode( name, type, renderer );

  /**
   * This node represents a tone mapping operation.
   *
   * @augments TempNode
   */
  class ToneMappingNode extends TempNode {

  	static get type() {

  		return 'ToneMappingNode';

  	}

  	/**
  	 * Constructs a new tone mapping node.
  	 *
  	 * @param {number} toneMapping - The tone mapping type.
  	 * @param {Node} exposureNode - The tone mapping exposure.
  	 * @param {Node} [colorNode=null] - The color node to process.
  	 */
  	constructor( toneMapping, exposureNode = toneMappingExposure, colorNode = null ) {

  		super( 'vec3' );

  		/**
  		 * The tone mapping type.
  		 *
  		 * @private
  		 * @type {number}
  		 */
  		this._toneMapping = toneMapping;

  		/**
  		 * The tone mapping exposure.
  		 *
  		 * @type {Node}
  		 * @default null
  		 */
  		this.exposureNode = exposureNode;

  		/**
  		 * Represents the color to process.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.colorNode = colorNode;

  	}

  	/**
  	 * Overwrites the default `customCacheKey()` implementation by including the tone
  	 * mapping type into the cache key.
  	 *
  	 * @return {number} The hash.
  	 */
  	customCacheKey() {

  		return hash$1( this._toneMapping );

  	}

  	/**
  	 * Sets the tone mapping type.
  	 *
  	 * @param {number} value - The tone mapping type.
  	 * @return {ToneMappingNode} A reference to this node.
  	 */
  	setToneMapping( value ) {

  		this._toneMapping = value;

  		return this;

  	}

  	/**
  	 * Gets the tone mapping type.
  	 *
  	 * @returns {number} The tone mapping type.
  	 */
  	getToneMapping() {

  		return this._toneMapping;

  	}

  	setup( builder ) {

  		const colorNode = this.colorNode || builder.context.color;
  		const toneMapping = this._toneMapping;

  		if ( toneMapping === NoToneMapping ) return colorNode;

  		let outputNode = null;

  		const toneMappingFn = builder.renderer.library.getToneMappingFunction( toneMapping );

  		if ( toneMappingFn !== null ) {

  			outputNode = vec4( toneMappingFn( colorNode.rgb, this.exposureNode ), colorNode.a );

  		} else {

  			error( 'ToneMappingNode: Unsupported Tone Mapping configuration.', toneMapping );

  			outputNode = colorNode;

  		}

  		return outputNode;

  	}

  }

  /**
   * TSL function for creating a tone mapping node.
   *
   * @tsl
   * @function
   * @param {number} mapping - The tone mapping type.
   * @param {Node<float> | number} exposure - The tone mapping exposure.
   * @param {Node<vec3> | Color} color - The color node to process.
   * @returns {ToneMappingNode<vec3>}
   */
  const toneMapping = ( mapping, exposure, color ) => new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) );

  /**
   * TSL object that represents the global tone mapping exposure of the renderer.
   *
   * @tsl
   * @type {RendererReferenceNode<vec3>}
   */
  const toneMappingExposure = /*@__PURE__*/ rendererReference( 'toneMappingExposure', 'float' );

  addMethodChaining( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) );

  /**
   * Internal buffer attribute library.
   *
   * @private
   * @type {WeakMap<TypedArray, InterleavedBuffer>}
   */
  const _bufferLib = new WeakMap();

  /**
   * Internal method for retrieving or creating interleaved buffers.
   *
   * @private
   * @param {TypedArray} value - The attribute data.
   * @param {number} itemSize - The attribute item size.
   * @returns {InterleavedBuffer} The interleaved buffer.
   */
  function _getBufferAttribute( value, itemSize ) {

  	let buffer = _bufferLib.get( value );

  	if ( buffer === undefined ) {

  		buffer = new InterleavedBuffer( value, itemSize );

  		_bufferLib.set( value, buffer );

  	}

  	return buffer;

  }

  /**
   * In earlier `three.js` versions it was only possible to define attribute data
   * on geometry level. With `BufferAttributeNode`, it is also possible to do this
   * on the node level.
   * ```js
   * const geometry = new THREE.PlaneGeometry();
   * const positionAttribute = geometry.getAttribute( 'position' );
   *
   * const colors = [];
   * for ( let i = 0; i < position.count; i ++ ) {
   * 	colors.push( 1, 0, 0 );
   * }
   *
   * material.colorNode = bufferAttribute( new THREE.Float32BufferAttribute( colors, 3 ) );
   * ```
   * This new approach is especially interesting when geometry data are generated via
   * compute shaders. The below line converts a storage buffer into an attribute node.
   * ```js
   * material.positionNode = positionBuffer.toAttribute();
   * ```
   * @augments InputNode
   */
  class BufferAttributeNode extends InputNode {

  	static get type() {

  		return 'BufferAttributeNode';

  	}

  	/**
  	 * Constructs a new buffer attribute node.
  	 *
  	 * @param {BufferAttribute|InterleavedBuffer|TypedArray} value - The attribute data.
  	 * @param {?string} [bufferType=null] - The buffer type (e.g. `'vec3'`).
  	 * @param {number} [bufferStride=0] - The buffer stride.
  	 * @param {number} [bufferOffset=0] - The buffer offset.
  	 */
  	constructor( value, bufferType = null, bufferStride = 0, bufferOffset = 0 ) {

  		super( value, bufferType );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBufferNode = true;

  		/**
  		 * The buffer type (e.g. `'vec3'`).
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.bufferType = bufferType;

  		/**
  		 * The buffer stride.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.bufferStride = bufferStride;

  		/**
  		 * The buffer offset.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.bufferOffset = bufferOffset;

  		/**
  		 * The usage property. Set this to `THREE.DynamicDrawUsage` via `.setUsage()`,
  		 * if you are planning to update the attribute data per frame.
  		 *
  		 * @type {number}
  		 * @default StaticDrawUsage
  		 */
  		this.usage = StaticDrawUsage;

  		/**
  		 * Whether the attribute is instanced or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.instanced = false;

  		/**
  		 * A reference to the buffer attribute.
  		 *
  		 * @type {?BufferAttribute}
  		 * @default null
  		 */
  		this.attribute = null;

  		/**
  		 * `BufferAttributeNode` sets this property to `true` by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  		if ( value && value.isBufferAttribute === true && value.itemSize <= 4 ) {

  			this.attribute = value;
  			this.usage = value.usage;
  			this.instanced = value.isInstancedBufferAttribute;

  		}

  	}

  	/**
  	 * This method is overwritten since the attribute data might be shared
  	 * and thus the hash should be shared as well.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The hash.
  	 */
  	getHash( builder ) {

  		if ( this.bufferStride === 0 && this.bufferOffset === 0 ) {

  			let bufferData = builder.globalCache.getData( this.value );

  			if ( bufferData === undefined ) {

  				bufferData = {
  					node: this
  				};

  				builder.globalCache.setData( this.value, bufferData );

  			}

  			return bufferData.node.uuid;

  		}

  		return this.uuid;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from
  	 * the buffer attribute.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		if ( this.bufferType === null ) {

  			this.bufferType = builder.getTypeFromAttribute( this.attribute );

  		}

  		return this.bufferType;

  	}

  	/**
  	 * Depending on which value was passed to the node, `setup()` behaves
  	 * differently. If no instance of `BufferAttribute` was passed, the method
  	 * creates an internal attribute and configures it respectively.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setup( builder ) {

  		if ( this.attribute !== null ) return;

  		//

  		const type = this.getNodeType( builder );
  		const itemSize = builder.getTypeLength( type );
  		const value = this.value;
  		const stride = this.bufferStride || itemSize;
  		const offset = this.bufferOffset;

  		let buffer;

  		if ( value.isInterleavedBuffer === true ) {

  			buffer = value;

  		} else if ( value.isBufferAttribute === true ) {

  			buffer = _getBufferAttribute( value.array, stride );

  		} else {

  			buffer = _getBufferAttribute( value, stride );

  		}

  		const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );

  		buffer.setUsage( this.usage );

  		this.attribute = bufferAttribute;
  		this.attribute.isInstancedBufferAttribute = this.instanced; // @TODO: Add a possible: InstancedInterleavedBufferAttribute

  	}

  	/**
  	 * Generates the code snippet of the buffer attribute node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The generated code snippet.
  	 */
  	generate( builder ) {

  		const nodeType = this.getNodeType( builder );

  		const nodeAttribute = builder.getBufferAttributeFromNode( this, nodeType );
  		const propertyName = builder.getPropertyName( nodeAttribute );

  		let output = null;

  		if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {

  			this.name = propertyName;

  			output = propertyName;

  		} else {

  			const nodeVarying = varying( this );

  			output = nodeVarying.build( builder, nodeType );

  		}

  		return output;

  	}

  	/**
  	 * Overwrites the default implementation to return a fixed value `'bufferAttribute'`.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( /*builder*/ ) {

  		return 'bufferAttribute';

  	}

  	/**
  	 * Sets the `usage` property to the given value.
  	 *
  	 * @param {number} value - The usage to set.
  	 * @return {BufferAttributeNode} A reference to this node.
  	 */
  	setUsage( value ) {

  		this.usage = value;

  		if ( this.attribute && this.attribute.isBufferAttribute === true ) {

  			this.attribute.usage = value;

  		}

  		return this;

  	}

  	/**
  	 * Sets the `instanced` property to the given value.
  	 *
  	 * @param {boolean} value - The value to set.
  	 * @return {BufferAttributeNode} A reference to this node.
  	 */
  	setInstanced( value ) {

  		this.instanced = value;

  		return this;

  	}

  }

  /**
   * Internal method for creating buffer attribute nodes.
   *
   * @private
   * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
   * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
   * @param {number} [stride=0] - The buffer stride.
   * @param {number} [offset=0] - The buffer offset.
   * @param {number} [usage=StaticDrawUsage] - The buffer usage.
   * @param {boolean} [instanced=false] - Whether the buffer is instanced.
   * @returns {BufferAttributeNode|Node} The buffer attribute node.
   */
  function createBufferAttribute( array, type = null, stride = 0, offset = 0, usage = StaticDrawUsage, instanced = false ) {

  	if ( type === 'mat3' || ( type === null && array.itemSize === 9 ) ) {

  		return mat3(
  			new BufferAttributeNode( array, 'vec3', 9, 0 ).setUsage( usage ).setInstanced( instanced ),
  			new BufferAttributeNode( array, 'vec3', 9, 3 ).setUsage( usage ).setInstanced( instanced ),
  			new BufferAttributeNode( array, 'vec3', 9, 6 ).setUsage( usage ).setInstanced( instanced )
  		);

  	} else if ( type === 'mat4' || ( type === null && array.itemSize === 16 ) ) {

  		return mat4(
  			new BufferAttributeNode( array, 'vec4', 16, 0 ).setUsage( usage ).setInstanced( instanced ),
  			new BufferAttributeNode( array, 'vec4', 16, 4 ).setUsage( usage ).setInstanced( instanced ),
  			new BufferAttributeNode( array, 'vec4', 16, 8 ).setUsage( usage ).setInstanced( instanced ),
  			new BufferAttributeNode( array, 'vec4', 16, 12 ).setUsage( usage ).setInstanced( instanced )
  		);

  	}

  	return new BufferAttributeNode( array, type, stride, offset ).setUsage( usage );

  }

  /**
   * TSL function for creating a buffer attribute node.
   *
   * @tsl
   * @function
   * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
   * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
   * @param {number} [stride=0] - The buffer stride.
   * @param {number} [offset=0] - The buffer offset.
   * @returns {BufferAttributeNode|Node}
   */
  const bufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => createBufferAttribute( array, type, stride, offset );

  /**
   * TSL function for creating a buffer attribute node but with enabled instancing
   *
   * @tsl
   * @function
   * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
   * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
   * @param {number} [stride=0] - The buffer stride.
   * @param {number} [offset=0] - The buffer offset.
   * @returns {BufferAttributeNode|Node}
   */
  const instancedBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => createBufferAttribute( array, type, stride, offset, StaticDrawUsage, true );

  /**
   * TSL function for creating a buffer attribute node but with dynamic draw usage and enabled instancing
   *
   * @tsl
   * @function
   * @param {BufferAttribute|InterleavedBuffer|TypedArray} array - The attribute data.
   * @param {?string} [type=null] - The buffer type (e.g. `'vec3'`).
   * @param {number} [stride=0] - The buffer stride.
   * @param {number} [offset=0] - The buffer offset.
   * @returns {BufferAttributeNode|Node}
   */
  const instancedDynamicBufferAttribute = ( array, type = null, stride = 0, offset = 0 ) => createBufferAttribute( array, type, stride, offset, DynamicDrawUsage, true );

  addMethodChaining( 'toAttribute', ( bufferNode ) => bufferAttribute( bufferNode.value ) );

  /**
   * TODO
   *
   * @augments Node
   */
  class ComputeNode extends Node {

  	static get type() {

  		return 'ComputeNode';

  	}

  	/**
  	 * Constructs a new compute node.
  	 *
  	 * @param {Node} computeNode - TODO
  	 * @param {Array<number>} workgroupSize - TODO.
  	 */
  	constructor( computeNode, workgroupSize ) {

  		super( 'void' );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isComputeNode = true;

  		/**
  		 * TODO
  		 *
  		 * @type {Node}
  		 */
  		this.computeNode = computeNode;


  		/**
  		 * TODO
  		 *
  		 * @type {Array<number>}
  		 * @default [ 64 ]
  		 */
  		this.workgroupSize = workgroupSize;

  		/**
  		 * TODO
  		 *
  		 * @type {number|Array<number>}
  		 */
  		this.count = null;

  		/**
  		 * TODO
  		 *
  		 * @type {number}
  		 */
  		this.version = 1;

  		/**
  		 * The name or label of the uniform.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.name = '';

  		/**
  		 * The `updateBeforeType` is set to `NodeUpdateType.OBJECT` since {@link ComputeNode#updateBefore}
  		 * is executed once per object by default.
  		 *
  		 * @type {string}
  		 * @default 'object'
  		 */
  		this.updateBeforeType = NodeUpdateType.OBJECT;

  		/**
  		 * TODO
  		 *
  		 * @type {?Function}
  		 */
  		this.onInitFunction = null;

  	}

  	/**
  	 * TODO
  	 *
  	 * @param {number|Array<number>} count - Array with [ x, y, z ] values for dispatch or a single number for the count
  	 * @return {ComputeNode}
  	 */
  	setCount( count ) {

  		this.count = count;

  		return this;

  	}

  	/**
  	 * TODO
  	 *
  	 * @return {number|Array<number>}
  	 */
  	getCount() {

  		return this.count;

  	}

  	/**
  	 * Executes the `dispose` event for this node.
  	 */
  	dispose() {

  		this.dispatchEvent( { type: 'dispose' } );

  	}

  	/**
  	 * Sets the {@link ComputeNode#name} property.
  	 *
  	 * @param {string} name - The name of the uniform.
  	 * @return {ComputeNode} A reference to this node.
  	 */
  	setName( name ) {

  		this.name = name;

  		return this;

  	}

  	/**
  	 * Sets the {@link ComputeNode#name} property.
  	 *
  	 * @deprecated
  	 * @param {string} name - The name of the uniform.
  	 * @return {ComputeNode} A reference to this node.
  	 */
  	label( name ) {

  		warn( 'TSL: "label()" has been deprecated. Use "setName()" instead.', new StackTrace() ); // @deprecated r179

  		return this.setName( name );

  	}

  	/**
  	 * TODO
  	 *
  	 * @param {Function} callback - TODO.
  	 * @return {ComputeNode} A reference to this node.
  	 */
  	onInit( callback ) {

  		this.onInitFunction = callback;

  		return this;

  	}

  	/**
  	 * The method execute the compute for this node.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	updateBefore( { renderer } ) {

  		renderer.compute( this );

  	}

  	setup( builder ) {

  		const result = this.computeNode.build( builder );

  		if ( result ) {

  			const properties = builder.getNodeProperties( this );
  			properties.outputComputeNode = result.outputNode;

  			result.outputNode = null;

  		}

  		return result;

  	}

  	generate( builder, output ) {

  		const { shaderStage } = builder;

  		if ( shaderStage === 'compute' ) {

  			const snippet = this.computeNode.build( builder, 'void' );

  			if ( snippet !== '' ) {

  				builder.addLineFlowCode( snippet, this );

  			}

  		} else {

  			const properties = builder.getNodeProperties( this );
  			const outputComputeNode = properties.outputComputeNode;

  			if ( outputComputeNode ) {

  				return outputComputeNode.build( builder, output );

  			}

  		}

  	}

  }

  /**
   * TSL function for creating a compute kernel node.
   *
   * @tsl
   * @function
   * @param {Node} node - TODO
   * @param {Array<number>} [workgroupSize=[64]] - TODO.
   * @returns {AtomicFunctionNode}
   */
  const computeKernel = ( node, workgroupSize = [ 64 ] ) => {

  	if ( workgroupSize.length === 0 || workgroupSize.length > 3 ) {

  		error( 'TSL: compute() workgroupSize must have 1, 2, or 3 elements', new StackTrace() );

  	}

  	for ( let i = 0; i < workgroupSize.length; i ++ ) {

  		const val = workgroupSize[ i ];

  		if ( typeof val !== 'number' || val <= 0 || ! Number.isInteger( val ) ) {

  			error( `TSL: compute() workgroupSize element at index [ ${ i } ] must be a positive integer`, new StackTrace() );

  		}

  	}

  	// Implicit fill-up to [ x, y, z ] with 1s, just like WGSL treats @workgroup_size when fewer dimensions are specified

  	while ( workgroupSize.length < 3 ) workgroupSize.push( 1 );

  	//

  	return new ComputeNode( nodeObject( node ), workgroupSize );

  };

  /**
   * TSL function for creating a compute node.
   *
   * @tsl
   * @function
   * @param {Node} node - TODO
   * @param {number|Array<number>} count - TODO.
   * @param {Array<number>} [workgroupSize=[64]] - TODO.
   * @returns {AtomicFunctionNode}
   */
  const compute = ( node, count, workgroupSize ) => computeKernel( node, workgroupSize ).setCount( count );

  addMethodChaining( 'compute', compute );
  addMethodChaining( 'computeKernel', computeKernel );

  /**
   * This node can be used as a cache management component for another node.
   * Caching is in general used by default in {@link NodeBuilder} but this node
   * allows the usage of a shared parent cache during the build process.
   *
   * @augments Node
   */
  class IsolateNode extends Node {

  	static get type() {

  		return 'IsolateNode';

  	}

  	/**
  	 * Constructs a new cache node.
  	 *
  	 * @param {Node} node - The node that should be cached.
  	 * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
  	 */
  	constructor( node, parent = true ) {

  		super();

  		/**
  		 * The node that should be cached.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * Whether this node refers to a shared parent cache or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.parent = parent;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isIsolateNode = true;

  	}

  	getNodeType( builder ) {

  		const previousCache = builder.getCache();
  		const cache = builder.getCacheFromNode( this, this.parent );

  		builder.setCache( cache );

  		const nodeType = this.node.getNodeType( builder );

  		builder.setCache( previousCache );

  		return nodeType;

  	}

  	build( builder, ...params ) {

  		const previousCache = builder.getCache();
  		const cache = builder.getCacheFromNode( this, this.parent );

  		builder.setCache( cache );

  		const data = this.node.build( builder, ...params );

  		builder.setCache( previousCache );

  		return data;

  	}

  	setParent( parent ) {

  		this.parent = parent;

  		return this;

  	}

  	getParent() {

  		return this.parent;

  	}

  }

  /**
   * TSL function for creating a cache node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node that should be cached.
   * @returns {IsolateNode}
   */
  const isolate = ( node ) => new IsolateNode( nodeObject( node ) );

  /**
   * TSL function for creating a cache node.
   *
   * @tsl
   * @function
   * @deprecated
   * @param {Node} node - The node that should be cached.
   * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
   * @returns {IsolateNode}
   */
  function cache( node, parent = true ) {

  	warn( 'TSL: "cache()" has been deprecated. Use "isolate()" instead.' ); // @deprecated r181

  	return isolate( node ).setParent( parent );

  }

  addMethodChaining( 'cache', cache );
  addMethodChaining( 'isolate', isolate );

  /**
   * The class generates the code of a given node but returns another node in the output.
   * This can be used to call a method or node that does not return a value, i.e.
   * type `void` on an input where returning a value is required. Example:
   *
   * ```js
   * material.colorNode = myColor.bypass( runVoidFn() )
   *```
   *
   * @augments Node
   */
  class BypassNode extends Node {

  	static get type() {

  		return 'BypassNode';

  	}

  	/**
  	 * Constructs a new bypass node.
  	 *
  	 * @param {Node} outputNode - The output node.
  	 * @param {Node} callNode - The call node.
  	 */
  	constructor( outputNode, callNode ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBypassNode = true;

  		/**
  		 * The output node.
  		 *
  		 * @type {Node}
  		 */
  		this.outputNode = outputNode;

  		/**
  		 * The call node.
  		 *
  		 * @type {Node}
  		 */
  		this.callNode = callNode;

  	}

  	getNodeType( builder ) {

  		return this.outputNode.getNodeType( builder );

  	}

  	generate( builder ) {

  		const snippet = this.callNode.build( builder, 'void' );

  		if ( snippet !== '' ) {

  			builder.addLineFlowCode( snippet, this );

  		}

  		return this.outputNode.build( builder );

  	}

  }

  /**
   * TSL function for creating a bypass node.
   *
   * @tsl
   * @function
   * @param {Node} outputNode - The output node.
   * @param {Node} callNode - The call node.
   * @returns {BypassNode}
   */
  const bypass = /*@__PURE__*/ nodeProxy( BypassNode ).setParameterLength( 2 );

  addMethodChaining( 'bypass', bypass );

  /**
   * This node allows to remap a node value from one range into another. E.g a value of
   * `0.4` in the range `[ 0.3, 0.5 ]` should be remapped into the normalized range `[ 0, 1 ]`.
   * `RemapNode` takes care of that and converts the original value of `0.4` to `0.5`.
   *
   * @augments Node
   */
  class RemapNode extends Node {

  	static get type() {

  		return 'RemapNode';

  	}

  	/**
  	 * Constructs a new remap node.
  	 *
  	 * @param {Node} node - The node that should be remapped.
  	 * @param {Node} inLowNode - The source or current lower bound of the range.
  	 * @param {Node} inHighNode - The source or current upper bound of the range.
  	 * @param {Node} [outLowNode=float(0)] - The target lower bound of the range.
  	 * @param {Node} [outHighNode=float(1)] - The target upper bound of the range.
  	 */
  	constructor( node, inLowNode, inHighNode, outLowNode = float( 0 ), outHighNode = float( 1 ) ) {

  		super();

  		/**
  		 * The node that should be remapped.
  		 *
  		 * @type {Node}
  		 */
  		this.node = node;

  		/**
  		 * The source or current lower bound of the range.
  		 *
  		 * @type {Node}
  		 */
  		this.inLowNode = inLowNode;

  		/**
  		 * The source or current upper bound of the range.
  		 *
  		 * @type {Node}
  		 */
  		this.inHighNode = inHighNode;

  		/**
  		 * The target lower bound of the range.
  		 *
  		 * @type {Node}
  		 * @default float(0)
  		 */
  		this.outLowNode = outLowNode;

  		/**
  		 * The target upper bound of the range.
  		 *
  		 * @type {Node}
  		 * @default float(1)
  		 */
  		this.outHighNode = outHighNode;

  		/**
  		 * Whether the node value should be clamped before
  		 * remapping it to the target range.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.doClamp = true;

  	}

  	setup() {

  		const { node, inLowNode, inHighNode, outLowNode, outHighNode, doClamp } = this;

  		let t = node.sub( inLowNode ).div( inHighNode.sub( inLowNode ) );

  		if ( doClamp === true ) t = t.clamp();

  		return t.mul( outHighNode.sub( outLowNode ) ).add( outLowNode );

  	}

  }

  /**
   * TSL function for creating a remap node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node that should be remapped.
   * @param {Node} inLowNode - The source or current lower bound of the range.
   * @param {Node} inHighNode - The source or current upper bound of the range.
   * @param {?Node} [outLowNode=float(0)] - The target lower bound of the range.
   * @param {?Node} [outHighNode=float(1)] - The target upper bound of the range.
   * @returns {RemapNode}
   */
  const remap = /*@__PURE__*/ nodeProxy( RemapNode, null, null, { doClamp: false } ).setParameterLength( 3, 5 );

  /**
   * TSL function for creating a remap node, but with enabled clamping.
   *
   * @tsl
   * @function
   * @param {Node} node - The node that should be remapped.
   * @param {Node} inLowNode - The source or current lower bound of the range.
   * @param {Node} inHighNode - The source or current upper bound of the range.
   * @param {?Node} [outLowNode=float(0)] - The target lower bound of the range.
   * @param {?Node} [outHighNode=float(1)] - The target upper bound of the range.
   * @returns {RemapNode}
   */
  const remapClamp = /*@__PURE__*/ nodeProxy( RemapNode ).setParameterLength( 3, 5 );

  addMethodChaining( 'remap', remap );
  addMethodChaining( 'remapClamp', remapClamp );

  /**
   * This class can be used to implement basic expressions in shader code.
   * Basic examples for that are `return`, `continue` or `discard` statements.
   *
   * @augments Node
   */
  class ExpressionNode extends Node {

  	static get type() {

  		return 'ExpressionNode';

  	}

  	/**
  	 * Constructs a new expression node.
  	 *
  	 * @param {string} [snippet=''] - The native code snippet.
  	 * @param {string} [nodeType='void'] - The node type.
  	 */
  	constructor( snippet = '', nodeType = 'void' ) {

  		super( nodeType );

  		/**
  		 * The native code snippet.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.snippet = snippet;

  	}

  	generate( builder, output ) {

  		const type = this.getNodeType( builder );
  		const snippet = this.snippet;

  		if ( type === 'void' ) {

  			builder.addLineFlowCode( snippet, this );

  		} else {

  			return builder.format( snippet, type, output );

  		}

  	}

  }

  /**
   * TSL function for creating an expression node.
   *
   * @tsl
   * @function
   * @param {string} [snippet] - The native code snippet.
   * @param {?string} [nodeType='void'] - The node type.
   * @returns {ExpressionNode}
   */
  const expression = /*@__PURE__*/ nodeProxy( ExpressionNode ).setParameterLength( 1, 2 );

  /**
   * Represents a `discard` shader operation in TSL.
   *
   * @tsl
   * @function
   * @param {?ConditionalNode} conditional - An optional conditional node. It allows to decide whether the discard should be executed or not.
   * @return {Node} The `discard` expression.
   */
  const Discard = ( conditional ) => ( conditional ? select$1( conditional, expression( 'discard' ) ) : expression( 'discard' ) ).toStack();

  addMethodChaining( 'discard', Discard );

  /**
   * Normally, tone mapping and color conversion happens automatically
   * before outputting pixel too the default (screen) framebuffer. In certain
   * post processing setups this happens to late because certain effects
   * require e.g. sRGB input. For such scenarios, `RenderOutputNode` can be used
   * to apply tone mapping and color space conversion at an arbitrary point
   * in the effect chain.
   *
   * When applying tone mapping and color space conversion manually with this node,
   * you have to set {@link RenderPipeline#outputColorTransform} to `false`.
   *
   * ```js
   * const postProcessing = new RenderPipeline( renderer );
   * postProcessing.outputColorTransform = false;
   *
   * const scenePass = pass( scene, camera );
   * const outputPass = renderOutput( scenePass );
   *
   * postProcessing.outputNode = outputPass;
   * ```
   *
   * @augments TempNode
   */
  class RenderOutputNode extends TempNode {

  	static get type() {

  		return 'RenderOutputNode';

  	}

  	/**
  	 * Constructs a new render output node.
  	 *
  	 * @param {Node} colorNode - The color node to process.
  	 * @param {?number} toneMapping - The tone mapping type.
  	 * @param {?string} outputColorSpace - The output color space.
  	 */
  	constructor( colorNode, toneMapping, outputColorSpace ) {

  		super( 'vec4' );

  		/**
  		 * The color node to process.
  		 *
  		 * @type {Node}
  		 */
  		this.colorNode = colorNode;

  		/**
  		 * The tone mapping type.
  		 *
  		 * @private
  		 * @type {?number}
  		 */
  		this._toneMapping = toneMapping;

  		/**
  		 * The output color space.
  		 *
  		 * @type {?string}
  		 */
  		this.outputColorSpace = outputColorSpace;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRenderOutputNode = true;

  	}

  	/**
  	 * Sets the tone mapping type.
  	 *
  	 * @param {number} value - The tone mapping type.
  	 * @return {ToneMappingNode} A reference to this node.
  	 */
  	setToneMapping( value ) {

  		this._toneMapping = value;

  		return this;

  	}

  	/**
  	 * Gets the tone mapping type.
  	 *
  	 * @returns {number} The tone mapping type.
  	 */
  	getToneMapping() {

  		return this._toneMapping;

  	}

  	setup( { context } ) {

  		let outputNode = this.colorNode || context.color;

  		// tone mapping

  		const toneMapping = ( this._toneMapping !== null ? this._toneMapping : context.toneMapping ) || NoToneMapping;
  		const outputColorSpace = ( this.outputColorSpace !== null ? this.outputColorSpace : context.outputColorSpace ) || NoColorSpace;

  		if ( toneMapping !== NoToneMapping ) {

  			outputNode = outputNode.toneMapping( toneMapping );

  		}

  		// working to output color space

  		if ( outputColorSpace !== NoColorSpace && outputColorSpace !== ColorManagement.workingColorSpace ) {

  			outputNode = outputNode.workingToColorSpace( outputColorSpace );

  		}

  		return outputNode;

  	}

  }

  /**
   * TSL function for creating a posterize node.
   *
   * @tsl
   * @function
   * @param {Node} color - The color node to process.
   * @param {?number} [toneMapping=null] - The tone mapping type.
   * @param {?string} [outputColorSpace=null] - The output color space.
   * @returns {RenderOutputNode}
   */
  const renderOutput = ( color, toneMapping = null, outputColorSpace = null ) => new RenderOutputNode( nodeObject( color ), toneMapping, outputColorSpace );

  addMethodChaining( 'renderOutput', renderOutput );

  class DebugNode extends TempNode {

  	static get type() {

  		return 'DebugNode';

  	}

  	constructor( node, callback = null ) {

  		super();

  		this.node = node;
  		this.callback = callback;

  	}

  	getNodeType( builder ) {

  		return this.node.getNodeType( builder );

  	}

  	setup( builder ) {

  		return this.node.build( builder );

  	}

  	analyze( builder ) {

  		return this.node.build( builder );

  	}

  	generate( builder ) {

  		const callback = this.callback;
  		const snippet = this.node.build( builder );

  		if ( callback !== null ) {

  			callback( builder, snippet );

  		} else {

  			const title = '--- TSL debug - ' + builder.shaderStage + ' shader ---';
  			const border = '-'.repeat( title.length );

  			let code = '';
  			code += '// #' + title + '#\n';
  			code += builder.flow.code.replace( /^\t/mg, '' ) + '\n';
  			code += '/* ... */ ' + snippet + ' /* ... */\n';
  			code += '// #' + border + '#\n';

  			log$1( code );

  		}

  		return snippet;

  	}

  }

  /**
   * TSL function for creating a debug node.
   *
   * @tsl
   * @function
   * @param {Node} node - The node to debug.
   * @param {?Function} [callback=null] - Optional callback function to handle the debug output.
   * @returns {DebugNode}
   */
  const debug = ( node, callback = null ) => new DebugNode( nodeObject( node ), callback ).toStack();

  addMethodChaining( 'debug', debug );

  /**
   * InspectorBase is the base class for all inspectors.
   *
   * @class InspectorBase
   */
  class InspectorBase {

  	/**
  	 * Creates a new InspectorBase.
  	 */
  	constructor() {

  		/**
  		 * The renderer associated with this inspector.
  		 *
  		 * @type {WebGLRenderer}
  		 * @private
  		 */
  		this._renderer = null;

  		/**
  		 * The current frame being processed.
  		 *
  		 * @type {Object}
  		 */
  		this.currentFrame = null;

  	}

  	/**
  	 * Returns the node frame for the current renderer.
  	 *
  	 * @return {Object} The node frame.
  	 */
  	get nodeFrame() {

  		return this._renderer._nodes.nodeFrame;

  	}

  	/**
  	 * Sets the renderer for this inspector.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer to associate with this inspector.
  	 * @return {InspectorBase} This inspector instance.
  	 */
  	setRenderer( renderer ) {

  		this._renderer = renderer;

  		return this;

  	}

  	/**
  	 * Returns the renderer associated with this inspector.
  	 *
  	 * @return {WebGLRenderer} The associated renderer.
  	 */
  	getRenderer() {

  		return this._renderer;

  	}

  	/**
  	 * Initializes the inspector.
  	 */
  	init() { }

  	/**
  	 * Called when a frame begins.
  	 */
  	begin() { }

  	/**
  	 * Called when a frame ends.
  	 */
  	finish() { }

  	/**
  	 * Inspects a node.
  	 *
  	 * @param {Node} node - The node to inspect.
  	 */
  	inspect( /*node*/ ) { }

  	/**
  	 * When a compute operation is performed.
  	 *
  	 * @param {ComputeNode} computeNode - The compute node being executed.
  	 * @param {number|Array<number>} dispatchSizeOrCount - The dispatch size or count.
  	 */
  	computeAsync( /*computeNode, dispatchSizeOrCount*/ ) { }

  	/**
  	 * Called when a compute operation begins.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @param {ComputeNode} computeNode - The compute node being executed.
  	 */
  	beginCompute( /*uid, computeNode*/ ) { }

  	/**
  	 * Called when a compute operation ends.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @param {ComputeNode} computeNode - The compute node being executed.
  	 */
  	finishCompute( /*uid*/ ) { }

  	/**
  	 * Called when a render operation begins.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @param {Scene} scene - The scene being rendered.
  	 * @param {Camera} camera - The camera being used for rendering.
  	 * @param {?WebGLRenderTarget} renderTarget - The render target, if any.
  	 */
  	beginRender( /*uid, scene, camera, renderTarget*/ ) { }

  	/**
  	 * Called when an animation loop ends.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 */
  	finishRender( /*uid*/ ) { }

  	/**
  	 * Called when a texture copy operation is performed.
  	 *
  	 * @param {Texture} srcTexture - The source texture.
  	 * @param {Texture} dstTexture - The destination texture.
  	 */
  	copyTextureToTexture( /*srcTexture, dstTexture*/ ) { }

  	/**
  	 * Called when a framebuffer copy operation is performed.
  	 *
  	 * @param {Texture} framebufferTexture - The texture associated with the framebuffer.
  	 */
  	copyFramebufferToTexture( /*framebufferTexture*/ ) { }

  }

  /**
   * InspectorNode is a wrapper node that allows inspection of node values during rendering.
   * It can be used to debug or analyze node outputs in the rendering pipeline.
   *
   * @augments Node
   */
  class InspectorNode extends Node {

  	/**
  	 * Returns the type of the node.
  	 *
  	 * @returns {string}
  	 */
  	static get type() {

  		return 'InspectorNode';

  	}

  	/**
  	 * Creates an InspectorNode.
  	 *
  	 * @param {Node} node - The node to inspect.
  	 * @param {string} [name=''] - Optional name for the inspector node.
  	 * @param {Function|null} [callback=null] - Optional callback to modify the node during setup.
  	 */
  	constructor( node, name = '', callback = null ) {

  		super();

  		this.node = node;
  		this.name = name;
  		this.callback = callback;

  		this.updateType = NodeUpdateType.FRAME;

  		this.isInspectorNode = true;

  	}

  	/**
  	 * Returns the name of the inspector node.
  	 *
  	 * @returns {string}
  	 */
  	getName() {

  		return this.name || this.node.name;

  	}

  	/**
  	 * Updates the inspector node, allowing inspection of the wrapped node.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( frame ) {

  		frame.renderer.inspector.inspect( this );

  	}

  	/**
  	 * Returns the type of the wrapped node.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @returns {string}
  	 */
  	getNodeType( builder ) {

  		return this.node.getNodeType( builder );

  	}

  	/**
  	 * Sets up the inspector node.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @returns {Node} The setup node.
  	 */
  	setup( builder ) {

  		let node = this.node;

  		if ( builder.context.inspector === true && this.callback !== null ) {

  			node = this.callback( node );

  		}

  		if ( builder.renderer.backend.isWebGPUBackend !== true && builder.renderer.inspector.constructor !== InspectorBase ) {

  			warnOnce( 'TSL: ".toInspector()" is only available with WebGPU.' );

  		}

  		return node;

  	}

  }

  /**
   * Creates an inspector node to wrap around a given node for inspection purposes.
   *
   * @tsl
   * @param {Node} node - The node to inspect.
   * @param {string} [name=''] - Optional name for the inspector node.
   * @param {Function|null} [callback=null] - Optional callback to modify the node during setup.
   * @returns {Node} The inspector node.
   */
  function inspector( node, name = '', callback = null ) {

  	node = nodeObject( node );

  	return node.before( new InspectorNode( node, name, callback ) );

  }

  addMethodChaining( 'toInspector', inspector );

  /**
   * Base class for representing shader attributes as nodes.
   *
   * @augments Node
   */
  class AttributeNode extends Node {

  	static get type() {

  		return 'AttributeNode';

  	}

  	/**
  	 * Constructs a new attribute node.
  	 *
  	 * @param {string} attributeName - The name of the attribute.
  	 * @param {?string} nodeType - The node type.
  	 */
  	constructor( attributeName, nodeType = null ) {

  		super( nodeType );

  		/**
  		 * `AttributeNode` sets this property to `true` by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  		this._attributeName = attributeName;

  	}

  	getHash( builder ) {

  		return this.getAttributeName( builder );

  	}

  	getNodeType( builder ) {

  		let nodeType = this.nodeType;

  		if ( nodeType === null ) {

  			const attributeName = this.getAttributeName( builder );

  			if ( builder.hasGeometryAttribute( attributeName ) ) {

  				const attribute = builder.geometry.getAttribute( attributeName );

  				nodeType = builder.getTypeFromAttribute( attribute );

  			} else {

  				nodeType = 'float';

  			}

  		}

  		return nodeType;

  	}

  	/**
  	 * Sets the attribute name to the given value. The method can be
  	 * overwritten in derived classes if the final name must be computed
  	 * analytically.
  	 *
  	 * @param {string} attributeName - The name of the attribute.
  	 * @return {AttributeNode} A reference to this node.
  	 */
  	setAttributeName( attributeName ) {

  		this._attributeName = attributeName;

  		return this;

  	}

  	/**
  	 * Returns the attribute name of this node. The method can be
  	 * overwritten in derived classes if the final name must be computed
  	 * analytically.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The attribute name.
  	 */
  	getAttributeName( /*builder*/ ) {

  		return this._attributeName;

  	}

  	generate( builder ) {

  		const attributeName = this.getAttributeName( builder );
  		const nodeType = this.getNodeType( builder );
  		const geometryAttribute = builder.hasGeometryAttribute( attributeName );

  		if ( geometryAttribute === true ) {

  			const attribute = builder.geometry.getAttribute( attributeName );
  			const attributeType = builder.getTypeFromAttribute( attribute );

  			const nodeAttribute = builder.getAttribute( attributeName, attributeType );

  			if ( builder.shaderStage === 'vertex' ) {

  				return builder.format( nodeAttribute.name, attributeType, nodeType );

  			} else {

  				const nodeVarying = varying( this );

  				return nodeVarying.build( builder, nodeType );

  			}

  		} else {

  			warn( `AttributeNode: Vertex attribute "${ attributeName }" not found on geometry.` );

  			return builder.generateConst( nodeType );

  		}

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.global = this.global;
  		data._attributeName = this._attributeName;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.global = data.global;
  		this._attributeName = data._attributeName;

  	}

  }

  /**
   * TSL function for creating an attribute node.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the attribute.
   * @param {?string} [nodeType=null] - The node type.
   * @returns {AttributeNode}
   */
  const attribute = ( name, nodeType = null ) => new AttributeNode( name, nodeType );

  /**
   * TSL function for creating an uv attribute node with the given index.
   *
   * @tsl
   * @function
   * @param {number} [index=0] - The uv index.
   * @return {AttributeNode<vec2>} The uv attribute node.
   */
  const uv$1 = ( index = 0 ) => attribute( 'uv' + ( index > 0 ? index : '' ), 'vec2' );

  /**
   * A node that represents the dimensions of a texture. The texture size is
   * retrieved in the shader via built-in shader functions like `textureDimensions()`
   * or `textureSize()`.
   *
   * @augments Node
   */
  class TextureSizeNode extends Node {

  	static get type() {

  		return 'TextureSizeNode';

  	}

  	/**
  	 * Constructs a new texture size node.
  	 *
  	 * @param {TextureNode} textureNode - A texture node which size should be retrieved.
  	 * @param {?Node<int>} [levelNode=null] - A level node which defines the requested mip.
  	 */
  	constructor( textureNode, levelNode = null ) {

  		super( 'uvec2' );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isTextureSizeNode = true;

  		/**
  		 * A texture node which size should be retrieved.
  		 *
  		 * @type {TextureNode}
  		 */
  		this.textureNode = textureNode;

  		/**
  		 * A level node which defines the requested mip.
  		 *
  		 * @type {Node<int>}
  		 * @default null
  		 */
  		this.levelNode = levelNode;

  	}

  	generate( builder, output ) {

  		const textureProperty = this.textureNode.build( builder, 'property' );
  		const level = this.levelNode === null ? '0' : this.levelNode.build( builder, 'int' );

  		return builder.format( `${ builder.getMethod( 'textureDimensions' ) }( ${ textureProperty }, ${ level } )`, this.getNodeType( builder ), output );

  	}

  }

  /**
   * TSL function for creating a texture size node.
   *
   * @tsl
   * @function
   * @param {TextureNode} textureNode - A texture node which size should be retrieved.
   * @param {?Node<int>} [levelNode=null] - A level node which defines the requested mip.
   * @returns {TextureSizeNode}
   */
  const textureSize = /*@__PURE__*/ nodeProxy( TextureSizeNode ).setParameterLength( 1, 2 );

  /**
   * A special type of uniform node that computes the
   * maximum mipmap level for a given texture node.
   *
   * ```js
   * const level = maxMipLevel( textureNode );
   * ```
   *
   * @augments UniformNode
   */
  class MaxMipLevelNode extends UniformNode {

  	static get type() {

  		return 'MaxMipLevelNode';

  	}

  	/**
  	 * Constructs a new max mip level node.
  	 *
  	 * @param {TextureNode} textureNode - The texture node to compute the max mip level for.
  	 */
  	constructor( textureNode ) {

  		super( 0 );

  		/**
  		 * The texture node to compute the max mip level for.
  		 *
  		 * @private
  		 * @type {TextureNode}
  		 */
  		this._textureNode = textureNode;

  		/**
  		 * The `updateType` is set to `NodeUpdateType.FRAME` since the node updates
  		 * the texture once per frame in its {@link MaxMipLevelNode#update} method.
  		 *
  		 * @type {string}
  		 * @default 'frame'
  		 */
  		this.updateType = NodeUpdateType.FRAME;

  	}

  	/**
  	 * The texture node to compute the max mip level for.
  	 *
  	 * @readonly
  	 * @type {TextureNode}
  	 */
  	get textureNode() {

  		return this._textureNode;

  	}

  	/**
  	 * The texture.
  	 *
  	 * @readonly
  	 * @type {Texture}
  	 */
  	get texture() {

  		return this._textureNode.value;

  	}

  	update() {

  		const texture = this.texture;
  		const images = texture.images;
  		const image = ( images && images.length > 0 ) ? ( ( images[ 0 ] && images[ 0 ].image ) || images[ 0 ] ) : texture.image;

  		if ( image && image.width !== undefined ) {

  			const { width, height } = image;

  			this.value = Math.log2( Math.max( width, height ) );

  		}

  	}

  }

  /**
   * TSL function for creating a max mip level node.
   *
   * @tsl
   * @function
   * @param {TextureNode} textureNode - The texture node to compute the max mip level for.
   * @returns {MaxMipLevelNode}
   */
  const maxMipLevel = /*@__PURE__*/ nodeProxy( MaxMipLevelNode ).setParameterLength( 1 );

  /**
   * Custom error class for node-related errors, including stack trace information.
   */
  class NodeError extends Error {

  	constructor( message, stackTrace = null ) {

  		super( message );

  		/**
  		 * The name of the error.
  		 *
  		 * @type {string}
  		 */
  		this.name = 'NodeError';

  		/**
  		 * The stack trace associated with the error.
  		 *
  		 * @type {?StackTrace}
  		 */
  		this.stackTrace = stackTrace;

  	}

  }

  const EmptyTexture$1 = /*@__PURE__*/ new Texture();

  /**
   * This type of uniform node represents a 2D texture.
   *
   * @augments UniformNode
   */
  class TextureNode extends UniformNode {

  	static get type() {

  		return 'TextureNode';

  	}

  	/**
  	 * Constructs a new texture node.
  	 *
  	 * @param {Texture} [value=EmptyTexture] - The texture.
  	 * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
  	 * @param {?Node<int>} [levelNode=null] - The level node.
  	 * @param {?Node<float>} [biasNode=null] - The bias node.
  	 */
  	constructor( value = EmptyTexture$1, uvNode = null, levelNode = null, biasNode = null ) {

  		super( value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isTextureNode = true;

  		/**
  		 * Represents the texture coordinates.
  		 *
  		 * @type {?Node<vec2|vec3>}
  		 * @default null
  		 */
  		this.uvNode = uvNode;

  		/**
  		 * Represents the mip level that should be selected.
  		 *
  		 * @type {?Node<int>}
  		 * @default null
  		 */
  		this.levelNode = levelNode;

  		/**
  		 * Represents the bias to be applied during level-of-detail computation.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.biasNode = biasNode;

  		/**
  		 * Represents a reference value a texture sample is compared to.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.compareNode = null;

  		/**
  		 * When using texture arrays, the depth node defines the layer to select.
  		 *
  		 * @type {?Node<int>}
  		 * @default null
  		 */
  		this.depthNode = null;

  		/**
  		 * When defined, a texture is sampled using explicit gradients.
  		 *
  		 * @type {?Array<Node<vec2>>}
  		 * @default null
  		 */
  		this.gradNode = null;

  		/**
  		 * Represents the optional texel offset applied to the unnormalized texture
  		 * coordinate before sampling the texture.
  		 *
  		 * @type {?Node<ivec2|ivec3>}
  		 * @default null
  		 */
  		this.offsetNode = null;

  		/**
  		 * Whether texture values should be sampled or fetched.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.sampler = true;

  		/**
  		 * Whether the uv transformation matrix should be
  		 * automatically updated or not. Use `setUpdateMatrix()`
  		 * if you want to change the value of the property.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.updateMatrix = false;

  		/**
  		 * By default the `update()` method is not executed. Depending on
  		 * whether a uv transformation matrix and/or flipY is applied, `update()`
  		 * is executed per object.
  		 *
  		 * @type {string}
  		 * @default 'none'
  		 */
  		this.updateType = NodeUpdateType.NONE;

  		/**
  		 * The reference node.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.referenceNode = null;

  		/**
  		 * The texture value is stored in a private property.
  		 *
  		 * @private
  		 * @type {Texture}
  		 */
  		this._value = value;

  		/**
  		 * The uniform node that represents the uv transformation matrix.
  		 *
  		 * @private
  		 * @type {?UniformNode<mat3>}
  		 * @default null
  		 */
  		this._matrixUniform = null;

  		/**
  		 * The uniform node that represents the y-flip. Only required for WebGL.
  		 *
  		 * @private
  		 * @type {?UniformNode<bool>}
  		 * @default null
  		 */
  		this._flipYUniform = null;

  		this.setUpdateMatrix( uvNode === null );

  	}

  	set value( value ) {

  		if ( this.referenceNode ) {

  			this.referenceNode.value = value;

  		} else {

  			this._value = value;

  		}

  	}

  	/**
  	 * The texture value.
  	 *
  	 * @type {Texture}
  	 */
  	get value() {

  		return this.referenceNode ? this.referenceNode.value : this._value;

  	}

  	/**
  	 * Overwritten since the uniform hash is defined by the texture's UUID.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The uniform hash.
  	 */
  	getUniformHash( /*builder*/ ) {

  		return this.value.uuid;

  	}

  	/**
  	 * Overwritten since the node type is inferred from the texture type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( /*builder*/ ) {

  		if ( this.value.isDepthTexture === true ) return 'float';

  		if ( this.value.type === UnsignedIntType ) {

  			return 'uvec4';

  		} else if ( this.value.type === IntType ) {

  			return 'ivec4';

  		}

  		return 'vec4';

  	}

  	/**
  	 * Overwrites the default implementation to return a fixed value `'texture'`.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( /*builder*/ ) {

  		return 'texture';

  	}

  	/**
  	 * Returns a default uvs based on the current texture's channel.
  	 *
  	 * @return {AttributeNode<vec2>} The default uvs.
  	 */
  	getDefaultUV() {

  		return uv$1( this.value.channel );

  	}

  	/**
  	 * Overwritten to always return the texture reference of the node.
  	 *
  	 * @param {any} state - This method can be invocated in different contexts so `state` can refer to any object type.
  	 * @return {Texture} The texture reference.
  	 */
  	updateReference( /*state*/ ) {

  		return this.value;

  	}

  	/**
  	 * Transforms the given uv node with the texture transformation matrix.
  	 *
  	 * @param {Node} uvNode - The uv node to transform.
  	 * @return {Node} The transformed uv node.
  	 */
  	getTransformedUV( uvNode ) {

  		if ( this._matrixUniform === null ) this._matrixUniform = uniform( this.value.matrix );

  		return this._matrixUniform.mul( vec3( uvNode, 1 ) ).xy;

  	}

  	/**
  	 * Defines whether the uv transformation matrix should automatically be updated or not.
  	 *
  	 * @param {boolean} value - The update toggle.
  	 * @return {TextureNode} A reference to this node.
  	 */
  	setUpdateMatrix( value ) {

  		this.updateMatrix = value;

  		return this;

  	}

  	/**
  	 * Setups the uv node. Depending on the backend as well as texture's image and type, it might be necessary
  	 * to modify the uv node for correct sampling.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node} uvNode - The uv node to setup.
  	 * @return {Node} The updated uv node.
  	 */
  	setupUV( builder, uvNode ) {

  		if ( builder.isFlipY() ) {

  			if ( this._flipYUniform === null ) this._flipYUniform = uniform( false );

  			uvNode = uvNode.toVar();

  			if ( this.sampler ) {

  				uvNode = this._flipYUniform.select( uvNode.flipY(), uvNode );

  			} else {

  				uvNode = this._flipYUniform.select( uvNode.setY( int( textureSize( this, this.levelNode ).y ).sub( uvNode.y ).sub( 1 ) ), uvNode );

  			}

  		}

  		return uvNode;

  	}

  	/**
  	 * Setups texture node by preparing the internal nodes for code generation.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setup( builder ) {

  		const properties = builder.getNodeProperties( this );
  		properties.referenceNode = this.referenceNode;

  		//

  		const texture = this.value;

  		if ( ! texture || texture.isTexture !== true ) {

  			throw new NodeError( 'THREE.TSL: `texture( value )` function expects a valid instance of THREE.Texture().', this.stackTrace );

  		}

  		//

  		const uvNode = Fn( () => {

  			let uvNode = this.uvNode;

  			if ( ( uvNode === null || builder.context.forceUVContext === true ) && builder.context.getUV ) {

  				uvNode = builder.context.getUV( this, builder );

  			}

  			if ( ! uvNode ) uvNode = this.getDefaultUV();

  			if ( this.updateMatrix === true ) {

  				uvNode = this.getTransformedUV( uvNode );

  			}

  			uvNode = this.setupUV( builder, uvNode );

  			//

  			this.updateType = ( this._matrixUniform !== null || this._flipYUniform !== null ) ? NodeUpdateType.OBJECT : NodeUpdateType.NONE;

  			//

  			return uvNode;

  		} )();

  		//

  		let levelNode = this.levelNode;

  		if ( levelNode === null && builder.context.getTextureLevel ) {

  			levelNode = builder.context.getTextureLevel( this );

  		}

  		//

  		let compareNode = null;
  		let compareStepNode = null;

  		if ( this.compareNode !== null ) {

  			if ( builder.renderer.hasCompatibility( Compatibility.TEXTURE_COMPARE ) ) {

  				compareNode = this.compareNode;

  			} else {

  				const compareFunction = texture.compareFunction;

  				if ( compareFunction === null || compareFunction === LessCompare || compareFunction === LessEqualCompare || compareFunction === GreaterCompare || compareFunction === GreaterEqualCompare ) {

  					compareStepNode = this.compareNode;

  				} else {

  					compareNode = this.compareNode;

  					warnOnce( 'TSL: Only "LessCompare", "LessEqualCompare", "GreaterCompare" and "GreaterEqualCompare" are supported for depth texture comparison fallback.' );

  				}

  			}

  		}

  		properties.uvNode = uvNode;
  		properties.levelNode = levelNode;
  		properties.biasNode = this.biasNode;
  		properties.compareNode = compareNode;
  		properties.compareStepNode = compareStepNode;
  		properties.gradNode = this.gradNode;
  		properties.depthNode = this.depthNode;
  		properties.offsetNode = this.offsetNode;

  	}

  	/**
  	 * Generates the uv code snippet.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node} uvNode - The uv node to generate code for.
  	 * @return {string} The generated code snippet.
  	 */
  	generateUV( builder, uvNode ) {

  		return uvNode.build( builder, this.sampler === true ? 'vec2' : 'ivec2' );

  	}

  	/**
  	 * Generates the offset code snippet.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node} offsetNode - The offset node to generate code for.
  	 * @return {string} The generated code snippet.
  	 */
  	generateOffset( builder, offsetNode ) {

  		return offsetNode.build( builder, 'ivec2' );

  	}

  	/**
  	 * Generates the snippet for the texture sampling.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} textureProperty - The texture property.
  	 * @param {string} uvSnippet - The uv snippet.
  	 * @param {?string} levelSnippet - The level snippet.
  	 * @param {?string} biasSnippet - The bias snippet.
  	 * @param {?string} depthSnippet - The depth snippet.
  	 * @param {?string} compareSnippet - The compare snippet.
  	 * @param {?Array<string>} gradSnippet - The grad snippet.
  	 * @param {?string} offsetSnippet - The offset snippet.
  	 * @return {string} The generated code snippet.
  	 */
  	generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet, offsetSnippet ) {

  		const texture = this.value;

  		let snippet;

  		if ( biasSnippet ) {

  			snippet = builder.generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, offsetSnippet );

  		} else if ( gradSnippet ) {

  			snippet = builder.generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, offsetSnippet );

  		} else if ( compareSnippet ) {

  			snippet = builder.generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet );

  		} else if ( this.sampler === false ) {

  			snippet = builder.generateTextureLoad( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet );

  		} else if ( levelSnippet ) {

  			snippet = builder.generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet );

  		} else {

  			snippet = builder.generateTexture( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet );

  		}

  		return snippet;

  	}

  	/**
  	 * Generates the code snippet of the texture node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} output - The current output.
  	 * @return {string} The generated code snippet.
  	 */
  	generate( builder, output ) {

  		const texture = this.value;

  		const properties = builder.getNodeProperties( this );
  		const textureProperty = super.generate( builder, 'property' );

  		if ( /^sampler/.test( output ) ) {

  			return textureProperty + '_sampler';

  		} else if ( builder.isReference( output ) ) {

  			return textureProperty;

  		} else {

  			const nodeData = builder.getDataFromNode( this );

  			const nodeType = this.getNodeType( builder );

  			let propertyName = nodeData.propertyName;

  			if ( propertyName === undefined ) {

  				const { uvNode, levelNode, biasNode, compareNode, compareStepNode, depthNode, gradNode, offsetNode } = properties;

  				const uvSnippet = this.generateUV( builder, uvNode );
  				const levelSnippet = levelNode ? levelNode.build( builder, 'float' ) : null;
  				const biasSnippet = biasNode ? biasNode.build( builder, 'float' ) : null;
  				const depthSnippet = depthNode ? depthNode.build( builder, 'int' ) : null;
  				const compareSnippet = compareNode ? compareNode.build( builder, 'float' ) : null;
  				const compareStepSnippet = compareStepNode ? compareStepNode.build( builder, 'float' ) : null;
  				const gradSnippet = gradNode ? [ gradNode[ 0 ].build( builder, 'vec2' ), gradNode[ 1 ].build( builder, 'vec2' ) ] : null;
  				const offsetSnippet = offsetNode ? this.generateOffset( builder, offsetNode ) : null;

  				const nodeVar = builder.getVarFromNode( this );

  				propertyName = builder.getPropertyName( nodeVar );

  				let snippet = this.generateSnippet( builder, textureProperty, uvSnippet, levelSnippet, biasSnippet, depthSnippet, compareSnippet, gradSnippet, offsetSnippet );

  				if ( compareStepSnippet !== null ) {

  					const compareFunction = texture.compareFunction;

  					if ( compareFunction === GreaterCompare || compareFunction === GreaterEqualCompare ) {

  						snippet = step( expression( snippet, nodeType ), expression( compareStepSnippet, 'float' ) ).build( builder, nodeType );

  					} else {

  						snippet = step( expression( compareStepSnippet, 'float' ), expression( snippet, nodeType ) ).build( builder, nodeType );

  					}

  				}

  				builder.addLineFlowCode( `${propertyName} = ${snippet}`, this );

  				nodeData.snippet = snippet;
  				nodeData.propertyName = propertyName;

  			}

  			let snippet = propertyName;

  			if ( builder.needsToWorkingColorSpace( texture ) ) {

  				snippet = colorSpaceToWorking( expression( snippet, nodeType ), texture.colorSpace ).setup( builder ).build( builder, nodeType );

  			}

  			return builder.format( snippet, nodeType, output );

  		}

  	}

  	/**
  	 * Sets the sampler value.
  	 *
  	 * @param {boolean} value - The sampler value to set.
  	 * @return {TextureNode} A reference to this texture node.
  	 */
  	setSampler( value ) {

  		this.sampler = value;

  		return this;

  	}

  	/**
  	 * Returns the sampler value.
  	 *
  	 * @return {boolean} The sampler value.
  	 */
  	getSampler() {

  		return this.sampler;

  	}

  	// @TODO: Move to TSL

  	/**
  	 * Samples the texture with the given uv node.
  	 *
  	 * @param {Node} uvNode - The uv node.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	sample( uvNode ) {

  		const textureNode = this.clone();
  		textureNode.uvNode = nodeObject( uvNode );
  		textureNode.referenceNode = this.getBase();

  		return nodeObject( textureNode );

  	}

  	/**
  	 * TSL function for creating a texture node that fetches/loads texels without interpolation.
  	 *
  	 * @param {Node<uvec2>} uvNode - The uv node.
  	 * @returns {TextureNode} A texture node representing the texture load.
  	 */
  	load( uvNode ) {

  		return this.sample( uvNode ).setSampler( false );

  	}

  	/**
  	 * Samples a blurred version of the texture by defining an internal bias.
  	 *
  	 * @param {Node<float>} amountNode - How blurred the texture should be.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	blur( amountNode ) {

  		const textureNode = this.clone();
  		textureNode.biasNode = nodeObject( amountNode ).mul( maxMipLevel( textureNode ) );
  		textureNode.referenceNode = this.getBase();

  		const map = textureNode.value;

  		if ( textureNode.generateMipmaps === false && ( map && map.generateMipmaps === false || map.minFilter === NearestFilter || map.magFilter === NearestFilter ) ) {

  			warn( 'TSL: texture().blur() requires mipmaps and sampling. Use .generateMipmaps=true and .minFilter/.magFilter=THREE.LinearFilter in the Texture.' );

  			textureNode.biasNode = null;

  		}

  		return nodeObject( textureNode );

  	}

  	/**
  	 * Samples a specific mip of the texture.
  	 *
  	 * @param {Node<int>} levelNode - The mip level to sample.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	level( levelNode ) {

  		const textureNode = this.clone();
  		textureNode.levelNode = nodeObject( levelNode );
  		textureNode.referenceNode = this.getBase();

  		return nodeObject( textureNode );

  	}

  	/**
  	 * Returns the texture size of the requested level.
  	 *
  	 * @param {Node<int>} levelNode - The level to compute the size for.
  	 * @return {TextureSizeNode} The texture size.
  	 */
  	size( levelNode ) {

  		return textureSize( this, levelNode );

  	}

  	/**
  	 * Samples the texture with the given bias.
  	 *
  	 * @param {Node<float>} biasNode - The bias node.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	bias( biasNode ) {

  		const textureNode = this.clone();
  		textureNode.biasNode = nodeObject( biasNode );
  		textureNode.referenceNode = this.getBase();

  		return nodeObject( textureNode );

  	}

  	/**
  	 * Returns the base texture of this node.
  	 * @return {TextureNode} The base texture node.
  	 */
  	getBase() {

  		return this.referenceNode ? this.referenceNode.getBase() : this;

  	}

  	/**
  	 * Samples the texture by executing a compare operation.
  	 *
  	 * @param {Node<float>} compareNode - The node that defines the compare value.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	compare( compareNode ) {

  		const textureNode = this.clone();
  		textureNode.compareNode = nodeObject( compareNode );
  		textureNode.referenceNode = this.getBase();

  		return nodeObject( textureNode );

  	}

  	/**
  	 * Samples the texture using an explicit gradient.
  	 *
  	 * @param {Node<vec2>} gradNodeX - The gradX node.
  	 * @param {Node<vec2>} gradNodeY - The gradY node.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	grad( gradNodeX, gradNodeY ) {

  		const textureNode = this.clone();
  		textureNode.gradNode = [ nodeObject( gradNodeX ), nodeObject( gradNodeY ) ];
  		textureNode.referenceNode = this.getBase();

  		return nodeObject( textureNode );

  	}

  	/**
  	 * Samples the texture by defining a depth node.
  	 *
  	 * @param {Node<int>} depthNode - The depth node.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	depth( depthNode ) {

  		const textureNode = this.clone();
  		textureNode.depthNode = nodeObject( depthNode );
  		textureNode.referenceNode = this.getBase();

  		return nodeObject( textureNode );

  	}

  	/**
  	 * Samples the texture by defining an offset node.
  	 *
  	 * @param {Node<ivec2>} offsetNode - The offset node.
  	 * @return {TextureNode} A texture node representing the texture sample.
  	 */
  	offset( offsetNode ) {

  		const textureNode = this.clone();
  		textureNode.offsetNode = nodeObject( offsetNode );
  		textureNode.referenceNode = this.getBase();

  		return nodeObject( textureNode );

  	}

  	// --

  	serialize( data ) {

  		super.serialize( data );

  		data.value = this.value.toJSON( data.meta ).uuid;
  		data.sampler = this.sampler;
  		data.updateMatrix = this.updateMatrix;
  		data.updateType = this.updateType;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.value = data.meta.textures[ data.value ];
  		this.sampler = data.sampler;
  		this.updateMatrix = data.updateMatrix;
  		this.updateType = data.updateType;

  	}

  	/**
  	 * The update is used to implement the update of the uv transformation matrix.
  	 */
  	update() {

  		const texture = this.value;
  		const matrixUniform = this._matrixUniform;

  		if ( matrixUniform !== null ) matrixUniform.value = texture.matrix;

  		if ( texture.matrixAutoUpdate === true ) {

  			texture.updateMatrix();

  		}

  		//

  		const flipYUniform = this._flipYUniform;

  		if ( flipYUniform !== null ) {

  			flipYUniform.value = ( ( texture.image instanceof ImageBitmap && texture.flipY === true ) || texture.isRenderTargetTexture === true || texture.isFramebufferTexture === true || texture.isDepthTexture === true );

  		}

  	}

  	/**
  	 * Clones the texture node.
  	 *
  	 * @return {TextureNode} The cloned texture node.
  	 */
  	clone() {

  		const newNode = new this.constructor( this.value, this.uvNode, this.levelNode, this.biasNode );
  		newNode.sampler = this.sampler;
  		newNode.depthNode = this.depthNode;
  		newNode.compareNode = this.compareNode;
  		newNode.gradNode = this.gradNode;
  		newNode.offsetNode = this.offsetNode;

  		return newNode;

  	}

  }

  /**
   * TSL function for creating a texture node.
   *
   * @tsl
   * @function
   * @param {?Texture} value - The texture.
   * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
   * @param {?Node<int>} [levelNode=null] - The level node.
   * @param {?Node<float>} [biasNode=null] - The bias node.
   * @returns {TextureNode}
   */
  const textureBase = /*@__PURE__*/ nodeProxy( TextureNode ).setParameterLength( 1, 4 ).setName( 'texture' );

  /**
   * TSL function for creating a texture node or sample a texture node already existing.
   *
   * @tsl
   * @function
   * @param {?(Texture|TextureNode)} [value=EmptyTexture] - The texture.
   * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
   * @param {?Node<int>} [levelNode=null] - The level node.
   * @param {?Node<float>} [biasNode=null] - The bias node.
   * @returns {TextureNode}
   */
  const texture = ( value = EmptyTexture$1, uvNode = null, levelNode = null, biasNode = null ) => {

  	let textureNode;

  	if ( value && value.isTextureNode === true ) {

  		textureNode = nodeObject( value.clone() );
  		textureNode.referenceNode = value.getBase(); // Ensure the reference is set to the original node

  		if ( uvNode !== null ) textureNode.uvNode = nodeObject( uvNode );
  		if ( levelNode !== null ) textureNode.levelNode = nodeObject( levelNode );
  		if ( biasNode !== null ) textureNode.biasNode = nodeObject( biasNode );

  	} else {

  		textureNode = textureBase( value, uvNode, levelNode, biasNode );

  	}

  	return textureNode;

  };

  /**
   * TSL function for creating a texture node that fetches/loads texels without interpolation.
   *
   * @tsl
   * @function
   * @param {?(Texture|TextureNode)} [value=EmptyTexture] - The texture.
   * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
   * @param {?Node<int>} [levelNode=null] - The level node.
   * @param {?Node<float>} [biasNode=null] - The bias node.
   * @returns {TextureNode}
   */
  const textureLoad = ( ...params ) => texture( ...params ).setSampler( false );

  /**
   * A special type of uniform node which represents array-like data
   * as uniform buffers. The access usually happens via `element()`
   * which returns an instance of {@link ArrayElementNode}. For example:
   *
   * ```js
   * const bufferNode = buffer( array, 'mat4', count );
   * const matrixNode = bufferNode.element( index ); // access a matrix from the buffer
   * ```
   * In general, it is recommended to use the more managed {@link UniformArrayNode}
   * since it handles more input types and automatically cares about buffer paddings.
   *
   * @augments UniformNode
   */
  class BufferNode extends UniformNode {

  	static get type() {

  		return 'BufferNode';

  	}

  	/**
  	 * Constructs a new buffer node.
  	 *
  	 * @param {Array<number>} value - Array-like buffer data.
  	 * @param {string} bufferType - The data type of the buffer.
  	 * @param {number} [bufferCount=0] - The count of buffer elements.
  	 */
  	constructor( value, bufferType, bufferCount = 0 ) {

  		super( value, bufferType );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBufferNode = true;

  		/**
  		 * The data type of the buffer.
  		 *
  		 * @type {string}
  		 */
  		this.bufferType = bufferType;

  		/**
  		 * The uniform node that holds the value of the reference node.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.bufferCount = bufferCount;

  		/**
  		 * An array of update ranges.
  		 *
  		 * @type {Array<{start: number, count: number}>}
  		 */
  		this.updateRanges = [];

  	}

  	/**
  	 * Adds a range of data in the data array to be updated on the GPU.
  	 *
  	 * @param {number} start - Position at which to start update.
  	 * @param {number} count - The number of components to update.
  	 */
  	addUpdateRange( start, count ) {

  		this.updateRanges.push( { start, count } );

  	}

  	/**
  	 * Clears the update ranges.
  	 */
  	clearUpdateRanges() {

  		this.updateRanges.length = 0;

  	}

  	/**
  	 * The data type of the buffer elements.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The element type.
  	 */
  	getElementType( builder ) {

  		return this.getNodeType( builder );

  	}

  	/**
  	 * Overwrites the default implementation to return a fixed value `'buffer'`.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( /*builder*/ ) {

  		return 'buffer';

  	}

  }

  /**
   * TSL function for creating a buffer node.
   *
   * @tsl
   * @function
   * @param {Array<number>} value - Array-like buffer data.
   * @param {string} type - The data type of a buffer element.
   * @param {number} count - The count of buffer elements.
   * @returns {BufferNode}
   */
  const buffer = ( value, type, count ) => new BufferNode( value, type, count );

  /**
   * Represents the element access on uniform array nodes.
   *
   * @augments ArrayElementNode
   */
  class UniformArrayElementNode extends ArrayElementNode {

  	static get type() {

  		return 'UniformArrayElementNode';

  	}

  	/**
  	 * Constructs a new buffer node.
  	 *
  	 * @param {UniformArrayNode} uniformArrayNode - The uniform array node to access.
  	 * @param {IndexNode} indexNode - The index data that define the position of the accessed element in the array.
  	 */
  	constructor( uniformArrayNode, indexNode ) {

  		super( uniformArrayNode, indexNode );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isArrayBufferElementNode = true;

  	}

  	generate( builder ) {

  		const snippet = super.generate( builder );
  		const type = this.getNodeType();
  		const paddedType = this.node.getPaddedType();

  		return builder.format( snippet, paddedType, type );

  	}

  }

  /**
   * Similar to {@link BufferNode} this module represents array-like data as
   * uniform buffers. Unlike {@link BufferNode}, it can handle more common
   * data types in the array (e.g `three.js` primitives) and automatically
   * manage buffer padding. It should be the first choice when working with
   * uniforms buffers.
   * ```js
   * const tintColors = uniformArray( [
   * 	new Color( 1, 0, 0 ),
   * 	new Color( 0, 1, 0 ),
   * 	new Color( 0, 0, 1 )
   * ], 'color' );
   *
   * const redColor = tintColors.element( 0 );
   *
   * @augments BufferNode
   */
  class UniformArrayNode extends BufferNode {

  	static get type() {

  		return 'UniformArrayNode';

  	}

  	/**
  	 * Constructs a new uniform array node.
  	 *
  	 * @param {Array<any>} value - Array holding the buffer data.
  	 * @param {?string} [elementType=null] - The data type of a buffer element.
  	 */
  	constructor( value, elementType = null ) {

  		super( null );

  		/**
  		 * Array holding the buffer data. Unlike {@link BufferNode}, the array can
  		 * hold number primitives as well as three.js objects like vectors, matrices
  		 * or colors.
  		 *
  		 * @type {Array<any>}
  		 */
  		this.array = value;

  		/**
  		 * The data type of an array element.
  		 *
  		 * @type {string}
  		 */
  		this.elementType = elementType === null ? getValueType( value[ 0 ] ) : elementType;

  		/**
  		 * The padded type. Uniform buffers must conform to a certain buffer layout
  		 * so a separate type is computed to ensure correct buffer size.
  		 *
  		 * @type {string}
  		 */
  		this.paddedType = this.getPaddedType();

  		/**
  		 * Overwritten since uniform array nodes are updated per render.
  		 *
  		 * @type {string}
  		 * @default 'render'
  		 */
  		this.updateType = NodeUpdateType.RENDER;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isArrayBufferNode = true;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from the
  	 * {@link UniformArrayNode#paddedType}.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( /*builder*/ ) {

  		return this.paddedType;

  	}

  	/**
  	 * The data type of the array elements.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The element type.
  	 */
  	getElementType() {

  		return this.elementType;

  	}

  	/**
  	 * Returns the padded type based on the element type.
  	 *
  	 * @return {string} The padded type.
  	 */
  	getPaddedType() {

  		const elementType = this.elementType;

  		let paddedType = 'vec4';

  		if ( elementType === 'mat2' ) {

  			paddedType = 'mat2';

  		} else if ( /mat/.test( elementType ) === true ) {

  			paddedType = 'mat4';

  		} else if ( elementType.charAt( 0 ) === 'i' ) {

  			paddedType = 'ivec4';

  		} else if ( elementType.charAt( 0 ) === 'u' ) {

  			paddedType = 'uvec4';

  		}

  		return paddedType;

  	}

  	/**
  	 * The update makes sure to correctly transfer the data from the (complex) objects
  	 * in the array to the internal, correctly padded value buffer.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( /*frame*/ ) {

  		const { array, value } = this;

  		const elementType = this.elementType;

  		if ( elementType === 'float' || elementType === 'int' || elementType === 'uint' ) {

  			for ( let i = 0; i < array.length; i ++ ) {

  				const index = i * 4;

  				value[ index ] = array[ i ];

  			}

  		} else if ( elementType === 'color' ) {

  			for ( let i = 0; i < array.length; i ++ ) {

  				const index = i * 4;
  				const vector = array[ i ];

  				value[ index ] = vector.r;
  				value[ index + 1 ] = vector.g;
  				value[ index + 2 ] = vector.b || 0;
  				//value[ index + 3 ] = vector.a || 0;

  			}

  		} else if ( elementType === 'mat2' ) {

  			for ( let i = 0; i < array.length; i ++ ) {

  				const index = i * 4;
  				const matrix = array[ i ];

  				value[ index ] = matrix.elements[ 0 ];
  				value[ index + 1 ] = matrix.elements[ 1 ];
  				value[ index + 2 ] = matrix.elements[ 2 ];
  				value[ index + 3 ] = matrix.elements[ 3 ];

  			}

  		} else if ( elementType === 'mat3' ) {

  			for ( let i = 0; i < array.length; i ++ ) {

  				const index = i * 16;
  				const matrix = array[ i ];

  				value[ index ] = matrix.elements[ 0 ];
  				value[ index + 1 ] = matrix.elements[ 1 ];
  				value[ index + 2 ] = matrix.elements[ 2 ];

  				value[ index + 4 ] = matrix.elements[ 3 ];
  				value[ index + 5 ] = matrix.elements[ 4 ];
  				value[ index + 6 ] = matrix.elements[ 5 ];

  				value[ index + 8 ] = matrix.elements[ 6 ];
  				value[ index + 9 ] = matrix.elements[ 7 ];
  				value[ index + 10 ] = matrix.elements[ 8 ];

  				value[ index + 15 ] = 1;

  			}

  		} else if ( elementType === 'mat4' ) {

  			for ( let i = 0; i < array.length; i ++ ) {

  				const index = i * 16;
  				const matrix = array[ i ];

  				for ( let i = 0; i < matrix.elements.length; i ++ ) {

  					value[ index + i ] = matrix.elements[ i ];

  				}

  			}

  		} else {

  			for ( let i = 0; i < array.length; i ++ ) {

  				const index = i * 4;
  				const vector = array[ i ];

  				value[ index ] = vector.x;
  				value[ index + 1 ] = vector.y;
  				value[ index + 2 ] = vector.z || 0;
  				value[ index + 3 ] = vector.w || 0;

  			}

  		}

  	}

  	/**
  	 * Implement the value buffer creation based on the array data.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @return {null}
  	 */
  	setup( builder ) {

  		const length = this.array.length;
  		const elementType = this.elementType;

  		let arrayType = Float32Array;

  		const paddedType = this.paddedType;
  		const paddedElementLength = builder.getTypeLength( paddedType );

  		if ( elementType.charAt( 0 ) === 'i' ) arrayType = Int32Array;
  		if ( elementType.charAt( 0 ) === 'u' ) arrayType = Uint32Array;

  		this.value = new arrayType( length * paddedElementLength );
  		this.bufferCount = length;
  		this.bufferType = paddedType;

  		this.update(); // initialize the buffer values

  		return super.setup( builder );

  	}

  	/**
  	 * Overwrites the default `element()` method to provide element access
  	 * based on {@link UniformArrayNode}.
  	 *
  	 * @param {IndexNode} indexNode - The index node.
  	 * @return {UniformArrayElementNode}
  	 */
  	element( indexNode ) {

  		return new UniformArrayElementNode( this, nodeObject( indexNode ) );

  	}

  }

  /**
   * TSL function for creating an uniform array node.
   *
   * @tsl
   * @function
   * @param {Array<any>} values - Array-like data.
   * @param {?string} [nodeType] - The data type of the array elements.
   * @returns {UniformArrayNode}
   */
  const uniformArray = ( values, nodeType ) => new UniformArrayNode( values, nodeType );

  /**
   * The node allows to set values for built-in shader variables. That is
   * required for features like hardware-accelerated vertex clipping.
   *
   * @augments Node
   */
  class BuiltinNode extends Node {

  	/**
  	 * Constructs a new builtin node.
  	 *
  	 * @param {string} name - The name of the built-in shader variable.
  	 */
  	constructor( name ) {

  		super( 'float' );

  		/**
  		 * The name of the built-in shader variable.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBuiltinNode = true;

  	}

  	/**
  	 * Generates the code snippet of the builtin node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The generated code snippet.
  	 */
  	generate( /* builder */ ) {

  		return this.name;

  	}

  }

  /**
   * TSL function for creating a builtin node.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the built-in shader variable.
   * @returns {BuiltinNode}
   */
  const builtin = nodeProxy( BuiltinNode ).setParameterLength( 1 );

  let _screenSizeVec, _viewportVec;

  /**
   * This node provides a collection of screen related metrics.
   * Depending on {@link ScreenNode#scope}, the nodes can represent
   * resolution or viewport data as well as fragment or uv coordinates.
   *
   * @augments Node
   */
  class ScreenNode extends Node {

  	static get type() {

  		return 'ScreenNode';

  	}

  	/**
  	 * Constructs a new screen node.
  	 *
  	 * @param {('coordinate'|'viewport'|'size'|'uv'|'dpr')} scope - The node's scope.
  	 */
  	constructor( scope ) {

  		super();

  		/**
  		 * The node represents different metric depending on which scope is selected.
  		 *
  		 * - `ScreenNode.COORDINATE`: Window-relative coordinates of the current fragment according to WebGPU standards.
  		 * - `ScreenNode.VIEWPORT`: The current viewport defined as a four-dimensional vector.
  		 * - `ScreenNode.SIZE`: The dimensions of the current bound framebuffer.
  		 * - `ScreenNode.UV`: Normalized coordinates.
  		 * - `ScreenNode.DPR`: Device pixel ratio.
  		 *
  		 * @type {('coordinate'|'viewport'|'size'|'uv'|'dpr')}
  		 */
  		this.scope = scope;

  		/**
  		 * This output node.
  		 *
  		 * @private
  		 * @type {?Node}
  		 * @default null
  		 */
  		this._output = null;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isViewportNode = true;

  	}

  	/**
  	 * This method is overwritten since the node type depends on the selected scope.
  	 *
  	 * @return {('float'|'vec2'|'vec4')} The node type.
  	 */
  	getNodeType() {

  		if ( this.scope === ScreenNode.DPR ) return 'float';
  		if ( this.scope === ScreenNode.VIEWPORT ) return 'vec4';
  		else return 'vec2';

  	}

  	/**
  	 * This method is overwritten since the node's update type depends on the selected scope.
  	 *
  	 * @return {NodeUpdateType} The update type.
  	 */
  	getUpdateType() {

  		let updateType = NodeUpdateType.NONE;

  		if ( this.scope === ScreenNode.SIZE || this.scope === ScreenNode.VIEWPORT || this.scope === ScreenNode.DPR ) {

  			updateType = NodeUpdateType.RENDER;

  		}

  		this.updateType = updateType;

  		return updateType;

  	}

  	/**
  	 * `ScreenNode` implements {@link Node#update} to retrieve viewport and size information
  	 * from the current renderer.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( { renderer } ) {

  		const renderTarget = renderer.getRenderTarget();

  		if ( this.scope === ScreenNode.VIEWPORT ) {

  			if ( renderTarget !== null ) {

  				_viewportVec.copy( renderTarget.viewport );

  			} else {

  				renderer.getViewport( _viewportVec );

  				_viewportVec.multiplyScalar( renderer.getPixelRatio() );

  			}

  		} else if ( this.scope === ScreenNode.DPR ) {

  			this._output.value = renderer.getPixelRatio();

  		} else {

  			if ( renderTarget !== null ) {

  				_screenSizeVec.width = renderTarget.width;
  				_screenSizeVec.height = renderTarget.height;

  			} else {

  				renderer.getDrawingBufferSize( _screenSizeVec );

  			}

  		}

  	}

  	setup( /*builder*/ ) {

  		const scope = this.scope;

  		let output = null;

  		if ( scope === ScreenNode.SIZE ) {

  			output = uniform( _screenSizeVec || ( _screenSizeVec = new Vector2() ) );

  		} else if ( scope === ScreenNode.VIEWPORT ) {

  			output = uniform( _viewportVec || ( _viewportVec = new Vector4() ) );

  		} else if ( scope === ScreenNode.DPR ) {

  			output = uniform( 1 );

  		} else {

  			output = vec2( screenCoordinate.div( screenSize ) );

  		}

  		this._output = output;

  		return output;

  	}

  	generate( builder ) {

  		if ( this.scope === ScreenNode.COORDINATE ) {

  			let coord = builder.getFragCoord();

  			if ( builder.isFlipY() ) {

  				// follow webgpu standards

  				const size = builder.getNodeProperties( screenSize ).outputNode.build( builder );

  				coord = `${ builder.getType( 'vec2' ) }( ${ coord }.x, ${ size }.y - ${ coord }.y )`;

  			}

  			return coord;

  		}

  		return super.generate( builder );

  	}

  }

  ScreenNode.COORDINATE = 'coordinate';
  ScreenNode.VIEWPORT = 'viewport';
  ScreenNode.SIZE = 'size';
  ScreenNode.UV = 'uv';
  ScreenNode.DPR = 'dpr';

  // Screen

  /**
   * TSL object that represents the current DPR.
   *
   * @tsl
   * @type {ScreenNode<float>}
   */
  const screenDPR = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.DPR );

  /**
   * TSL object that represents normalized screen coordinates, unitless in `[0, 1]`.
   *
   * @tsl
   * @type {ScreenNode<vec2>}
   */
  const screenUV = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.UV );

  /**
   * TSL object that represents the screen resolution in physical pixel units.
   *
   * @tsl
   * @type {ScreenNode<vec2>}
   */
  const screenSize = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.SIZE );

  /**
   * TSL object that represents the current `x`/`y` pixel position on the screen in physical pixel units.
   *
   * @tsl
   * @type {ScreenNode<vec2>}
   */
  const screenCoordinate = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.COORDINATE );

  // Viewport

  /**
   * TSL object that represents the viewport rectangle as `x`, `y`, `width` and `height` in physical pixel units.
   *
   * @tsl
   * @type {ScreenNode<vec4>}
   */
  const viewport = /*@__PURE__*/ nodeImmutable( ScreenNode, ScreenNode.VIEWPORT );

  /**
   * TSL object that represents the viewport resolution in physical pixel units.
   *
   * @tsl
   * @type {ScreenNode<vec2>}
   */
  const viewportSize = viewport.zw;

  /**
   * TSL object that represents the current `x`/`y` pixel position on the viewport in physical pixel units.
   *
   * @tsl
   * @type {ScreenNode<vec2>}
   */
  /*@__PURE__*/ screenCoordinate.sub( viewport.xy );

  // Cache node uniforms

  let _cameraProjectionMatrixBase = null;
  let _cameraProjectionMatrixArray = null;

  let _cameraProjectionMatrixInverseBase = null;
  let _cameraProjectionMatrixInverseArray = null;

  let _cameraViewMatrixBase = null;
  let _cameraViewMatrixArray = null;

  let _cameraPositionBase = null;
  let _cameraPositionArray = null;

  /**
   * TSL object that represents the current `index` value of the camera if used ArrayCamera.
   *
   * @tsl
   * @type {UniformNode<uint>}
   */
  const cameraIndex = /*@__PURE__*/ uniform( 0, 'uint' ).setName( 'u_cameraIndex' ).setGroup( sharedUniformGroup( 'cameraIndex' ) ).toVarying( 'v_cameraIndex' );

  /**
   * TSL object that represents the `near` value of the camera used for the current render.
   *
   * @tsl
   * @type {UniformNode<float>}
   */
  const cameraNear = /*@__PURE__*/ uniform( 'float' ).setName( 'cameraNear' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.near );

  /**
   * TSL object that represents the `far` value of the camera used for the current render.
   *
   * @tsl
   * @type {UniformNode<float>}
   */
  const cameraFar = /*@__PURE__*/ uniform( 'float' ).setName( 'cameraFar' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.far );

  /**
   * TSL object that represents the projection matrix of the camera used for the current render.
   *
   * @tsl
   * @type {UniformNode<mat4>}
   */
  const cameraProjectionMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {

  	let cameraProjectionMatrix;

  	if ( camera.isArrayCamera && camera.cameras.length > 0 ) {

  		const matrices = [];

  		for ( const subCamera of camera.cameras ) {

  			matrices.push( subCamera.projectionMatrix );

  		}

  		if ( _cameraProjectionMatrixArray === null ) {

  			_cameraProjectionMatrixArray = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraProjectionMatrices' );

  		} else {

  			_cameraProjectionMatrixArray.array = matrices;

  		}

  		cameraProjectionMatrix = _cameraProjectionMatrixArray.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraProjectionMatrix' );

  	} else {

  		if ( _cameraProjectionMatrixBase === null ) {

  			_cameraProjectionMatrixBase = uniform( camera.projectionMatrix ).setName( 'cameraProjectionMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix );

  		}

  		cameraProjectionMatrix = _cameraProjectionMatrixBase;

  	}

  	return cameraProjectionMatrix;

  } ).once() )();

  /**
   * TSL object that represents the inverse projection matrix of the camera used for the current render.
   *
   * @tsl
   * @type {UniformNode<mat4>}
   */
  const cameraProjectionMatrixInverse = /*@__PURE__*/ ( Fn( ( { camera } ) => {

  	let cameraProjectionMatrixInverse;

  	if ( camera.isArrayCamera && camera.cameras.length > 0 ) {

  		const matrices = [];

  		for ( const subCamera of camera.cameras ) {

  			matrices.push( subCamera.projectionMatrixInverse );

  		}

  		if ( _cameraProjectionMatrixInverseArray === null ) {

  			_cameraProjectionMatrixInverseArray = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraProjectionMatricesInverse' );

  		} else {

  			_cameraProjectionMatrixInverseArray.array = matrices;

  		}

  		cameraProjectionMatrixInverse = _cameraProjectionMatrixInverseArray.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraProjectionMatrixInverse' );

  	} else {

  		if ( _cameraProjectionMatrixInverseBase === null ) {

  			_cameraProjectionMatrixInverseBase = uniform( camera.projectionMatrixInverse ).setName( 'cameraProjectionMatrixInverse' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse );

  		}

  		cameraProjectionMatrixInverse = _cameraProjectionMatrixInverseBase;

  	}

  	return cameraProjectionMatrixInverse;

  } ).once() )();

  /**
   * TSL object that represents the view matrix of the camera used for the current render.
   *
   * @tsl
   * @type {UniformNode<mat4>}
   */
  const cameraViewMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => {

  	let cameraViewMatrix;

  	if ( camera.isArrayCamera && camera.cameras.length > 0 ) {

  		const matrices = [];

  		for ( const subCamera of camera.cameras ) {

  			matrices.push( subCamera.matrixWorldInverse );

  		}

  		if ( _cameraViewMatrixArray === null ) {

  			_cameraViewMatrixArray = uniformArray( matrices ).setGroup( renderGroup ).setName( 'cameraViewMatrices' );

  		} else {

  			_cameraViewMatrixArray.array = matrices;

  		}

  		cameraViewMatrix = _cameraViewMatrixArray.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraViewMatrix' );

  	} else {

  		if ( _cameraViewMatrixBase === null ) {

  			_cameraViewMatrixBase = uniform( camera.matrixWorldInverse ).setName( 'cameraViewMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse );

  		}

  		cameraViewMatrix = _cameraViewMatrixBase;

  	}

  	return cameraViewMatrix;

  } ).once() )();

  /**
   * TSL object that represents the position in world space of the camera used for the current render.
   *
   * @tsl
   * @type {UniformNode<vec3>}
   */
  const cameraPosition = /*@__PURE__*/ ( Fn( ( { camera } ) => {

  	let cameraPosition;

  	if ( camera.isArrayCamera && camera.cameras.length > 0 ) {

  		const positions = [];

  		for ( let i = 0, l = camera.cameras.length; i < l; i ++ ) {

  			positions.push( new Vector3() );

  		}

  		if ( _cameraPositionArray === null ) {

  			_cameraPositionArray = uniformArray( positions ).setGroup( renderGroup ).setName( 'cameraPositions' ).onRenderUpdate( ( { camera }, self ) => {

  				const subCameras = camera.cameras;
  				const array = self.array;

  				for ( let i = 0, l = subCameras.length; i < l; i ++ ) {

  					array[ i ].setFromMatrixPosition( subCameras[ i ].matrixWorld );

  				}

  			} );

  		} else {

  			_cameraPositionArray.array = positions;

  		}

  		cameraPosition = _cameraPositionArray.element( camera.isMultiViewCamera ? builtin( 'gl_ViewID_OVR' ) : cameraIndex ).toConst( 'cameraPosition' );

  	} else {

  		if ( _cameraPositionBase === null ) {

  			_cameraPositionBase = uniform( new Vector3() ).setName( 'cameraPosition' ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );

  		}

  		cameraPosition = _cameraPositionBase;

  	}

  	return cameraPosition;

  } ).once() )();

  const _sphere = /*@__PURE__*/ new Sphere();

  /**
   * This node can be used to access transformation related metrics of 3D objects.
   * Depending on the selected scope, a different metric is represented as a uniform
   * in the shader. The following scopes are supported:
   *
   * - `POSITION`: The object's position in world space.
   * - `VIEW_POSITION`: The object's position in view/camera space.
   * - `DIRECTION`: The object's direction in world space.
   * - `SCALE`: The object's scale in world space.
   * - `WORLD_MATRIX`: The object's matrix in world space.
   *
   * @augments Node
   */
  class Object3DNode extends Node {

  	static get type() {

  		return 'Object3DNode';

  	}

  	/**
  	 * Constructs a new object 3D node.
  	 *
  	 * @param {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')} scope - The node represents a different type of transformation depending on the scope.
  	 * @param {?Object3D} [object3d=null] - The 3D object.
  	 */
  	constructor( scope, object3d = null ) {

  		super();

  		/**
  		 * The node reports a different type of transformation depending on the scope.
  		 *
  		 * @type {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')}
  		 */
  		this.scope = scope;

  		/**
  		 * The 3D object.
  		 *
  		 * @type {?Object3D}
  		 * @default null
  		 */
  		this.object3d = object3d;

  		/**
  		 * Overwritten since this type of node is updated per object.
  		 *
  		 * @type {string}
  		 * @default 'object'
  		 */
  		this.updateType = NodeUpdateType.OBJECT;

  		/**
  		 * Holds the value of the node as a uniform.
  		 *
  		 * @type {UniformNode}
  		 */
  		this.uniformNode = new UniformNode( null );

  	}

  	/**
  	 * Overwritten since the node type is inferred from the scope.
  	 *
  	 * @return {('mat4'|'vec3'|'float')} The node type.
  	 */
  	getNodeType() {

  		const scope = this.scope;

  		if ( scope === Object3DNode.WORLD_MATRIX ) {

  			return 'mat4';

  		} else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {

  			return 'vec3';

  		} else if ( scope === Object3DNode.RADIUS ) {

  			return 'float';

  		}

  	}

  	/**
  	 * Updates the uniform value depending on the scope.
  	 *
  	 * @param {NodeFrame} frame - The current node frame.
  	 */
  	update( frame ) {

  		const object = this.object3d;
  		const uniformNode = this.uniformNode;
  		const scope = this.scope;

  		if ( scope === Object3DNode.WORLD_MATRIX ) {

  			uniformNode.value = object.matrixWorld;

  		} else if ( scope === Object3DNode.POSITION ) {

  			uniformNode.value = uniformNode.value || new Vector3();

  			uniformNode.value.setFromMatrixPosition( object.matrixWorld );

  		} else if ( scope === Object3DNode.SCALE ) {

  			uniformNode.value = uniformNode.value || new Vector3();

  			uniformNode.value.setFromMatrixScale( object.matrixWorld );

  		} else if ( scope === Object3DNode.DIRECTION ) {

  			uniformNode.value = uniformNode.value || new Vector3();

  			object.getWorldDirection( uniformNode.value );

  		} else if ( scope === Object3DNode.VIEW_POSITION ) {

  			const camera = frame.camera;

  			uniformNode.value = uniformNode.value || new Vector3();
  			uniformNode.value.setFromMatrixPosition( object.matrixWorld );

  			uniformNode.value.applyMatrix4( camera.matrixWorldInverse );

  		} else if ( scope === Object3DNode.RADIUS ) {

  			const geometry = frame.object.geometry;

  			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

  			_sphere.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

  			uniformNode.value = _sphere.radius;

  		}

  	}

  	/**
  	 * Generates the code snippet of the uniform node. The node type of the uniform
  	 * node also depends on the selected scope.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The generated code snippet.
  	 */
  	generate( builder ) {

  		const scope = this.scope;

  		if ( scope === Object3DNode.WORLD_MATRIX ) {

  			this.uniformNode.nodeType = 'mat4';

  		} else if ( scope === Object3DNode.POSITION || scope === Object3DNode.VIEW_POSITION || scope === Object3DNode.DIRECTION || scope === Object3DNode.SCALE ) {

  			this.uniformNode.nodeType = 'vec3';

  		} else if ( scope === Object3DNode.RADIUS ) {

  			this.uniformNode.nodeType = 'float';

  		}

  		return this.uniformNode.build( builder );

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.scope = this.scope;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.scope = data.scope;

  	}

  }

  Object3DNode.WORLD_MATRIX = 'worldMatrix';
  Object3DNode.POSITION = 'position';
  Object3DNode.SCALE = 'scale';
  Object3DNode.VIEW_POSITION = 'viewPosition';
  Object3DNode.DIRECTION = 'direction';
  Object3DNode.RADIUS = 'radius';

  /**
   * This type of node is a specialized version of `Object3DNode`
   * with larger set of model related metrics. Unlike `Object3DNode`,
   * `ModelNode` extracts the reference to the 3D object from the
   * current node frame state.
   *
   * @augments Object3DNode
   */
  class ModelNode extends Object3DNode {

  	static get type() {

  		return 'ModelNode';

  	}

  	/**
  	 * Constructs a new object model node.
  	 *
  	 * @param {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')} scope - The node represents a different type of transformation depending on the scope.
  	 */
  	constructor( scope ) {

  		super( scope );

  	}

  	/**
  	 * Extracts the model reference from the frame state and then
  	 * updates the uniform value depending on the scope.
  	 *
  	 * @param {NodeFrame} frame - The current node frame.
  	 */
  	update( frame ) {

  		this.object3d = frame.object;

  		super.update( frame );

  	}

  }

  /**
   * TSL object that represents the object's direction in world space.
   *
   * @tsl
   * @type {ModelNode<vec3>}
   */
  /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.DIRECTION );

  /**
   * TSL object that represents the object's world matrix.
   *
   * @tsl
   * @type {ModelNode<mat4>}
   */
  const modelWorldMatrix = /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );

  /**
   * TSL object that represents the object's position in world space.
   *
   * @tsl
   * @type {ModelNode<vec3>}
   */
  /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.POSITION );

  /**
   * TSL object that represents the object's scale in world space.
   *
   * @tsl
   * @type {ModelNode<vec3>}
   */
  /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.SCALE );

  /**
   * TSL object that represents the object's position in view/camera space.
   *
   * @tsl
   * @type {ModelNode<vec3>}
   */
  /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.VIEW_POSITION );

  /**
   * TSL object that represents the object's radius.
   *
   * @tsl
   * @type {ModelNode<float>}
   */
  /*@__PURE__*/ nodeImmutable( ModelNode, ModelNode.RADIUS );

  /**
   * TSL object that represents the object's normal matrix.
   *
   * @tsl
   * @type {UniformNode<mat3>}
   */
  const modelNormalMatrix = /*@__PURE__*/ uniform( new Matrix3() ).onObjectUpdate( ( { object }, self ) => self.value.getNormalMatrix( object.matrixWorld ) );

  /**
   * TSL object that represents the object's model view matrix.
   *
   * @tsl
   * @type {Node<mat4>}
   */
  const modelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {

  	return builder.context.modelViewMatrix || mediumpModelViewMatrix;

  } ).once() )().toVar( 'modelViewMatrix' );

  // GPU Precision

  /**
   * TSL object that represents the object's model view in `mediump` precision.
   *
   * @tsl
   * @type {Node<mat4>}
   */
  const mediumpModelViewMatrix = /*@__PURE__*/ cameraViewMatrix.mul( modelWorldMatrix );

  // CPU Precision

  /**
   * TSL object that represents the object's model view in `highp` precision
   * which is achieved by computing the matrix in JS and not in the shader.
   *
   * @tsl
   * @type {Node<mat4>}
   */
  const highpModelViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {

  	builder.context.isHighPrecisionModelViewMatrix = true;

  	return uniform( 'mat4' ).onObjectUpdate( ( { object, camera } ) => {

  		return object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

  	} );

  } ).once() )().toVar( 'highpModelViewMatrix' );

  /**
   * TSL object that represents the object's model normal view in `highp` precision
   * which is achieved by computing the matrix in JS and not in the shader.
   *
   * @tsl
   * @type {Node<mat3>}
   */
  const highpModelNormalViewMatrix = /*@__PURE__*/ ( Fn( ( builder ) => {

  	const isHighPrecisionModelViewMatrix = builder.context.isHighPrecisionModelViewMatrix;

  	return uniform( 'mat3' ).onObjectUpdate( ( { object, camera } ) => {

  		if ( isHighPrecisionModelViewMatrix !== true ) {

  			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

  		}

  		return object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

  	} );

  } ).once() )().toVar( 'highpModelNormalViewMatrix' );

  /**
   * TSL object that represents the clip space position of the current rendered object.
   *
   * @tsl
   * @type {VaryingNode<vec4>}
   */
  const clipSpace = /*@__PURE__*/ ( Fn( ( builder ) => {

  	if ( builder.shaderStage !== 'fragment' ) {

  		warnOnce( 'TSL: `clipSpace` is only available in fragment stage.' );

  		return vec4();

  	}

  	return builder.context.clipSpace.toVarying( 'v_clipSpace' );

  } ).once() )();

  /**
   * TSL object that represents the position attribute of the current rendered object.
   *
   * @tsl
   * @type {AttributeNode<vec3>}
   */
  const positionGeometry = /*@__PURE__*/ attribute( 'position', 'vec3' );

  /**
   * TSL object that represents the vertex position in local space of the current rendered object.
   *
   * @tsl
   * @type {AttributeNode<vec3>}
   */
  const positionLocal = /*@__PURE__*/ positionGeometry.toVarying( 'positionLocal' );

  /**
   * TSL object that represents the previous vertex position in local space of the current rendered object.
   * Used in context of {@link VelocityNode} for rendering motion vectors.
   *
   * @tsl
   * @type {AttributeNode<vec3>}
   */
  const positionPrevious = /*@__PURE__*/ positionGeometry.toVarying( 'positionPrevious' );

  /**
   * TSL object that represents the vertex position in world space of the current rendered object.
   *
   * @tsl
   * @type {VaryingNode<vec3>}
   */
  const positionWorld = /*@__PURE__*/ ( Fn( ( builder ) => {

  	return modelWorldMatrix.mul( positionLocal ).xyz.toVarying( builder.getSubBuildProperty( 'v_positionWorld' ) );

  }, 'vec3' ).once( [ 'POSITION' ] ) )();

  /**
   * TSL object that represents the position world direction of the current rendered object.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const positionWorldDirection = /*@__PURE__*/ ( Fn( () => {

  	const vertexPWD = positionLocal.transformDirection( modelWorldMatrix ).toVarying( 'v_positionWorldDirection' );

  	return vertexPWD.normalize().toVar( 'positionWorldDirection' );

  }, 'vec3' ).once( [ 'POSITION' ] ) )();

  /**
   * TSL object that represents the vertex position in view space of the current rendered object.
   *
   * @tsl
   * @type {VaryingNode<vec3>}
   */
  const positionView = /*@__PURE__*/ ( Fn( ( builder ) => {

  	if ( builder.shaderStage === 'fragment' && builder.material.vertexNode ) {

  		// reconstruct view position from clip space

  		const viewPos = cameraProjectionMatrixInverse.mul( clipSpace );

  		return viewPos.xyz.div( viewPos.w ).toVar( 'positionView' );

  	}

  	return builder.context.setupPositionView().toVarying( 'v_positionView' );

  }, 'vec3' ).once( [ 'POSITION', 'VERTEX' ] ) )();

  /**
   * TSL object that represents the position view direction of the current rendered object.
   *
   * @tsl
   * @type {VaryingNode<vec3>}
   */
  const positionViewDirection = /*@__PURE__*/ ( Fn( ( builder ) => {

  	let output;

  	if ( builder.camera.isOrthographicCamera ) {

  		output = vec3( 0, 0, 1 );

  	} else {

  		output = positionView.negate().toVarying( 'v_positionViewDirection' ).normalize();

  	}

  	return output.toVar( 'positionViewDirection' );

  }, 'vec3' ).once( [ 'POSITION' ] ) )();

  /**
   * This node can be used to evaluate whether a primitive is front or back facing.
   *
   * @augments Node
   */
  class FrontFacingNode extends Node {

  	static get type() {

  		return 'FrontFacingNode';

  	}

  	/**
  	 * Constructs a new front facing node.
  	 */
  	constructor() {

  		super( 'bool' );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isFrontFacingNode = true;

  	}

  	generate( builder ) {

  		if ( builder.shaderStage !== 'fragment' ) return 'true';

  		//

  		const { material } = builder;

  		if ( material.side === BackSide ) {

  			return 'false';

  		}

  		return builder.getFrontFacing();

  	}

  }

  /**
   * TSL object that represents whether a primitive is front or back facing
   *
   * @tsl
   * @type {FrontFacingNode<bool>}
   */
  const frontFacing = /*@__PURE__*/ nodeImmutable( FrontFacingNode );

  /**
   * TSL object that represents the front facing status as a number instead of a bool.
   * `1` means front facing, `-1` means back facing.
   *
   * @tsl
   * @type {Node<float>}
   */
  const faceDirection = /*@__PURE__*/ float( frontFacing ).mul( 2.0 ).sub( 1.0 );

  /**
   * Converts a direction vector to a face direction vector based on the material's side.
   *
   * If the material is set to `BackSide`, the direction is inverted.
   * If the material is set to `DoubleSide`, the direction is multiplied by `faceDirection`.
   *
   * @tsl
   * @param {Node<vec3>} direction - The direction vector to convert.
   * @returns {Node<vec3>} The converted direction vector.
   */
  const directionToFaceDirection = /*@__PURE__*/ Fn( ( [ direction ], { material } ) => {

  	const side = material.side;

  	if ( side === BackSide ) {

  		direction = direction.mul( -1 );

  	} else if ( side === DoubleSide ) {

  		direction = direction.mul( faceDirection );

  	}

  	return direction;

  } );

  /**
   * TSL object that represents the normal attribute of the current rendered object in local space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const normalGeometry = /*@__PURE__*/ attribute( 'normal', 'vec3' );

  /**
   * TSL object that represents the vertex normal of the current rendered object in local space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const normalLocal = /*@__PURE__*/ ( Fn( ( builder ) => {

  	if ( builder.geometry.hasAttribute( 'normal' ) === false ) {

  		warn( 'TSL: Vertex attribute "normal" not found on geometry.' );

  		return vec3( 0, 1, 0 );

  	}

  	return normalGeometry;

  }, 'vec3' ).once() )().toVar( 'normalLocal' );

  /**
   * TSL object that represents the flat vertex normal of the current rendered object in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const normalFlat = /*@__PURE__*/ positionView.dFdx().cross( positionView.dFdy() ).normalize().toVar( 'normalFlat' );

  /**
   * TSL object that represents the vertex normal of the current rendered object in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const normalViewGeometry = /*@__PURE__*/ ( Fn( ( builder ) => {

  	let node;

  	if ( builder.isFlatShading() ) {

  		node = normalFlat;

  	} else {

  		node = transformNormalToView( normalLocal ).toVarying( 'v_normalViewGeometry' ).normalize();

  	}

  	return node;

  }, 'vec3' ).once() )().toVar( 'normalViewGeometry' );

  /**
   * TSL object that represents the vertex normal of the current rendered object in world space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const normalWorldGeometry = /*@__PURE__*/ ( Fn( ( builder ) => {

  	let normal = normalViewGeometry.transformDirection( cameraViewMatrix );

  	if ( builder.isFlatShading() !== true ) {

  		normal = normal.toVarying( 'v_normalWorldGeometry' );

  	}

  	return normal.normalize().toVar( 'normalWorldGeometry' );

  }, 'vec3' ).once() )();

  /**
   * TSL object that represents the vertex normal of the current rendered object in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const normalView = /*@__PURE__*/ ( Fn( ( builder ) => {

  	let node;

  	if ( builder.subBuildFn === 'NORMAL' || builder.subBuildFn === 'VERTEX' ) {

  		node = normalViewGeometry;

  		if ( builder.isFlatShading() !== true ) {

  			node = directionToFaceDirection( node );

  		}

  	} else {

  		// Use custom context to avoid side effects from nodes overwriting getUV, getTextureLevel in the context (e.g. EnvironmentNode)

  		node = builder.context.setupNormal().context( { getUV: null, getTextureLevel: null } );

  	}

  	return node;

  }, 'vec3' ).once( [ 'NORMAL', 'VERTEX' ] ) )().toVar( 'normalView' );

  /**
   * TSL object that represents the vertex normal of the current rendered object in world space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const normalWorld = /*@__PURE__*/ normalView.transformDirection( cameraViewMatrix ).toVar( 'normalWorld' );

  /**
   * TSL object that represents the clearcoat vertex normal of the current rendered object in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const clearcoatNormalView = /*@__PURE__*/ ( Fn( ( { subBuildFn, context } ) => {

  	let node;

  	if ( subBuildFn === 'NORMAL' || subBuildFn === 'VERTEX' ) {

  		node = normalView;

  	} else {

  		// Use custom context to avoid side effects from nodes overwriting getUV, getTextureLevel in the context (e.g. EnvironmentNode)

  		node = context.setupClearcoatNormal().context( { getUV: null, getTextureLevel: null } );

  	}

  	return node;

  }, 'vec3' ).once( [ 'NORMAL', 'VERTEX' ] ) )().toVar( 'clearcoatNormalView' );

  /**
   * Transforms the normal with the given matrix.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} normal - The normal.
   * @param {Node<mat3>} [matrix=modelWorldMatrix] - The matrix.
   * @return {Node<vec3>} The transformed normal.
   */
  const transformNormal = /*@__PURE__*/ Fn( ( [ normal, matrix = modelWorldMatrix ] ) => {

  	const m = mat3( matrix );

  	const transformedNormal = normal.div( vec3( m[ 0 ].dot( m[ 0 ] ), m[ 1 ].dot( m[ 1 ] ), m[ 2 ].dot( m[ 2 ] ) ) );

  	return m.mul( transformedNormal ).xyz;

  } );

  /**
   * Transforms the given normal from local to view space.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} normal - The normal.
   * @param {NodeBuilder} builder - The current node builder.
   * @return {Node<vec3>} The transformed normal.
   */
  const transformNormalToView = /*@__PURE__*/ Fn( ( [ normal ], builder ) => {

  	const modelNormalViewMatrix = builder.context.modelNormalViewMatrix;

  	if ( modelNormalViewMatrix ) {

  		return modelNormalViewMatrix.transformDirection( normal );

  	}

  	//

  	const transformedNormal = modelNormalMatrix.mul( normal );

  	return cameraViewMatrix.transformDirection( transformedNormal );

  } );

  // Deprecated

  /**
   * TSL object that represents the transformed vertex normal of the current rendered object in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   * @deprecated since r178. Use `normalView` instead.
   */
  ( Fn( () => { // @deprecated, r177

  	warn( 'TSL: "transformedNormalView" is deprecated. Use "normalView" instead.' );
  	return normalView;

  } ).once( [ 'NORMAL', 'VERTEX' ] ) )();

  /**
   * TSL object that represents the transformed vertex normal of the current rendered object in world space.
   *
   * @tsl
   * @type {Node<vec3>}
   * @deprecated since r178. Use `normalWorld` instead.
   */
  ( Fn( () => { // @deprecated, r177

  	warn( 'TSL: "transformedNormalWorld" is deprecated. Use "normalWorld" instead.' );
  	return normalWorld;

  } ).once( [ 'NORMAL', 'VERTEX' ] ) )();

  /**
   * TSL object that represents the transformed clearcoat vertex normal of the current rendered object in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   * @deprecated since r178. Use `clearcoatNormalView` instead.
   */
  ( Fn( () => { // @deprecated, r177

  	warn( 'TSL: "transformedClearcoatNormalView" is deprecated. Use "clearcoatNormalView" instead.' );
  	return clearcoatNormalView;

  } ).once( [ 'NORMAL', 'VERTEX' ] ) )();

  const _e1$1 = /*@__PURE__*/ new Euler();
  const _m1$1 = /*@__PURE__*/ new Matrix4();

  /**
   * TSL object that represents the refraction ratio of the material used for rendering the current object.
   *
   * @tsl
   * @type {UniformNode<float>}
   */
  const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onObjectUpdate( ( { material } ) => material.refractionRatio );

  /**
   * TSL object that represents the intensity of environment maps of PBR materials.
   * When `material.envMap` is set, the value is `material.envMapIntensity` otherwise `scene.environmentIntensity`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialEnvIntensity = /*@__PURE__*/ uniform( 1 ).onReference( ( { material } ) => material ).onObjectUpdate( function ( { material, scene } ) {

  	return material.envMap ? material.envMapIntensity : scene.environmentIntensity;

  } );

  /**
   * TSL object that represents the rotation of environment maps.
   * When `material.envMap` is set, the value is `material.envMapRotation`. `scene.environmentRotation` controls the
   * rotation of `scene.environment` instead.
   *
   * @tsl
   * @type {Node<mat4>}
   */
  const materialEnvRotation = /*@__PURE__*/ uniform( new Matrix4() ).onReference( function ( frame ) {

  	return frame.material;

  } ).onObjectUpdate( function ( { material, scene } ) {

  	const rotation = ( scene.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;

  	if ( rotation ) {

  		_e1$1.copy( rotation );

  		_m1$1.makeRotationFromEuler( _e1$1 );

  	} else {

  		_m1$1.identity();

  	}

  	return _m1$1;

  } );

  /**
   * The reflect vector in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const reflectView = /*@__PURE__*/ positionViewDirection.negate().reflect( normalView );

  /**
   * The refract vector in view space.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const refractView = /*@__PURE__*/ positionViewDirection.negate().refract( normalView, materialRefractionRatio );

  /**
   * Used for sampling cube maps when using cube reflection mapping.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const reflectVector = /*@__PURE__*/ reflectView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );

  /**
   * Used for sampling cube maps when using cube refraction mapping.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const refractVector = /*@__PURE__*/ refractView.transformDirection( cameraViewMatrix ).toVar( 'reflectVector' );

  const EmptyTexture = /*@__PURE__*/ new CubeTexture();

  /**
   * This type of uniform node represents a cube texture.
   *
   * @augments TextureNode
   */
  class CubeTextureNode extends TextureNode {

  	static get type() {

  		return 'CubeTextureNode';

  	}

  	/**
  	 * Constructs a new cube texture node.
  	 *
  	 * @param {CubeTexture} value - The cube texture.
  	 * @param {?Node<vec3>} [uvNode=null] - The uv node.
  	 * @param {?Node<int>} [levelNode=null] - The level node.
  	 * @param {?Node<float>} [biasNode=null] - The bias node.
  	 */
  	constructor( value, uvNode = null, levelNode = null, biasNode = null ) {

  		super( value, uvNode, levelNode, biasNode );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCubeTextureNode = true;

  	}

  	/**
  	 * Overwrites the default implementation to return the appropriate cube texture type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( /*builder*/ ) {

  		if ( this.value.isDepthTexture === true ) {

  			return 'cubeDepthTexture';

  		}

  		return 'cubeTexture';

  	}

  	/**
  	 * Returns a default uvs based on the mapping type of the cube texture.
  	 *
  	 * @return {Node<vec3>} The default uv attribute.
  	 */
  	getDefaultUV() {

  		const texture = this.value;

  		if ( texture.mapping === CubeReflectionMapping ) {

  			return reflectVector;

  		} else if ( texture.mapping === CubeRefractionMapping ) {

  			return refractVector;

  		} else {

  			error( 'CubeTextureNode: Mapping "%s" not supported.', texture.mapping );

  			return vec3( 0, 0, 0 );

  		}

  	}

  	/**
  	 * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
  	 * for cube textures. The uv transformation matrix is not applied to cube textures.
  	 *
  	 * @param {boolean} value - The update toggle.
  	 */
  	setUpdateMatrix( /*updateMatrix*/ ) { } // Ignore .updateMatrix for CubeTextureNode

  	/**
  	 * Setups the uv node. Depending on the backend as well as the texture type, it might be necessary
  	 * to modify the uv node for correct sampling.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node} uvNode - The uv node to setup.
  	 * @return {Node} The updated uv node.
  	 */
  	setupUV( builder, uvNode ) {

  		const texture = this.value;

  		// Depth textures (shadow maps) - no environment rotation, Y flip for WebGPU
  		if ( texture.isDepthTexture === true ) {

  			if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem ) {

  				return vec3( uvNode.x, uvNode.y.negate(), uvNode.z );

  			}

  			return uvNode;

  		}

  		if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem || ! texture.isRenderTargetTexture ) {

  			uvNode = vec3( uvNode.x.negate(), uvNode.yz );

  		}

  		return materialEnvRotation.mul( uvNode );

  	}

  	/**
  	 * Generates the uv code snippet.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node} cubeUV - The uv node to generate code for.
  	 * @return {string} The generated code snippet.
  	 */
  	generateUV( builder, cubeUV ) {

  		return cubeUV.build( builder, this.sampler === true ? 'vec3' : 'ivec3' );

  	}

  }

  /**
   * TSL function for creating a cube texture node.
   *
   * @tsl
   * @function
   * @param {CubeTexture} value - The cube texture.
   * @param {?Node<vec3>} [uvNode=null] - The uv node.
   * @param {?Node<int>} [levelNode=null] - The level node.
   * @param {?Node<float>} [biasNode=null] - The bias node.
   * @returns {CubeTextureNode}
   */
  const cubeTextureBase = /*@__PURE__*/ nodeProxy( CubeTextureNode ).setParameterLength( 1, 4 ).setName( 'cubeTexture' );

  /**
   * TSL function for creating a cube texture uniform node.
   *
   * @tsl
   * @function
   * @param {?(CubeTexture|CubeTextureNode)} [value=EmptyTexture] - The cube texture.
   * @param {?Node<vec3>} [uvNode=null] - The uv node.
   * @param {?Node<int>} [levelNode=null] - The level node.
   * @param {?Node<float>} [biasNode=null] - The bias node.
   * @returns {CubeTextureNode}
   */
  const cubeTexture = ( value = EmptyTexture, uvNode = null, levelNode = null, biasNode = null ) => {

  	let textureNode;

  	if ( value && value.isCubeTextureNode === true ) {

  		textureNode = nodeObject( value.clone() );
  		textureNode.referenceNode = value; // Ensure the reference is set to the original node

  		if ( uvNode !== null ) textureNode.uvNode = nodeObject( uvNode );
  		if ( levelNode !== null ) textureNode.levelNode = nodeObject( levelNode );
  		if ( biasNode !== null ) textureNode.biasNode = nodeObject( biasNode );

  	} else {

  		textureNode = cubeTextureBase( value, uvNode, levelNode, biasNode );

  	}

  	return textureNode;

  };

  // TODO: Avoid duplicated code and use only ReferenceBaseNode or ReferenceNode

  /**
   * This class is only relevant if the referenced property is array-like.
   * In this case, `ReferenceElementNode` allows to refer to a specific
   * element inside the data structure via an index.
   *
   * @augments ArrayElementNode
   */
  class ReferenceElementNode extends ArrayElementNode {

  	static get type() {

  		return 'ReferenceElementNode';

  	}

  	/**
  	 * Constructs a new reference element node.
  	 *
  	 * @param {?ReferenceNode} referenceNode - The reference node.
  	 * @param {Node} indexNode - The index node that defines the element access.
  	 */
  	constructor( referenceNode, indexNode ) {

  		super( referenceNode, indexNode );

  		/**
  		 * Similar to {@link ReferenceNode#reference}, an additional
  		 * property references to the current node.
  		 *
  		 * @type {?ReferenceNode}
  		 * @default null
  		 */
  		this.referenceNode = referenceNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isReferenceElementNode = true;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from
  	 * the uniform type of the reference node.
  	 *
  	 * @return {string} The node type.
  	 */
  	getNodeType() {

  		return this.referenceNode.uniformType;

  	}

  	generate( builder ) {

  		const snippet = super.generate( builder );
  		const arrayType = this.referenceNode.getNodeType();
  		const elementType = this.getNodeType();

  		return builder.format( snippet, arrayType, elementType );

  	}

  }

  /**
   * This type of node establishes a reference to a property of another object.
   * In this way, the value of the node is automatically linked to the value of
   * referenced object. Reference nodes internally represent the linked value
   * as a uniform.
   *
   * @augments Node
   */
  class ReferenceNode extends Node {

  	static get type() {

  		return 'ReferenceNode';

  	}

  	/**
  	 * Constructs a new reference node.
  	 *
  	 * @param {string} property - The name of the property the node refers to.
  	 * @param {string} uniformType - The uniform type that should be used to represent the property value.
  	 * @param {?Object} [object=null] - The object the property belongs to.
  	 * @param {?number} [count=null] - When the linked property is an array-like, this parameter defines its length.
  	 */
  	constructor( property, uniformType, object = null, count = null ) {

  		super();

  		/**
  		 * The name of the property the node refers to.
  		 *
  		 * @type {string}
  		 */
  		this.property = property;

  		/**
  		 * The uniform type that should be used to represent the property value.
  		 *
  		 * @type {string}
  		 */
  		this.uniformType = uniformType;

  		/**
  		 * The object the property belongs to.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.object = object;

  		/**
  		 * When the linked property is an array, this parameter defines its length.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this.count = count;

  		/**
  		 * The property name might have dots so nested properties can be referred.
  		 * The hierarchy of the names is stored inside this array.
  		 *
  		 * @type {Array<string>}
  		 */
  		this.properties = property.split( '.' );

  		/**
  		 * Points to the current referred object. This property exists next to {@link ReferenceNode#object}
  		 * since the final reference might be updated from calling code.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.reference = object;

  		/**
  		 * The uniform node that holds the value of the reference node.
  		 *
  		 * @type {UniformNode}
  		 * @default null
  		 */
  		this.node = null;

  		/**
  		 * The uniform group of the internal uniform.
  		 *
  		 * @type {UniformGroupNode}
  		 * @default null
  		 */
  		this.group = null;

  		/**
  		 * An optional label of the internal uniform node.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.name = null;

  		/**
  		 * Overwritten since reference nodes are updated per object.
  		 *
  		 * @type {string}
  		 * @default 'object'
  		 */
  		this.updateType = NodeUpdateType.OBJECT;

  	}

  	/**
  	 * When the referred property is array-like, this method can be used
  	 * to access elements via an index node.
  	 *
  	 * @param {IndexNode} indexNode - indexNode.
  	 * @return {ReferenceElementNode} A reference to an element.
  	 */
  	element( indexNode ) {

  		return new ReferenceElementNode( this, nodeObject( indexNode ) );

  	}

  	/**
  	 * Sets the uniform group for this reference node.
  	 *
  	 * @param {UniformGroupNode} group - The uniform group to set.
  	 * @return {ReferenceNode} A reference to this node.
  	 */
  	setGroup( group ) {

  		this.group = group;

  		return this;

  	}

  	/**
  	 * Sets the name for the internal uniform.
  	 *
  	 * @param {string} name - The label to set.
  	 * @return {ReferenceNode} A reference to this node.
  	 */
  	setName( name ) {

  		this.name = name;

  		return this;

  	}

  	/**
  	 * Sets the label for the internal uniform.
  	 *
  	 * @deprecated
  	 * @param {string} name - The label to set.
  	 * @return {ReferenceNode} A reference to this node.
  	 */
  	label( name ) {

  		warn( 'TSL: "label()" has been deprecated. Use "setName()" instead.' ); // @deprecated r179

  		return this.setName( name );

  	}

  	/**
  	 * Sets the node type which automatically defines the internal
  	 * uniform type.
  	 *
  	 * @param {string} uniformType - The type to set.
  	 */
  	setNodeType( uniformType ) {

  		let node = null;

  		if ( this.count !== null ) {

  			node = buffer( null, uniformType, this.count );

  		} else if ( Array.isArray( this.getValueFromReference() ) ) {

  			node = uniformArray( null, uniformType );

  		} else if ( uniformType === 'texture' ) {

  			node = texture( null );

  		} else if ( uniformType === 'cubeTexture' ) {

  			node = cubeTexture( null );

  		} else {

  			node = uniform( null, uniformType );

  		}

  		if ( this.group !== null ) {

  			node.setGroup( this.group );

  		}

  		if ( this.name !== null ) node.setName( this.name );

  		this.node = node;

  	}

  	/**
  	 * This method is overwritten since the node type is inferred from
  	 * the type of the reference node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		if ( this.node === null ) {

  			this.updateReference( builder );
  			this.updateValue();

  		}

  		return this.node.getNodeType( builder );

  	}

  	/**
  	 * Returns the property value from the given referred object.
  	 *
  	 * @param {Object} [object=this.reference] - The object to retrieve the property value from.
  	 * @return {any} The value.
  	 */
  	getValueFromReference( object = this.reference ) {

  		const { properties } = this;

  		let value = object[ properties[ 0 ] ];

  		for ( let i = 1; i < properties.length; i ++ ) {

  			value = value[ properties[ i ] ];

  		}

  		return value;

  	}

  	/**
  	 * Allows to update the reference based on the given state. The state is only
  	 * evaluated {@link ReferenceNode#object} is not set.
  	 *
  	 * @param {(NodeFrame|NodeBuilder)} state - The current state.
  	 * @return {Object} The updated reference.
  	 */
  	updateReference( state ) {

  		this.reference = this.object !== null ? this.object : state.object;

  		return this.reference;

  	}

  	/**
  	 * The output of the reference node is the internal uniform node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {UniformNode} The output node.
  	 */
  	setup( /* builder */ ) {

  		this.updateValue();

  		return this.node;

  	}

  	/**
  	 * Overwritten to update the internal uniform value.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( /*frame*/ ) {

  		this.updateValue();

  	}

  	/**
  	 * Retrieves the value from the referred object property and uses it
  	 * to updated the internal uniform.
  	 */
  	updateValue() {

  		if ( this.node === null ) this.setNodeType( this.uniformType );

  		const value = this.getValueFromReference();

  		if ( Array.isArray( value ) ) {

  			this.node.array = value;

  		} else {

  			this.node.value = value;

  		}

  	}

  }

  /**
   * TSL function for creating a reference node.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the property the node refers to.
   * @param {string} type - The uniform type that should be used to represent the property value.
   * @param {?Object} [object] - The object the property belongs to.
   * @returns {ReferenceNode}
   */
  const reference = ( name, type, object ) => new ReferenceNode( name, type, object );

  /**
   * TSL function for creating a reference node. Use this function if you want need a reference
   * to an array-like property that should be represented as a uniform buffer.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the property the node refers to.
   * @param {string} type - The uniform type that should be used to represent the property value.
   * @param {number} count - The number of value inside the array-like object.
   * @param {Object} object - An array-like object the property belongs to.
   * @returns {ReferenceNode}
   */
  const referenceBuffer = ( name, type, count, object ) => new ReferenceNode( name, type, object, count );

  /**
   * This node is a special type of reference node which is intended
   * for linking material properties with node values.
   * ```js
   * const opacityNode = materialReference( 'opacity', 'float', material );
   * ```
   * When changing `material.opacity`, the node value of `opacityNode` will
   * automatically be updated.
   *
   * @augments ReferenceNode
   */
  class MaterialReferenceNode extends ReferenceNode {

  	static get type() {

  		return 'MaterialReferenceNode';

  	}

  	/**
  	 * Constructs a new material reference node.
  	 *
  	 * @param {string} property - The name of the property the node refers to.
  	 * @param {string} inputType - The uniform type that should be used to represent the property value.
  	 * @param {?Material} [material=null] - The material the property belongs to. When no material is set,
  	 * the node refers to the material of the current rendered object.
  	 */
  	constructor( property, inputType, material = null ) {

  		super( property, inputType, material );

  		/**
  		 * The material the property belongs to. When no material is set,
  		 * the node refers to the material of the current rendered object.
  		 *
  		 * @type {?Material}
  		 * @default null
  		 */
  		this.material = material;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMaterialReferenceNode = true;

  	}

  	/**
  	 * Updates the reference based on the given state. The state is only evaluated
  	 * {@link MaterialReferenceNode#material} is not set.
  	 *
  	 * @param {(NodeFrame|NodeBuilder)} state - The current state.
  	 * @return {Object} The updated reference.
  	 */
  	updateReference( state ) {

  		this.reference = this.material !== null ? this.material : state.material;

  		return this.reference;

  	}

  }

  /**
   * TSL function for creating a material reference node.
   *
   * @tsl
   * @function
   * @param {string} name - The name of the property the node refers to.
   * @param {string} type - The uniform type that should be used to represent the property value.
   * @param {?Material} [material=null] - The material the property belongs to.
   * When no material is set, the node refers to the material of the current rendered object.
   * @returns {MaterialReferenceNode}
   */
  const materialReference = ( name, type, material = null ) => new MaterialReferenceNode( name, type, material );

  // Normal Mapping Without Precomputed Tangents
  // http://www.thetenthplanet.de/archives/1180

  const uv = uv$1();

  const q0 = positionView.dFdx();
  const q1 = positionView.dFdy();
  const st0 = uv.dFdx();
  const st1 = uv.dFdy();

  const N$1 = normalView;

  const q1perp = q1.cross( N$1 );
  const q0perp = N$1.cross( q0 );

  const T$1 = q1perp.mul( st0.x ).add( q0perp.mul( st1.x ) );
  const B$1 = q1perp.mul( st0.y ).add( q0perp.mul( st1.y ) );

  const det = T$1.dot( T$1 ).max( B$1.dot( B$1 ) );
  const scale$1 = det.equal( 0.0 ).select( 0.0, det.inverseSqrt() );

  /**
   * Tangent vector in view space, computed dynamically from geometry and UV derivatives.
   * Useful for normal mapping without precomputed tangents.
   *
   * Reference: http://www.thetenthplanet.de/archives/1180
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const tangentViewFrame = /*@__PURE__*/ T$1.mul( scale$1 ).toVar( 'tangentViewFrame' );

  /**
   * Bitangent vector in view space, computed dynamically from geometry and UV derivatives.
   * Complements the tangentViewFrame for constructing the tangent space basis.
   *
   * Reference: http://www.thetenthplanet.de/archives/1180
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const bitangentViewFrame = /*@__PURE__*/ B$1.mul( scale$1 ).toVar( 'bitangentViewFrame' );

  /**
   * TSL object that represents the tangent attribute of the current rendered object.
   *
   * @tsl
   * @type {Node<vec4>}
   */
  const tangentGeometry = /*@__PURE__*/ attribute( 'tangent', 'vec4' );

  /**
   * TSL object that represents the vertex tangent in local space of the current rendered object.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const tangentLocal = /*@__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' );

  /**
   * TSL object that represents the vertex tangent in view space of the current rendered object.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const tangentView = /*@__PURE__*/ ( Fn( ( builder ) => {

  	let node;

  	if ( builder.subBuildFn === 'VERTEX' || builder.geometry.hasAttribute( 'tangent' ) ) {

  		node = modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz.toVarying( 'v_tangentView' ).normalize();

  	} else {

  		node = tangentViewFrame;

  	}

  	if ( builder.isFlatShading() !== true ) {

  		node = directionToFaceDirection( node );

  	}

  	return node;

  }, 'vec3' ).once( [ 'NORMAL', 'VERTEX' ] ) )().toVar( 'tangentView' );

  /**
   * Returns the bitangent node and assigns it to a varying if the material is not flat shaded.
   *
   * @tsl
   * @private
   * @param {Node<vec3>} crossNormalTangent - The cross product of the normal and tangent vectors.
   * @param {string} varyingName - The name of the varying to assign the bitangent to.
   * @returns {Node<vec3>} The bitangent node.
   */
  const getBitangent = /*@__PURE__*/ Fn( ( [ crossNormalTangent, varyingName ], builder ) => {

  	let bitangent = crossNormalTangent.mul( tangentGeometry.w ).xyz;

  	if ( builder.subBuildFn === 'NORMAL' && builder.isFlatShading() !== true ) {

  		bitangent = bitangent.toVarying( varyingName );

  	}

  	return bitangent;

  } ).once( [ 'NORMAL' ] );

  /**
   * TSL object that represents the vertex bitangent in view space of the current rendered object.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const bitangentView = /*@__PURE__*/ ( Fn( ( builder ) => {

  	let node;

  	if ( builder.subBuildFn === 'VERTEX' || builder.geometry.hasAttribute( 'tangent' ) ) {

  		node = getBitangent( normalView.cross( tangentView ), 'v_bitangentView' ).normalize();

  	} else {

  		node = bitangentViewFrame;

  	}

  	if ( builder.isFlatShading() !== true ) {

  		node = directionToFaceDirection( node );

  	}

  	return node;

  }, 'vec3' ).once( [ 'NORMAL', 'VERTEX' ] ) )().toVar( 'bitangentView' );

  /**
   * TSL object that represents the TBN matrix in view space.
   *
   * @tsl
   * @type {Node<mat3>}
   */
  const TBNViewMatrix = /*@__PURE__*/ mat3( tangentView, bitangentView, normalView ).toVar( 'TBNViewMatrix' );

  /**
   * TSL function for computing bent normals.
   *
   * @tsl
   * @function
   * @returns {Node<vec3>} Bent normals.
   */
  const bentNormalView = /*@__PURE__*/ ( Fn( () => {

  	// https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights/anisotropy

  	let bentNormal = anisotropyB.cross( positionViewDirection );
  	bentNormal = bentNormal.cross( anisotropyB ).normalize();
  	bentNormal = mix$2( bentNormal, normalView, anisotropy.mul( roughness.oneMinus() ).oneMinus().pow2().pow2() ).normalize();

  	return bentNormal;

  } ).once() )();

  /**
   * Packs a direction vector into a color value.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} node - The direction to pack.
   * @return {Node<vec3>} The color.
   */
  const directionToColor = ( node ) => nodeObject( node ).mul( 0.5 ).add( 0.5 );

  /**
   * Unpacks a tangent space normal, reconstructing the Z component by projecting the X,Y coordinates onto the hemisphere.
   * The X,Y coordinates are expected to be in the [-1, 1] range.
   *
   * @tsl
   * @function
   * @param {Node<vec2>} xy - The X,Y coordinates of the normal.
   * @return {Node<vec3>} The resulting normal.
   */
  const unpackNormal = ( xy ) => vec3( xy, sqrt( saturate$1( float( 1.0 ).sub( dot( xy, xy ) ) ) ) );

  /**
   * This class can be used for applying normals maps to materials.
   *
   * ```js
   * material.normalNode = normalMap( texture( normalTex ) );
   * ```
   *
   * @augments TempNode
   */
  class NormalMapNode extends TempNode {

  	static get type() {

  		return 'NormalMapNode';

  	}

  	/**
  	 * Constructs a new normal map node.
  	 *
  	 * @param {Node<vec3>} node - Represents the normal map data.
  	 * @param {?Node<vec2>} [scaleNode=null] - Controls the intensity of the effect.
  	 */
  	constructor( node, scaleNode = null ) {

  		super( 'vec3' );

  		/**
  		 * Represents the normal map data.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.node = node;

  		/**
  		 * Controls the intensity of the effect.
  		 *
  		 * @type {?Node<vec2>}
  		 * @default null
  		 */
  		this.scaleNode = scaleNode;

  		/**
  		 * The normal map type.
  		 *
  		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  		 * @default TangentSpaceNormalMap
  		 */
  		this.normalMapType = TangentSpaceNormalMap;

  		/**
  		 * Controls how to unpack the sampled normal map values.
  		 *
  		 * @type {string}
  		 * @default NoNormalPacking
  		 */
  		this.unpackNormalMode = NoNormalPacking;

  	}

  	setup( builder ) {

  		const { normalMapType, scaleNode, unpackNormalMode } = this;

  		let normalMap = this.node.mul( 2.0 ).sub( 1.0 );

  		if ( normalMapType === TangentSpaceNormalMap ) {

  			if ( unpackNormalMode === NormalRGPacking ) {

  				normalMap = unpackNormal( normalMap.xy );

  			} else if ( unpackNormalMode === NormalGAPacking ) {

  				normalMap = unpackNormal( normalMap.yw );

  			} else if ( unpackNormalMode !== NoNormalPacking ) {

  				console.error( `THREE.NodeMaterial: Unexpected unpack normal mode: ${ unpackNormalMode }` );

  			}

  		} else {

  			if ( unpackNormalMode !== NoNormalPacking ) {

  				console.error( `THREE.NodeMaterial: Normal map type '${ normalMapType }' is not compatible with unpack normal mode '${ unpackNormalMode }'` );

  			}

  		}

  		if ( scaleNode !== null ) {

  			let scale = scaleNode;

  			if ( builder.isFlatShading() === true ) {

  				scale = directionToFaceDirection( scale );

  			}

  			normalMap = vec3( normalMap.xy.mul( scale ), normalMap.z );

  		}

  		let output = null;

  		if ( normalMapType === ObjectSpaceNormalMap ) {

  			output = transformNormalToView( normalMap );

  		} else if ( normalMapType === TangentSpaceNormalMap ) {

  			output = TBNViewMatrix.mul( normalMap ).normalize();

  		} else {

  			error( `NodeMaterial: Unsupported normal map type: ${ normalMapType }` );

  			output = normalView; // Fallback to default normal view

  		}

  		return output;

  	}

  }

  /**
   * TSL function for creating a normal map node.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} node - Represents the normal map data.
   * @param {?Node<vec2>} [scaleNode=null] - Controls the intensity of the effect.
   * @returns {NormalMapNode}
   */
  const normalMap = /*@__PURE__*/ nodeProxy( NormalMapNode ).setParameterLength( 1, 2 );

  // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
  // https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf

  const dHdxy_fwd = Fn( ( { textureNode, bumpScale } ) => {

  	// It's used to preserve the same TextureNode instance
  	const sampleTexture = ( callback ) => textureNode.isolate().context( { getUV: ( texNode ) => callback( texNode.uvNode || uv$1() ), forceUVContext: true } );

  	const Hll = float( sampleTexture( ( uvNode ) => uvNode ) );

  	return vec2(
  		float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdx() ) ) ).sub( Hll ),
  		float( sampleTexture( ( uvNode ) => uvNode.add( uvNode.dFdy() ) ) ).sub( Hll )
  	).mul( bumpScale );

  } );

  // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)

  const perturbNormalArb = Fn( ( inputs ) => {

  	const { surf_pos, surf_norm, dHdxy } = inputs;

  	// normalize is done to ensure that the bump map looks the same regardless of the texture's scale
  	const vSigmaX = surf_pos.dFdx().normalize();
  	const vSigmaY = surf_pos.dFdy().normalize();
  	const vN = surf_norm; // normalized

  	const R1 = vSigmaY.cross( vN );
  	const R2 = vN.cross( vSigmaX );

  	const fDet = vSigmaX.dot( R1 ).mul( faceDirection );

  	const vGrad = fDet.sign().mul( dHdxy.x.mul( R1 ).add( dHdxy.y.mul( R2 ) ) );

  	return fDet.abs().mul( surf_norm ).sub( vGrad ).normalize();

  } );

  /**
   * This class can be used for applying bump maps to materials.
   *
   * ```js
   * material.normalNode = bumpMap( texture( bumpTex ) );
   * ```
   *
   * @augments TempNode
   */
  class BumpMapNode extends TempNode {

  	static get type() {

  		return 'BumpMapNode';

  	}

  	/**
  	 * Constructs a new bump map node.
  	 *
  	 * @param {Node<float>} textureNode - Represents the bump map data.
  	 * @param {?Node<float>} [scaleNode=null] - Controls the intensity of the bump effect.
  	 */
  	constructor( textureNode, scaleNode = null ) {

  		super( 'vec3' );

  		/**
  		 * Represents the bump map data.
  		 *
  		 * @type {Node<float>}
  		 */
  		this.textureNode = textureNode;

  		/**
  		 * Controls the intensity of the bump effect.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.scaleNode = scaleNode;

  	}

  	setup() {

  		const bumpScale = this.scaleNode !== null ? this.scaleNode : 1;
  		const dHdxy = dHdxy_fwd( { textureNode: this.textureNode, bumpScale } );

  		return perturbNormalArb( {
  			surf_pos: positionView,
  			surf_norm: normalView,
  			dHdxy
  		} );

  	}

  }

  /**
   * TSL function for creating a bump map node.
   *
   * @tsl
   * @function
   * @param {Node<float>} textureNode - Represents the bump map data.
   * @param {?Node<float>} [scaleNode=null] - Controls the intensity of the bump effect.
   * @returns {BumpMapNode}
   */
  const bumpMap = /*@__PURE__*/ nodeProxy( BumpMapNode ).setParameterLength( 1, 2 );

  const _propertyCache = new Map();

  /**
   * This class should simplify the node access to material properties.
   * It internal uses reference nodes to make sure  changes to material
   * properties are automatically reflected to predefined TSL objects
   * like e.g. `materialColor`.
   *
   * @augments Node
   */
  class MaterialNode extends Node {

  	static get type() {

  		return 'MaterialNode';

  	}

  	/**
  	 * Constructs a new material node.
  	 *
  	 * @param {string} scope - The scope defines what kind of material property is referred by the node.
  	 */
  	constructor( scope ) {

  		super();

  		/**
  		 * The scope defines what material property is referred by the node.
  		 *
  		 * @type {string}
  		 */
  		this.scope = scope;

  	}

  	/**
  	 * Returns a cached reference node for the given property and type.
  	 *
  	 * @param {string} property - The name of the material property.
  	 * @param {string} type - The uniform type of the property.
  	 * @return {MaterialReferenceNode} A material reference node representing the property access.
  	 */
  	getCache( property, type ) {

  		let node = _propertyCache.get( property );

  		if ( node === undefined ) {

  			node = materialReference( property, type );

  			_propertyCache.set( property, node );

  		}

  		return node;

  	}

  	/**
  	 * Returns a float-typed material reference node for the given property name.
  	 *
  	 * @param {string} property - The name of the material property.
  	 * @return {MaterialReferenceNode<float>} A material reference node representing the property access.
  	 */
  	getFloat( property ) {

  		return this.getCache( property, 'float' );

  	}

  	/**
  	 * Returns a color-typed material reference node for the given property name.
  	 *
  	 * @param {string} property - The name of the material property.
  	 * @return {MaterialReferenceNode<color>} A material reference node representing the property access.
  	 */
  	getColor( property ) {

  		return this.getCache( property, 'color' );

  	}

  	/**
  	 * Returns a texture-typed material reference node for the given property name.
  	 *
  	 * @param {string} property - The name of the material property.
  	 * @return {MaterialReferenceNode} A material reference node representing the property access.
  	 */
  	getTexture( property ) {

  		return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' );

  	}

  	/**
  	 * The node setup is done depending on the selected scope. Multiple material properties
  	 * might be grouped into a single node composition if they logically belong together.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node} The node representing the selected scope.
  	 */
  	setup( builder ) {

  		const material = builder.context.material;
  		const scope = this.scope;

  		let node = null;

  		if ( scope === MaterialNode.COLOR ) {

  			const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3();

  			if ( material.map && material.map.isTexture === true ) {

  				node = colorNode.mul( this.getTexture( 'map' ) );

  			} else {

  				node = colorNode;

  			}

  		} else if ( scope === MaterialNode.OPACITY ) {

  			const opacityNode = this.getFloat( scope );

  			if ( material.alphaMap && material.alphaMap.isTexture === true ) {

  				node = opacityNode.mul( this.getTexture( 'alpha' ) );

  			} else {

  				node = opacityNode;

  			}

  		} else if ( scope === MaterialNode.SPECULAR_STRENGTH ) {

  			if ( material.specularMap && material.specularMap.isTexture === true ) {

  				node = this.getTexture( 'specular' ).r;

  			} else {

  				node = float( 1 );

  			}

  		} else if ( scope === MaterialNode.SPECULAR_INTENSITY ) {

  			const specularIntensityNode = this.getFloat( scope );

  			if ( material.specularIntensityMap && material.specularIntensityMap.isTexture === true ) {

  				node = specularIntensityNode.mul( this.getTexture( scope ).a );

  			} else {

  				node = specularIntensityNode;

  			}

  		} else if ( scope === MaterialNode.SPECULAR_COLOR ) {

  			const specularColorNode = this.getColor( scope );

  			if ( material.specularColorMap && material.specularColorMap.isTexture === true ) {

  				node = specularColorNode.mul( this.getTexture( scope ).rgb );

  			} else {

  				node = specularColorNode;

  			}

  		} else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches

  			const roughnessNode = this.getFloat( scope );

  			if ( material.roughnessMap && material.roughnessMap.isTexture === true ) {

  				node = roughnessNode.mul( this.getTexture( scope ).g );

  			} else {

  				node = roughnessNode;

  			}

  		} else if ( scope === MaterialNode.METALNESS ) {

  			const metalnessNode = this.getFloat( scope );

  			if ( material.metalnessMap && material.metalnessMap.isTexture === true ) {

  				node = metalnessNode.mul( this.getTexture( scope ).b );

  			} else {

  				node = metalnessNode;

  			}

  		} else if ( scope === MaterialNode.EMISSIVE ) {

  			const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' );
  			const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode );

  			if ( material.emissiveMap && material.emissiveMap.isTexture === true ) {

  				node = emissiveNode.mul( this.getTexture( scope ) );

  			} else {

  				node = emissiveNode;

  			}

  		} else if ( scope === MaterialNode.NORMAL ) {

  			if ( material.normalMap ) {

  				node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) );
  				node.normalMapType = material.normalMapType;

  				if ( material.normalMap.format == RGFormat || material.normalMap.format == RED_GREEN_RGTC2_Format || material.normalMap.format == RG11_EAC_Format ) {

  					node.unpackNormalMode = NormalRGPacking;

  				}

  			} else if ( material.bumpMap ) {

  				node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) );

  			} else {

  				node = normalView;

  			}

  		} else if ( scope === MaterialNode.CLEARCOAT ) {

  			const clearcoatNode = this.getFloat( scope );

  			if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) {

  				node = clearcoatNode.mul( this.getTexture( scope ).r );

  			} else {

  				node = clearcoatNode;

  			}

  		} else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) {

  			const clearcoatRoughnessNode = this.getFloat( scope );

  			if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) {

  				node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r );

  			} else {

  				node = clearcoatRoughnessNode;

  			}

  		} else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) {

  			if ( material.clearcoatNormalMap ) {

  				node = normalMap( this.getTexture( scope ), this.getCache( scope + 'Scale', 'vec2' ) );

  			} else {

  				node = normalView;

  			}

  		} else if ( scope === MaterialNode.SHEEN ) {

  			const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU

  			if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) {

  				node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb );

  			} else {

  				node = sheenNode;

  			}

  		} else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) {

  			const sheenRoughnessNode = this.getFloat( scope );

  			if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) {

  				node = sheenRoughnessNode.mul( this.getTexture( scope ).a );

  			} else {

  				node = sheenRoughnessNode;

  			}

  			node = node.clamp( 0.0001, 1.0 );

  		} else if ( scope === MaterialNode.ANISOTROPY ) {

  			if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) {

  				const anisotropyPolar = this.getTexture( scope );
  				const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x );

  				node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) );

  			} else {

  				node = materialAnisotropyVector;

  			}

  		} else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) {

  			const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange );

  			if ( material.iridescenceThicknessMap ) {

  				const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange );

  				node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum );

  			} else {

  				node = iridescenceThicknessMaximum;

  			}

  		} else if ( scope === MaterialNode.TRANSMISSION ) {

  			const transmissionNode = this.getFloat( scope );

  			if ( material.transmissionMap ) {

  				node = transmissionNode.mul( this.getTexture( scope ).r );

  			} else {

  				node = transmissionNode;

  			}

  		} else if ( scope === MaterialNode.THICKNESS ) {

  			const thicknessNode = this.getFloat( scope );

  			if ( material.thicknessMap ) {

  				node = thicknessNode.mul( this.getTexture( scope ).g );

  			} else {

  				node = thicknessNode;

  			}

  		} else if ( scope === MaterialNode.IOR ) {

  			node = this.getFloat( scope );

  		} else if ( scope === MaterialNode.LIGHT_MAP ) {

  			node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) );

  		} else if ( scope === MaterialNode.AO ) {

  			node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 );

  		} else if ( scope === MaterialNode.LINE_DASH_OFFSET ) {

  			node = ( material.dashOffset ) ? this.getFloat( scope ) : float( 0 );

  		} else {

  			const outputType = this.getNodeType( builder );

  			node = this.getCache( scope, outputType );

  		}

  		return node;

  	}

  }

  MaterialNode.ALPHA_TEST = 'alphaTest';
  MaterialNode.COLOR = 'color';
  MaterialNode.OPACITY = 'opacity';
  MaterialNode.SHININESS = 'shininess';
  MaterialNode.SPECULAR = 'specular';
  MaterialNode.SPECULAR_STRENGTH = 'specularStrength';
  MaterialNode.SPECULAR_INTENSITY = 'specularIntensity';
  MaterialNode.SPECULAR_COLOR = 'specularColor';
  MaterialNode.REFLECTIVITY = 'reflectivity';
  MaterialNode.ROUGHNESS = 'roughness';
  MaterialNode.METALNESS = 'metalness';
  MaterialNode.NORMAL = 'normal';
  MaterialNode.CLEARCOAT = 'clearcoat';
  MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness';
  MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal';
  MaterialNode.EMISSIVE = 'emissive';
  MaterialNode.ROTATION = 'rotation';
  MaterialNode.SHEEN = 'sheen';
  MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness';
  MaterialNode.ANISOTROPY = 'anisotropy';
  MaterialNode.IRIDESCENCE = 'iridescence';
  MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR';
  MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness';
  MaterialNode.IOR = 'ior';
  MaterialNode.TRANSMISSION = 'transmission';
  MaterialNode.THICKNESS = 'thickness';
  MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance';
  MaterialNode.ATTENUATION_COLOR = 'attenuationColor';
  MaterialNode.LINE_SCALE = 'scale';
  MaterialNode.LINE_DASH_SIZE = 'dashSize';
  MaterialNode.LINE_GAP_SIZE = 'gapSize';
  MaterialNode.LINE_WIDTH = 'linewidth';
  MaterialNode.LINE_DASH_OFFSET = 'dashOffset';
  MaterialNode.POINT_SIZE = 'size';
  MaterialNode.DISPERSION = 'dispersion';
  MaterialNode.LIGHT_MAP = 'light';
  MaterialNode.AO = 'ao';

  /**
   * TSL object that represents alpha test of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialAlphaTest = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST );

  /**
   * TSL object that represents the diffuse color of the current material.
   * The value is composed via `color` * `map`.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.COLOR );

  /**
   * TSL object that represents the shininess of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialShininess = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHININESS );

  /**
   * TSL object that represents the emissive color of the current material.
   * The value is composed via `emissive` * `emissiveIntensity` * `emissiveMap`.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialEmissive = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.EMISSIVE );

  /**
   * TSL object that represents the opacity of the current material.
   * The value is composed via `opacity` * `alphaMap`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialOpacity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.OPACITY );

  /**
   * TSL object that represents the specular of the current material.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialSpecular = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR );

  /**
   * TSL object that represents the specular intensity of the current material.
   * The value is composed via `specularIntensity` * `specularMap.a`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialSpecularIntensity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY );

  /**
   * TSL object that represents the specular color of the current material.
   * The value is composed via `specularColor` * `specularMap.rgb`.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialSpecularColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR );

  /**
   * TSL object that represents the specular strength of the current material.
   * The value is composed via `specularMap.r`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialSpecularStrength = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH );

  /**
   * TSL object that represents the reflectivity of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialReflectivity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY );

  /**
   * TSL object that represents the roughness of the current material.
   * The value is composed via `roughness` * `roughnessMap.g`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS );

  /**
   * TSL object that represents the metalness of the current material.
   * The value is composed via `metalness` * `metalnessMap.b`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialMetalness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.METALNESS );

  /**
   * TSL object that represents the normal of the current material.
   * The value will be either `normalMap` * `normalScale`, `bumpMap` * `bumpScale` or `normalView`.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.NORMAL );

  /**
   * TSL object that represents the clearcoat of the current material.
   * The value is composed via `clearcoat` * `clearcoatMap.r`
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialClearcoat = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT );

  /**
   * TSL object that represents the clearcoat roughness of the current material.
   * The value is composed via `clearcoatRoughness` * `clearcoatRoughnessMap.r`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialClearcoatRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS );

  /**
   * TSL object that represents the clearcoat normal of the current material.
   * The value will be either `clearcoatNormalMap` or `normalView`.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialClearcoatNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL );

  /**
   * TSL object that represents the rotation of the current sprite material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialRotation = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROTATION );

  /**
   * TSL object that represents the sheen color of the current material.
   * The value is composed via `sheen` * `sheenColor` * `sheenColorMap`.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN );

  /**
   * TSL object that represents the sheen roughness of the current material.
   * The value is composed via `sheenRoughness` * `sheenRoughnessMap.a`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS );

  /**
   * TSL object that represents the anisotropy of the current material.
   *
   * @tsl
   * @type {Node<vec2>}
   */
  const materialAnisotropy = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY );

  /**
   * TSL object that represents the iridescence of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialIridescence = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE );

  /**
   * TSL object that represents the iridescence IOR of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialIridescenceIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR );

  /**
   * TSL object that represents the iridescence thickness of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialIridescenceThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS );

  /**
   * TSL object that represents the transmission of the current material.
   * The value is composed via `transmission` * `transmissionMap.r`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialTransmission = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION );

  /**
   * TSL object that represents the thickness of the current material.
   * The value is composed via `thickness` * `thicknessMap.g`.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.THICKNESS );

  /**
   * TSL object that represents the IOR of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IOR );

  /**
   * TSL object that represents the attenuation distance of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialAttenuationDistance = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE );

  /**
   * TSL object that represents the attenuation color of the current material.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialAttenuationColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR );

  /**
   * TSL object that represents the scale of the current dashed line material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialLineScale = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE );

  /**
   * TSL object that represents the dash size of the current dashed line material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialLineDashSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE );

  /**
   * TSL object that represents the gap size of the current dashed line material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialLineGapSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE );

  /**
   * TSL object that represents the line width of the current line material.
   *
   * @tsl
   * @type {Node<float>}
   */
  /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH );

  /**
   * TSL object that represents the dash offset of the current line material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialLineDashOffset = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET );

  /**
   * TSL object that represents the point size of the current points material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialPointSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.POINT_SIZE );

  /**
   * TSL object that represents the dispersion of the current material.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialDispersion = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.DISPERSION );

  /**
   * TSL object that represents the light map of the current material.
   * The value is composed via `lightMapIntensity` * `lightMap.rgb`.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP );

  /**
   * TSL object that represents the ambient occlusion map of the current material.
   * The value is composed via `aoMap.r` - 1 * `aoMapIntensity` + 1.
   *
   * @tsl
   * @type {Node<float>}
   */
  const materialAO = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO );

  /**
   * TSL object that represents the anisotropy vector of the current material.
   *
   * @tsl
   * @type {Node<vec2>}
   */
  const materialAnisotropyVector = /*@__PURE__*/ uniform( new Vector2() ).onReference( function ( frame ) {

  	return frame.material;

  } ).onRenderUpdate( function ( { material } ) {

  	this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );

  } );

  /**
   * TSL object that represents the position in clip space after the model-view-projection transform of the current rendered object.
   *
   * @tsl
   * @type {VaryingNode<vec4>}
   */
  const modelViewProjection = /*@__PURE__*/ ( Fn( ( builder ) => {

  	return builder.context.setupModelViewProjection();

  }, 'vec4' ).once() )().toVarying( 'v_modelViewProjection' );

  /**
   * This class enables element access on instances of {@link StorageBufferNode}.
   * In most cases, it is indirectly used when accessing elements with the
   * {@link StorageBufferNode#element} method.
   *
   * ```js
   * const position = positionStorage.element( instanceIndex );
   * ```
   *
   * @augments ArrayElementNode
   */
  class StorageArrayElementNode extends ArrayElementNode {

  	static get type() {

  		return 'StorageArrayElementNode';

  	}

  	/**
  	 * Constructs storage buffer element node.
  	 *
  	 * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
  	 * @param {Node} indexNode - The index node that defines the element access.
  	 */
  	constructor( storageBufferNode, indexNode ) {

  		super( storageBufferNode, indexNode );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isStorageArrayElementNode = true;

  	}

  	/**
  	 * The storage buffer node.
  	 *
  	 * @param {Node} value
  	 * @type {StorageBufferNode}
  	 */
  	set storageBufferNode( value ) {

  		this.node = value;

  	}

  	get storageBufferNode() {

  		return this.node;

  	}

  	getMemberType( builder, name ) {

  		const structTypeNode = this.storageBufferNode.structTypeNode;

  		if ( structTypeNode ) {

  			return structTypeNode.getMemberType( builder, name );

  		}

  		return 'void';

  	}

  	setup( builder ) {

  		if ( builder.isAvailable( 'storageBuffer' ) === false ) {

  			if ( this.node.isPBO === true ) {

  				builder.setupPBO( this.node );

  			}

  		}

  		return super.setup( builder );

  	}

  	generate( builder, output ) {

  		let snippet;

  		const isAssignContext = builder.context.assign;

  		//

  		if ( builder.isAvailable( 'storageBuffer' ) === false ) {

  			if ( this.node.isPBO === true && isAssignContext !== true && ( this.node.value.isInstancedBufferAttribute || builder.shaderStage !== 'compute' ) ) {

  				snippet = builder.generatePBO( this );

  			} else {

  				snippet = this.node.build( builder );

  			}

  		} else {

  			snippet = super.generate( builder );

  		}

  		if ( isAssignContext !== true ) {

  			const type = this.getNodeType( builder );

  			snippet = builder.format( snippet, type, output );

  		}

  		return snippet;

  	}

  }

  /**
   * TSL function for creating a storage element node.
   *
   * @tsl
   * @function
   * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
   * @param {Node} indexNode - The index node that defines the element access.
   * @returns {StorageArrayElementNode}
   */
  const storageElement = /*@__PURE__*/ nodeProxy( StorageArrayElementNode ).setParameterLength( 2 );

  /**
   * This node is used in context of compute shaders and allows to define a
   * storage buffer for data. A typical workflow is to create instances of
   * this node with the convenience functions `attributeArray()` or `instancedArray()`,
   * setup up a compute shader that writes into the buffers and then convert
   * the storage buffers to attribute nodes for rendering.
   *
   * ```js
   * const positionBuffer = instancedArray( particleCount, 'vec3' ); // the storage buffer node
   *
   * const computeInit = Fn( () => { // the compute shader
   *
   * 	const position = positionBuffer.element( instanceIndex );
   *
   * 	// compute position data
   *
   * 	position.x = 1;
   * 	position.y = 1;
   * 	position.z = 1;
   *
   * } )().compute( particleCount );
   *
   * const particleMaterial = new THREE.SpriteNodeMaterial();
   * particleMaterial.positionNode = positionBuffer.toAttribute();
   *
   * renderer.computeAsync( computeInit );
   *
   * ```
   *
   * @augments BufferNode
   */
  class StorageBufferNode extends BufferNode {

  	static get type() {

  		return 'StorageBufferNode';

  	}

  	/**
  	 * Constructs a new storage buffer node.
  	 *
  	 * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
  	 * @param {?(string|Struct)} [bufferType=null] - The buffer type (e.g. `'vec3'`).
  	 * @param {number} [bufferCount=0] - The buffer count.
  	 */
  	constructor( value, bufferType = null, bufferCount = 0 ) {

  		let nodeType, structTypeNode = null;

  		if ( bufferType && bufferType.isStruct ) {

  			nodeType = 'struct';
  			structTypeNode = bufferType.layout;

  			if ( value.isStorageBufferAttribute || value.isStorageInstancedBufferAttribute ) {

  				bufferCount = value.count;

  			}

  		} else if ( bufferType === null && ( value.isStorageBufferAttribute || value.isStorageInstancedBufferAttribute ) ) {

  			nodeType = getTypeFromLength( value.itemSize );
  			bufferCount = value.count;

  		} else {

  			nodeType = bufferType;

  		}

  		super( value, nodeType, bufferCount );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isStorageBufferNode = true;


  		/**
  		 * The buffer struct type.
  		 *
  		 * @type {?StructTypeNode}
  		 * @default null
  		 */
  		this.structTypeNode = structTypeNode;

  		/**
  		 * The access type of the texture node.
  		 *
  		 * @type {string}
  		 * @default 'readWrite'
  		 */
  		this.access = NodeAccess.READ_WRITE;

  		/**
  		 * Whether the node is atomic or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.isAtomic = false;

  		/**
  		 * Whether the node represents a PBO or not.
  		 * Only relevant for WebGL.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.isPBO = false;

  		/**
  		 * A reference to the internal buffer attribute node.
  		 *
  		 * @private
  		 * @type {?BufferAttributeNode}
  		 * @default null
  		 */
  		this._attribute = null;

  		/**
  		 * A reference to the internal varying node.
  		 *
  		 * @private
  		 * @type {?VaryingNode}
  		 * @default null
  		 */
  		this._varying = null;

  		/**
  		 * `StorageBufferNode` sets this property to `true` by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  		if ( value.isStorageBufferAttribute !== true && value.isStorageInstancedBufferAttribute !== true ) {

  			// TODO: Improve it, possibly adding a new property to the BufferAttribute to identify it as a storage buffer read-only attribute in Renderer

  			if ( value.isInstancedBufferAttribute ) value.isStorageInstancedBufferAttribute = true;
  			else value.isStorageBufferAttribute = true;

  		}

  	}

  	/**
  	 * This method is overwritten since the buffer data might be shared
  	 * and thus the hash should be shared as well.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The hash.
  	 */
  	getHash( builder ) {

  		if ( this.bufferCount === 0 ) {

  			let bufferData = builder.globalCache.getData( this.value );

  			if ( bufferData === undefined ) {

  				bufferData = {
  					node: this
  				};

  				builder.globalCache.setData( this.value, bufferData );

  			}

  			return bufferData.node.uuid;

  		}

  		return this.uuid;

  	}

  	/**
  	 * Overwrites the default implementation to return a fixed value `'indirectStorageBuffer'` or `'storageBuffer'`.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( /*builder*/ ) {

  		return this.value.isIndirectStorageBufferAttribute ? 'indirectStorageBuffer' : 'storageBuffer';

  	}

  	/**
  	 * Enables element access with the given index node.
  	 *
  	 * @param {IndexNode} indexNode - The index node.
  	 * @return {StorageArrayElementNode} A node representing the element access.
  	 */
  	element( indexNode ) {

  		return storageElement( this, indexNode );

  	}

  	/**
  	 * Defines whether this node is a PBO or not. Only relevant for WebGL.
  	 *
  	 * @param {boolean} value - The value so set.
  	 * @return {StorageBufferNode} A reference to this node.
  	 */
  	setPBO( value ) {

  		this.isPBO = value;

  		return this;

  	}

  	/**
  	 * Returns the `isPBO` value.
  	 *
  	 * @return {boolean} Whether the node represents a PBO or not.
  	 */
  	getPBO() {

  		return this.isPBO;

  	}

  	/**
  	 * Defines the node access.
  	 *
  	 * @param {string} value - The node access.
  	 * @return {StorageBufferNode} A reference to this node.
  	 */
  	setAccess( value ) {

  		this.access = value;

  		return this;

  	}

  	/**
  	 * Convenience method for configuring a read-only node access.
  	 *
  	 * @return {StorageBufferNode} A reference to this node.
  	 */
  	toReadOnly() {

  		return this.setAccess( NodeAccess.READ_ONLY );

  	}

  	/**
  	 * Defines whether the node is atomic or not.
  	 *
  	 * @param {boolean} value - The atomic flag.
  	 * @return {StorageBufferNode} A reference to this node.
  	 */
  	setAtomic( value ) {

  		this.isAtomic = value;

  		return this;

  	}

  	/**
  	 * Convenience method for making this node atomic.
  	 *
  	 * @return {StorageBufferNode} A reference to this node.
  	 */
  	toAtomic() {

  		return this.setAtomic( true );

  	}

  	/**
  	 * Returns attribute data for this storage buffer node.
  	 *
  	 * @return {{attribute: BufferAttributeNode, varying: VaryingNode}} The attribute data.
  	 */
  	getAttributeData() {

  		if ( this._attribute === null ) {

  			this._attribute = bufferAttribute( this.value );
  			this._varying = varying( this._attribute );

  		}

  		return {
  			attribute: this._attribute,
  			varying: this._varying
  		};

  	}

  	/**
  	 * This method is overwritten since the node type from the availability of storage buffers
  	 * and the attribute data.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		if ( this.structTypeNode !== null ) {

  			return this.structTypeNode.getNodeType( builder );

  		}

  		if ( builder.isAvailable( 'storageBuffer' ) || builder.isAvailable( 'indirectStorageBuffer' ) ) {

  			return super.getNodeType( builder );

  		}

  		const { attribute } = this.getAttributeData();

  		return attribute.getNodeType( builder );

  	}

  	/**
  	 * Returns the type of a member of the struct.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} name - The name of the member.
  	 * @return {string} The type of the member.
  	 */
  	getMemberType( builder, name ) {

  		if ( this.structTypeNode !== null ) {

  			return this.structTypeNode.getMemberType( builder, name );

  		}

  		return 'void';

  	}

  	/**
  	 * Generates the code snippet of the storage buffer node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The generated code snippet.
  	 */
  	generate( builder ) {

  		if ( this.structTypeNode !== null ) this.structTypeNode.build( builder );

  		if ( builder.isAvailable( 'storageBuffer' ) || builder.isAvailable( 'indirectStorageBuffer' ) ) {

  			return super.generate( builder );

  		}

  		const { attribute, varying } = this.getAttributeData();

  		const output = varying.build( builder );

  		builder.registerTransform( output, attribute );

  		return output;

  	}

  }

  /**
   * TSL function for creating a storage buffer node.
   *
   * @tsl
   * @function
   * @param {StorageBufferAttribute|StorageInstancedBufferAttribute|BufferAttribute} value - The buffer data.
   * @param {?(string|Struct)} [type=null] - The buffer type (e.g. `'vec3'`).
   * @param {number} [count=0] - The buffer count.
   * @returns {StorageBufferNode}
   */
  const storage = ( value, type = null, count = 0 ) => new StorageBufferNode( value, type, count );

  /**
   * This class represents shader indices of different types. The following predefined node
   * objects cover frequent use cases:
   *
   * - `vertexIndex`: The index of a vertex within a mesh.
   * - `instanceIndex`: The index of either a mesh instance or an invocation of a compute shader.
   * - `drawIndex`: The index of a draw call.
   * - `invocationLocalIndex`: The index of a compute invocation within the scope of a workgroup load.
   * - `invocationSubgroupIndex`: The index of a compute invocation within the scope of a subgroup.
   * - `subgroupIndex`: The index of a compute invocation's subgroup within its workgroup.
   *
   * @augments Node
   */
  class IndexNode extends Node {

  	static get type() {

  		return 'IndexNode';

  	}

  	/**
  	 * Constructs a new index node.
  	 *
  	 * @param {('vertex'|'instance'|'subgroup'|'invocationLocal'|'invocationGlobal'|'invocationSubgroup'|'draw')} scope - The scope of the index node.
  	 */
  	constructor( scope ) {

  		super( 'uint' );

  		/**
  		 * The scope of the index node.
  		 *
  		 * @type {string}
  		 */
  		this.scope = scope;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isIndexNode = true;

  	}

  	generate( builder ) {

  		const nodeType = this.getNodeType( builder );
  		const scope = this.scope;

  		let propertyName;

  		if ( scope === IndexNode.VERTEX ) {

  			propertyName = builder.getVertexIndex();

  		} else if ( scope === IndexNode.INSTANCE ) {

  			propertyName = builder.getInstanceIndex();

  		} else if ( scope === IndexNode.DRAW ) {

  			propertyName = builder.getDrawIndex();

  		} else if ( scope === IndexNode.INVOCATION_LOCAL ) {

  			propertyName = builder.getInvocationLocalIndex();

  		} else if ( scope === IndexNode.INVOCATION_SUBGROUP ) {

  			propertyName = builder.getInvocationSubgroupIndex();

  		} else if ( scope === IndexNode.SUBGROUP ) {

  			propertyName = builder.getSubgroupIndex();

  		} else {

  			throw new Error( 'THREE.IndexNode: Unknown scope: ' + scope );

  		}

  		let output;

  		if ( builder.shaderStage === 'vertex' || builder.shaderStage === 'compute' ) {

  			output = propertyName;

  		} else {

  			const nodeVarying = varying( this );

  			output = nodeVarying.build( builder, nodeType );

  		}

  		return output;

  	}

  }

  IndexNode.VERTEX = 'vertex';
  IndexNode.INSTANCE = 'instance';
  IndexNode.SUBGROUP = 'subgroup';
  IndexNode.INVOCATION_LOCAL = 'invocationLocal';
  IndexNode.INVOCATION_SUBGROUP = 'invocationSubgroup';
  IndexNode.DRAW = 'draw';

  /**
   * TSL object that represents the index of a vertex within a mesh.
   *
   * @tsl
   * @type {IndexNode}
   */
  const vertexIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.VERTEX );

  /**
   * TSL object that represents the index of either a mesh instance or an invocation of a compute shader.
   *
   * @tsl
   * @type {IndexNode}
   */
  const instanceIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INSTANCE );

  /**
   * TSL object that represents the index of the subgroup the current compute invocation belongs to.
   *
   * @tsl
   * @type {IndexNode}
   */
  /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.SUBGROUP );

  /**
   * TSL object that represents the index of a compute invocation within the scope of a subgroup.
   *
   * @tsl
   * @type {IndexNode}
   */
  /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_SUBGROUP );

  /**
   * TSL object that represents the index of a compute invocation within the scope of a workgroup load.
   *
   * @tsl
   * @type {IndexNode}
   */
  /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.INVOCATION_LOCAL );

  /**
   * TSL object that represents the index of a draw call.
   *
   * @tsl
   * @type {IndexNode}
   */
  const drawIndex = /*@__PURE__*/ nodeImmutable( IndexNode, IndexNode.DRAW );

  /**
   * This node implements the vertex shader logic which is required
   * when rendering 3D objects via instancing. The code makes sure
   * vertex positions, normals and colors can be modified via instanced
   * data.
   *
   * @augments Node
   */
  class InstanceNode extends Node {

  	static get type() {

  		return 'InstanceNode';

  	}

  	/**
  	 * Constructs a new instance node.
  	 *
  	 * @param {number} count - The number of instances.
  	 * @param {InstancedBufferAttribute|StorageInstancedBufferAttribute} instanceMatrix - Instanced buffer attribute representing the instance transformations.
  	 * @param {?InstancedBufferAttribute|StorageInstancedBufferAttribute} instanceColor - Instanced buffer attribute representing the instance colors.
  	 */
  	constructor( count, instanceMatrix, instanceColor = null ) {

  		super( 'void' );

  		/**
  		 * The number of instances.
  		 *
  		 * @type {number}
  		 */
  		this.count = count;

  		/**
  		 * Instanced buffer attribute representing the transformation of instances.
  		 *
  		 * @type {InstancedBufferAttribute}
  		 */
  		this.instanceMatrix = instanceMatrix;

  		/**
  		 * Instanced buffer attribute representing the color of instances.
  		 *
  		 * @type {InstancedBufferAttribute}
  		 */
  		this.instanceColor = instanceColor;

  		/**
  		 * The node that represents the instance matrix data.
  		 *
  		 * @type {?Node}
  		 */
  		this.instanceMatrixNode = null;

  		/**
  		 * The node that represents the instance color data.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.instanceColorNode = null;

  		/**
  		 * The update type is set to `frame` since an update
  		 * of instanced buffer data must be checked per frame.
  		 *
  		 * @type {string}
  		 * @default 'frame'
  		 */
  		this.updateType = NodeUpdateType.FRAME;

  		/**
  		 * A reference to a buffer that is used by `instanceMatrixNode`.
  		 *
  		 * @type {?InstancedInterleavedBuffer}
  		 */
  		this.buffer = null;

  		/**
  		 * A reference to a buffer that is used by `instanceColorNode`.
  		 *
  		 * @type {?InstancedBufferAttribute}
  		 */
  		this.bufferColor = null;

  		/**
  		 * The previous instance matrices. Required for computing motion vectors.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.previousInstanceMatrixNode = null;

  	}

  	/**
  	 * Tracks whether the matrix data is provided via a storage buffer.
  	 *
  	 * @type {boolean}
  	 */
  	get isStorageMatrix() {

  		const { instanceMatrix } = this;

  		return instanceMatrix && instanceMatrix.isStorageInstancedBufferAttribute === true;

  	}

  	/**
  	 * Tracks whether the color data is provided via a storage buffer.
  	 *
  	 * @type {boolean}
  	 */
  	get isStorageColor() {

  		const { instanceColor } = this;

  		return instanceColor && instanceColor.isStorageInstancedBufferAttribute === true;

  	}

  	/**
  	 * Setups the internal buffers and nodes and assigns the transformed vertex data
  	 * to predefined node variables for accumulation. That follows the same patterns
  	 * like with morph and skinning nodes.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setup( builder ) {

  		let { instanceMatrixNode, instanceColorNode } = this;

  		// instance matrix

  		if ( instanceMatrixNode === null ) {

  			instanceMatrixNode = this._createInstanceMatrixNode( true, builder );

  			this.instanceMatrixNode = instanceMatrixNode;

  		}

  		// instance color

  		const { instanceColor, isStorageColor } = this;

  		if ( instanceColor && instanceColorNode === null ) {

  			if ( isStorageColor ) {

  				instanceColorNode = storage( instanceColor, 'vec3', Math.max( instanceColor.count, 1 ) ).element( instanceIndex );

  			} else {

  				const bufferAttribute = new InstancedBufferAttribute( instanceColor.array, 3 );

  				const bufferFn = instanceColor.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;

  				this.bufferColor = bufferAttribute;

  				instanceColorNode = vec3( bufferFn( bufferAttribute, 'vec3', 3, 0 ) );

  			}

  			this.instanceColorNode = instanceColorNode;

  		}

  		// POSITION

  		const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
  		positionLocal.assign( instancePosition );

  		if ( builder.needsPreviousData() ) {

  			positionPrevious.assign( this.getPreviousInstancedPosition( builder ) );

  		}

  		// NORMAL

  		if ( builder.hasGeometryAttribute( 'normal' ) ) {

  			const instanceNormal = transformNormal( normalLocal, instanceMatrixNode );

  			// ASSIGNS

  			normalLocal.assign( instanceNormal );

  		}

  		// COLOR

  		if ( this.instanceColorNode !== null ) {

  			varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );

  		}

  	}

  	/**
  	 * Checks if the internal buffers require an update.
  	 *
  	 * @param {NodeFrame} frame - The current node frame.
  	 */
  	update( frame ) {

  		if ( this.buffer !== null && this.isStorageMatrix !== true ) {

  			this.buffer.clearUpdateRanges();
  			this.buffer.updateRanges.push( ... this.instanceMatrix.updateRanges );

  			// update version if necessary

  			if ( this.instanceMatrix.version !== this.buffer.version ) {

  				this.buffer.version = this.instanceMatrix.version;

  			}

  		}

  		if ( this.instanceColor && this.bufferColor !== null && this.isStorageColor !== true ) {

  			this.bufferColor.clearUpdateRanges();
  			this.bufferColor.updateRanges.push( ... this.instanceColor.updateRanges );

  			if ( this.instanceColor.version !== this.bufferColor.version ) {

  				this.bufferColor.version = this.instanceColor.version;

  			}

  		}

  		if ( this.previousInstanceMatrixNode !== null ) {

  			frame.object.previousInstanceMatrix.array.set( this.instanceMatrix.array );

  		}

  	}

  	/**
  	 * Computes the transformed/instanced vertex position of the previous frame.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The instanced position from the previous frame.
  	 */
  	getPreviousInstancedPosition( builder ) {

  		const instancedMesh = builder.object;

  		if ( this.previousInstanceMatrixNode === null ) {

  			instancedMesh.previousInstanceMatrix = this.instanceMatrix.clone();

  			this.previousInstanceMatrixNode = this._createInstanceMatrixNode( false, builder );

  		}

  		return this.previousInstanceMatrixNode.mul( positionPrevious ).xyz;

  	}

  	/**
  	 * Creates a node representing the instance matrix data.
  	 *
  	 * @private
  	 * @param {boolean} assignBuffer - Whether the created interleaved buffer should be assigned to the `buffer` member or not.
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @return {Node} The instance matrix node.
  	 */
  	_createInstanceMatrixNode( assignBuffer, builder ) {

  		let instanceMatrixNode;

  		const { instanceMatrix } = this;
  		const { count } = instanceMatrix;

  		if ( this.isStorageMatrix ) {

  			instanceMatrixNode = storage( instanceMatrix, 'mat4', Math.max( count, 1 ) ).element( instanceIndex );

  		} else {

  			const uniformBufferSize = count * 16 * 4; // count * 16 components * 4 bytes (float)

  			if ( uniformBufferSize <= builder.getUniformBufferLimit() ) {

  				instanceMatrixNode = buffer( instanceMatrix.array, 'mat4', Math.max( count, 1 ) ).element( instanceIndex );

  			} else {

  				const interleaved = new InstancedInterleavedBuffer( instanceMatrix.array, 16, 1 );

  				if ( assignBuffer === true ) this.buffer = interleaved;

  				const bufferFn = instanceMatrix.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;

  				const instanceBuffers = [
  					bufferFn( interleaved, 'vec4', 16, 0 ),
  					bufferFn( interleaved, 'vec4', 16, 4 ),
  					bufferFn( interleaved, 'vec4', 16, 8 ),
  					bufferFn( interleaved, 'vec4', 16, 12 )
  				];

  				instanceMatrixNode = mat4( ...instanceBuffers );

  			}

  		}

  		return instanceMatrixNode;

  	}

  }

  /**
   * This is a special version of `InstanceNode` which requires the usage of {@link InstancedMesh}.
   * It allows an easier setup of the instance node.
   *
   * @augments InstanceNode
   */
  class InstancedMeshNode extends InstanceNode {

  	static get type() {

  		return 'InstancedMeshNode';

  	}

  	/**
  	 * Constructs a new instanced mesh node.
  	 *
  	 * @param {InstancedMesh} instancedMesh - The instanced mesh.
  	 */
  	constructor( instancedMesh ) {

  		const { count, instanceMatrix, instanceColor } = instancedMesh;

  		super( count, instanceMatrix, instanceColor );

  		/**
  		 * A reference to the instanced mesh.
  		 *
  		 * @type {InstancedMesh}
  		 */
  		this.instancedMesh = instancedMesh;

  	}

  }

  /**
   * TSL function for creating an instanced mesh node.
   *
   * @tsl
   * @function
   * @param {InstancedMesh} instancedMesh - The instancedMesh.
   * @returns {InstancedMeshNode}
   */
  const instancedMesh = /*@__PURE__*/ nodeProxy( InstancedMeshNode ).setParameterLength( 1 );

  /**
   * This node implements the vertex shader logic which is required
   * when rendering 3D objects via batching. `BatchNode` must be used
   * with instances of {@link BatchedMesh}.
   *
   * @augments Node
   */
  class BatchNode extends Node {

  	static get type() {

  		return 'BatchNode';

  	}

  	/**
  	 * Constructs a new batch node.
  	 *
  	 * @param {BatchedMesh} batchMesh - A reference to batched mesh.
  	 */
  	constructor( batchMesh ) {

  		super( 'void' );

  		/**
  		 * A reference to batched mesh.
  		 *
  		 * @type {BatchedMesh}
  		 */
  		this.batchMesh = batchMesh;

  		/**
  		 * The batching index node.
  		 *
  		 * @type {?IndexNode}
  		 * @default null
  		 */
  		this.batchingIdNode = null;

  	}

  	/**
  	 * Setups the internal buffers and nodes and assigns the transformed vertex data
  	 * to predefined node variables for accumulation. That follows the same patterns
  	 * like with morph and skinning nodes.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setup( builder ) {

  		if ( this.batchingIdNode === null ) {

  			if ( builder.getDrawIndex() === null ) {

  				this.batchingIdNode = instanceIndex;

  			} else {

  				this.batchingIdNode = drawIndex;

  			}

  		}

  		const getIndirectIndex = Fn( ( [ id ] ) => {

  			const size = int( textureSize( textureLoad( this.batchMesh._indirectTexture ), 0 ).x ).toConst();
  			const x = int( id ).mod( size ).toConst();
  			const y = int( id ).div( size ).toConst();
  			return textureLoad( this.batchMesh._indirectTexture, ivec2( x, y ) ).x;

  		} ).setLayout( {
  			name: 'getIndirectIndex',
  			type: 'uint',
  			inputs: [
  				{ name: 'id', type: 'int' }
  			]
  		} );

  		const indirectId = getIndirectIndex( int( this.batchingIdNode ) );

  		const matricesTexture = this.batchMesh._matricesTexture;

  		const size = int( textureSize( textureLoad( matricesTexture ), 0 ).x ).toConst();
  		const j = float( indirectId ).mul( 4 ).toInt().toConst();

  		const x = j.mod( size ).toConst();
  		const y = j.div( size ).toConst();
  		const batchingMatrix = mat4(
  			textureLoad( matricesTexture, ivec2( x, y ) ),
  			textureLoad( matricesTexture, ivec2( x.add( 1 ), y ) ),
  			textureLoad( matricesTexture, ivec2( x.add( 2 ), y ) ),
  			textureLoad( matricesTexture, ivec2( x.add( 3 ), y ) )
  		);


  		const colorsTexture = this.batchMesh._colorsTexture;

  		if ( colorsTexture !== null ) {

  			const getBatchingColor = Fn( ( [ id ] ) => {

  				const size = int( textureSize( textureLoad( colorsTexture ), 0 ).x ).toConst();
  				const j = id;
  				const x = j.mod( size ).toConst();
  				const y = j.div( size ).toConst();
  				return textureLoad( colorsTexture, ivec2( x, y ) ).rgb;

  			} ).setLayout( {
  				name: 'getBatchingColor',
  				type: 'vec3',
  				inputs: [
  					{ name: 'id', type: 'int' }
  				]
  			} );

  			const color = getBatchingColor( indirectId );

  			varyingProperty( 'vec3', 'vBatchColor' ).assign( color );

  		}

  		const bm = mat3( batchingMatrix );

  		positionLocal.assign( batchingMatrix.mul( positionLocal ) );

  		const transformedNormal = normalLocal.div( vec3( bm[ 0 ].dot( bm[ 0 ] ), bm[ 1 ].dot( bm[ 1 ] ), bm[ 2 ].dot( bm[ 2 ] ) ) );

  		const batchingNormal = bm.mul( transformedNormal ).xyz;

  		normalLocal.assign( batchingNormal );

  		if ( builder.hasGeometryAttribute( 'tangent' ) ) {

  			tangentLocal.mulAssign( bm );

  		}

  	}

  }

  /**
   * TSL function for creating a batch node.
   *
   * @tsl
   * @function
   * @param {BatchedMesh} batchMesh - A reference to batched mesh.
   * @returns {BatchNode}
   */
  const batch = /*@__PURE__*/ nodeProxy( BatchNode ).setParameterLength( 1 );

  const _frameId = new WeakMap();

  /**
   * This node implements the vertex transformation shader logic which is required
   * for skinning/skeletal animation.
   *
   * @augments Node
   */
  class SkinningNode extends Node {

  	static get type() {

  		return 'SkinningNode';

  	}

  	/**
  	 * Constructs a new skinning node.
  	 *
  	 * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
  	 */
  	constructor( skinnedMesh ) {

  		super( 'void' );

  		/**
  		 * The skinned mesh.
  		 *
  		 * @type {SkinnedMesh}
  		 */
  		this.skinnedMesh = skinnedMesh;

  		/**
  		 * The update type overwritten since skinning nodes are updated per object.
  		 *
  		 * @type {string}
  		 */
  		this.updateType = NodeUpdateType.OBJECT;

  		//

  		/**
  		 * The skin index attribute.
  		 *
  		 * @type {AttributeNode}
  		 */
  		this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );

  		/**
  		 * The skin weight attribute.
  		 *
  		 * @type {AttributeNode}
  		 */
  		this.skinWeightNode = attribute( 'skinWeight', 'vec4' );

  		/**
  		 * The bind matrix node.
  		 *
  		 * @type {Node<mat4>}
  		 */
  		this.bindMatrixNode = reference( 'bindMatrix', 'mat4' );

  		/**
  		 * The bind matrix inverse node.
  		 *
  		 * @type {Node<mat4>}
  		 */
  		this.bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );

  		/**
  		 * The bind matrices as a uniform buffer node.
  		 *
  		 * @type {Node}
  		 */
  		this.boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );

  		/**
  		 * The current vertex position in local space.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.positionNode = positionLocal;

  		/**
  		 * The result of vertex position in local space.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.toPositionNode = positionLocal;

  		/**
  		 * The previous bind matrices as a uniform buffer node.
  		 * Required for computing motion vectors.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.previousBoneMatricesNode = null;

  	}

  	/**
  	 * Transforms the given vertex position via skinning.
  	 *
  	 * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
  	 * @param {Node<vec3>} [position=this.positionNode] - The vertex position in local space.
  	 * @return {Node<vec3>} The transformed vertex position.
  	 */
  	getSkinnedPosition( boneMatrices = this.boneMatricesNode, position = this.positionNode ) {

  		const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;

  		const boneMatX = boneMatrices.element( skinIndexNode.x );
  		const boneMatY = boneMatrices.element( skinIndexNode.y );
  		const boneMatZ = boneMatrices.element( skinIndexNode.z );
  		const boneMatW = boneMatrices.element( skinIndexNode.w );

  		// POSITION

  		const skinVertex = bindMatrixNode.mul( position );

  		const skinned = add(
  			boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
  			boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
  			boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
  			boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
  		);

  		return bindMatrixInverseNode.mul( skinned ).xyz;

  	}

  	/**
  	 * Transforms the given vertex normal and tangent via skinning.
  	 *
  	 * @param {Node} [boneMatrices=this.boneMatricesNode] - The bone matrices
  	 * @param {Node<vec3>} [normal=normalLocal] - The vertex normal in local space.
  	 * @param {Node<vec3>} [tangent=tangentLocal] - The vertex tangent in local space.
  	 * @return {{skinNormal: Node<vec3>, skinTangent:Node<vec3>}} The transformed vertex normal and tangent.
  	 */
  	getSkinnedNormalAndTangent( boneMatrices = this.boneMatricesNode, normal = normalLocal, tangent = tangentLocal ) {

  		const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode } = this;

  		const boneMatX = boneMatrices.element( skinIndexNode.x );
  		const boneMatY = boneMatrices.element( skinIndexNode.y );
  		const boneMatZ = boneMatrices.element( skinIndexNode.z );
  		const boneMatW = boneMatrices.element( skinIndexNode.w );

  		// NORMAL and TANGENT

  		let skinMatrix = add(
  			skinWeightNode.x.mul( boneMatX ),
  			skinWeightNode.y.mul( boneMatY ),
  			skinWeightNode.z.mul( boneMatZ ),
  			skinWeightNode.w.mul( boneMatW )
  		);

  		skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );

  		const skinNormal = skinMatrix.transformDirection( normal ).xyz;
  		const skinTangent = skinMatrix.transformDirection( tangent ).xyz;

  		return { skinNormal, skinTangent };

  	}

  	/**
  	 * Computes the transformed/skinned vertex position of the previous frame.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The skinned position from the previous frame.
  	 */
  	getPreviousSkinnedPosition( builder ) {

  		const skinnedMesh = builder.object;

  		if ( this.previousBoneMatricesNode === null ) {

  			skinnedMesh.skeleton.previousBoneMatrices = new Float32Array( skinnedMesh.skeleton.boneMatrices );

  			this.previousBoneMatricesNode = referenceBuffer( 'skeleton.previousBoneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );

  		}

  		return this.getSkinnedPosition( this.previousBoneMatricesNode, positionPrevious );

  	}

  	/**
  	 * Setups the skinning node by assigning the transformed vertex data to predefined node variables.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The transformed vertex position.
  	 */
  	setup( builder ) {

  		if ( builder.needsPreviousData() ) {

  			positionPrevious.assign( this.getPreviousSkinnedPosition( builder ) );

  		}

  		const skinPosition = this.getSkinnedPosition();

  		if ( this.toPositionNode ) this.toPositionNode.assign( skinPosition );

  		//

  		if ( builder.hasGeometryAttribute( 'normal' ) ) {

  			const { skinNormal, skinTangent } = this.getSkinnedNormalAndTangent();

  			normalLocal.assign( skinNormal );

  			if ( builder.hasGeometryAttribute( 'tangent' ) ) {

  				tangentLocal.assign( skinTangent );

  			}

  		}

  		return skinPosition;

  	}

  	/**
  	 * Generates the code snippet of the skinning node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} output - The current output.
  	 * @return {string} The generated code snippet.
  	 */
  	generate( builder, output ) {

  		if ( output !== 'void' ) {

  			return super.generate( builder, output );

  		}

  	}

  	/**
  	 * Updates the state of the skinned mesh by updating the skeleton once per frame.
  	 *
  	 * @param {NodeFrame} frame - The current node frame.
  	 */
  	update( frame ) {

  		const skeleton = frame.object && frame.object.skeleton ? frame.object.skeleton : this.skinnedMesh.skeleton;

  		if ( _frameId.get( skeleton ) === frame.frameId ) return;

  		_frameId.set( skeleton, frame.frameId );

  		if ( this.previousBoneMatricesNode !== null ) {

  			if ( skeleton.previousBoneMatrices === null ) {

  				// cloned skeletons miss "previousBoneMatrices" in their first updated

  				skeleton.previousBoneMatrices = new Float32Array( skeleton.boneMatrices );

  			}

  			skeleton.previousBoneMatrices.set( skeleton.boneMatrices );


  		}

  		skeleton.update();

  	}

  }

  /**
   * TSL function for creating a skinning node.
   *
   * @tsl
   * @function
   * @param {SkinnedMesh} skinnedMesh - The skinned mesh.
   * @returns {SkinningNode}
   */
  const skinning = ( skinnedMesh ) => new SkinningNode( skinnedMesh );

  /**
   * This module offers a variety of ways to implement loops in TSL. In it's basic form it's:
   * ```js
   * Loop( count, ( { i } ) => {
   *
   * } );
   * ```
   * However, it is also possible to define a start and end ranges, data types and loop conditions:
   * ```js
   * Loop( { start: int( 0 ), end: int( 10 ), type: 'int', condition: '<' }, ( { i } ) => {
   *
   * } );
   *```
   * Nested loops can be defined in a compacted form:
   * ```js
   * Loop( 10, 5, ( { i, j } ) => {
   *
   * } );
   * ```
   * Loops that should run backwards can be defined like so:
   * ```js
   * Loop( { start: 10 }, () => {} );
   * ```
   * It is possible to execute with boolean values, similar to the `while` syntax.
   * ```js
   * const value = float( 0 ).toVar();
   *
   * Loop( value.lessThan( 10 ), () => {
   *
   * 	value.addAssign( 1 );
   *
   * } );
   * ```
   * The module also provides `Break()` and `Continue()` TSL expression for loop control.
   * @augments Node
   */
  class LoopNode extends Node {

  	static get type() {

  		return 'LoopNode';

  	}

  	/**
  	 * Constructs a new loop node.
  	 *
  	 * @param {Array<any>} params - Depending on the loop type, array holds different parameterization values for the loop.
  	 */
  	constructor( params = [] ) {

  		super( 'void' );

  		this.params = params;

  	}

  	/**
  	 * Returns a loop variable name based on an index. The pattern is
  	 * `0` = `i`, `1`= `j`, `2`= `k` and so on.
  	 *
  	 * @param {number} index - The index.
  	 * @return {string} The loop variable name.
  	 */
  	getVarName( index ) {

  		return String.fromCharCode( 'i'.charCodeAt( 0 ) + index );

  	}

  	/**
  	 * Returns properties about this node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Object} The node properties.
  	 */
  	getProperties( builder ) {

  		const properties = builder.getNodeProperties( this );

  		if ( properties.stackNode !== undefined ) return properties;

  		//

  		const inputs = {};

  		for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {

  			const param = this.params[ i ];

  			const name = ( param.isNode !== true && param.name ) || this.getVarName( i );
  			const type = ( param.isNode !== true && param.type ) || 'int';

  			inputs[ name ] = expression( name, type );

  		}

  		const stack = builder.addStack();

  		const fnCall = this.params[ this.params.length - 1 ]( inputs );

  		properties.returnsNode = fnCall.context( { nodeLoop: fnCall } );
  		properties.stackNode = stack;

  		const baseParam = this.params[ 0 ];

  		if ( baseParam.isNode !== true && typeof baseParam.update === 'function' ) {

  			const fnUpdateCall = Fn( this.params[ 0 ].update )( inputs );

  			properties.updateNode = fnUpdateCall.context( { nodeLoop: fnUpdateCall } );

  		}

  		builder.removeStack();

  		return properties;

  	}

  	setup( builder ) {

  		// setup properties

  		this.getProperties( builder );

  		if ( builder.fnCall ) {

  			const shaderNodeData = builder.getDataFromNode( builder.fnCall.shaderNode );
  			shaderNodeData.hasLoop = true;

  		}

  	}

  	generate( builder ) {

  		const properties = this.getProperties( builder );

  		const params = this.params;
  		const stackNode = properties.stackNode;

  		for ( let i = 0, l = params.length - 1; i < l; i ++ ) {

  			const param = params[ i ];

  			let isWhile = false, start = null, end = null, name = null, type = null, condition = null, update = null;

  			if ( param.isNode ) {

  				if ( param.getNodeType( builder ) === 'bool' ) {

  					isWhile = true;
  					type = 'bool';
  					end = param.build( builder, type );

  				} else {

  					type = 'int';
  					name = this.getVarName( i );
  					start = '0';
  					end = param.build( builder, type );
  					condition = '<';

  				}

  			} else {

  				type = param.type || 'int';
  				name = param.name || this.getVarName( i );
  				start = param.start;
  				end = param.end;
  				condition = param.condition;
  				update = param.update;

  				if ( typeof start === 'number' ) start = builder.generateConst( type, start );
  				else if ( start && start.isNode ) start = start.build( builder, type );

  				if ( typeof end === 'number' ) end = builder.generateConst( type, end );
  				else if ( end && end.isNode ) end = end.build( builder, type );

  				if ( start !== undefined && end === undefined ) {

  					start = start + ' - 1';
  					end = '0';
  					condition = '>=';

  				} else if ( end !== undefined && start === undefined ) {

  					start = '0';
  					condition = '<';

  				}

  				if ( condition === undefined ) {

  					if ( Number( start ) > Number( end ) ) {

  						condition = '>=';

  					} else {

  						condition = '<';

  					}

  				}

  			}

  			let loopSnippet;

  			if ( isWhile ) {

  				loopSnippet = `while ( ${ end } )`;

  			} else {

  				const internalParam = { start, end};

  				//

  				const startSnippet = internalParam.start;
  				const endSnippet = internalParam.end;

  				let updateSnippet;

  				const deltaOperator = () => condition.includes( '<' ) ? '+=' : '-=';

  				if ( update !== undefined && update !== null ) {

  					switch ( typeof update ) {

  						case 'function':

  							const flow = builder.flowStagesNode( properties.updateNode, 'void' );
  							const snippet = flow.code.replace( /\t|;/g, '' );

  							updateSnippet = snippet;

  							break;

  						case 'number':

  							updateSnippet = name + ' ' + deltaOperator() + ' ' + builder.generateConst( type, update );

  							break;

  						case 'string':

  							updateSnippet = name + ' ' + update;

  							break;

  						default:

  							if ( update.isNode ) {

  								updateSnippet = name + ' ' + deltaOperator() + ' ' + update.build( builder );

  							} else {

  								error( 'TSL: \'Loop( { update: ... } )\' is not a function, string or number.', this.stackTrace );

  								updateSnippet = 'break /* invalid update */';

  							}

  					}

  				} else {

  					if ( type === 'int' || type === 'uint' ) {

  						update = condition.includes( '<' ) ? '++' : '--';

  					} else {

  						update = deltaOperator() + ' 1.';

  					}

  					updateSnippet = name + ' ' + update;

  				}

  				const declarationSnippet = builder.getVar( type, name ) + ' = ' + startSnippet;
  				const conditionalSnippet = name + ' ' + condition + ' ' + endSnippet;

  				loopSnippet = `for ( ${ declarationSnippet }; ${ conditionalSnippet }; ${ updateSnippet } )`;

  			}

  			builder.addFlowCode( ( i === 0 ? '\n' : '' ) + builder.tab + loopSnippet + ' {\n\n' ).addFlowTab();

  		}

  		const stackSnippet = stackNode.build( builder, 'void' );

  		properties.returnsNode.build( builder, 'void' );

  		builder.removeFlowTab().addFlowCode( '\n' + builder.tab + stackSnippet );

  		for ( let i = 0, l = this.params.length - 1; i < l; i ++ ) {

  			builder.addFlowCode( ( i === 0 ? '' : builder.tab ) + '}\n\n' ).removeFlowTab();

  		}

  		builder.addFlowTab();

  	}

  }

  /**
   * TSL function for creating a loop node.
   *
   * @tsl
   * @function
   * @param {...any} params - A list of parameters.
   * @returns {LoopNode}
   */
  const Loop = ( ...params ) => new LoopNode( nodeArray( params, 'int' ) ).toStack();

  /**
   * TSL function for creating a `Break()` expression.
   *
   * @tsl
   * @function
   * @returns {ExpressionNode}
   */
  const Break = () => expression( 'break' ).toStack();

  const _morphTextures = /*@__PURE__*/ new WeakMap();
  const _morphVec4 = /*@__PURE__*/ new Vector4();

  const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, depth, offset } ) => {

  	const texelIndex = int( vertexIndex ).mul( stride ).add( offset );

  	const y = texelIndex.div( width );
  	const x = texelIndex.sub( y.mul( width ) );

  	const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth ).xyz;

  	return bufferAttrib.mul( influence );

  } );

  function getEntry( geometry ) {

  	const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  	const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  	const hasMorphColors = geometry.morphAttributes.color !== undefined;

  	// instead of using attributes, the WebGL 2 code path encodes morph targets
  	// into an array of data textures. Each layer represents a single morph target.

  	const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  	const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

  	let entry = _morphTextures.get( geometry );

  	if ( entry === undefined || entry.count !== morphTargetsCount ) {

  		if ( entry !== undefined ) entry.texture.dispose();

  		const morphTargets = geometry.morphAttributes.position || [];
  		const morphNormals = geometry.morphAttributes.normal || [];
  		const morphColors = geometry.morphAttributes.color || [];

  		let vertexDataCount = 0;

  		if ( hasMorphPosition === true ) vertexDataCount = 1;
  		if ( hasMorphNormals === true ) vertexDataCount = 2;
  		if ( hasMorphColors === true ) vertexDataCount = 3;

  		let width = geometry.attributes.position.count * vertexDataCount;
  		let height = 1;

  		const maxTextureSize = 4096; // @TODO: Use 'capabilities.maxTextureSize'

  		if ( width > maxTextureSize ) {

  			height = Math.ceil( width / maxTextureSize );
  			width = maxTextureSize;

  		}

  		const buffer = new Float32Array( width * height * 4 * morphTargetsCount );

  		const bufferTexture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
  		bufferTexture.type = FloatType;
  		bufferTexture.needsUpdate = true;

  		// fill buffer

  		const vertexDataStride = vertexDataCount * 4;

  		for ( let i = 0; i < morphTargetsCount; i ++ ) {

  			const morphTarget = morphTargets[ i ];
  			const morphNormal = morphNormals[ i ];
  			const morphColor = morphColors[ i ];

  			const offset = width * height * 4 * i;

  			for ( let j = 0; j < morphTarget.count; j ++ ) {

  				const stride = j * vertexDataStride;

  				if ( hasMorphPosition === true ) {

  					_morphVec4.fromBufferAttribute( morphTarget, j );

  					buffer[ offset + stride + 0 ] = _morphVec4.x;
  					buffer[ offset + stride + 1 ] = _morphVec4.y;
  					buffer[ offset + stride + 2 ] = _morphVec4.z;
  					buffer[ offset + stride + 3 ] = 0;

  				}

  				if ( hasMorphNormals === true ) {

  					_morphVec4.fromBufferAttribute( morphNormal, j );

  					buffer[ offset + stride + 4 ] = _morphVec4.x;
  					buffer[ offset + stride + 5 ] = _morphVec4.y;
  					buffer[ offset + stride + 6 ] = _morphVec4.z;
  					buffer[ offset + stride + 7 ] = 0;

  				}

  				if ( hasMorphColors === true ) {

  					_morphVec4.fromBufferAttribute( morphColor, j );

  					buffer[ offset + stride + 8 ] = _morphVec4.x;
  					buffer[ offset + stride + 9 ] = _morphVec4.y;
  					buffer[ offset + stride + 10 ] = _morphVec4.z;
  					buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? _morphVec4.w : 1;

  				}

  			}

  		}

  		entry = {
  			count: morphTargetsCount,
  			texture: bufferTexture,
  			stride: vertexDataCount,
  			size: new Vector2( width, height )
  		};

  		_morphTextures.set( geometry, entry );

  		function disposeTexture() {

  			bufferTexture.dispose();

  			_morphTextures.delete( geometry );

  			geometry.removeEventListener( 'dispose', disposeTexture );

  		}

  		geometry.addEventListener( 'dispose', disposeTexture );

  	}

  	return entry;

  }

  /**
   * This node implements the vertex transformation shader logic which is required
   * for morph target animation.
   *
   * @augments Node
   */
  class MorphNode extends Node {

  	static get type() {

  		return 'MorphNode';

  	}

  	/**
  	 * Constructs a new morph node.
  	 *
  	 * @param {Mesh} mesh - The mesh holding the morph targets.
  	 */
  	constructor( mesh ) {

  		super( 'void' );

  		/**
  		 * The mesh holding the morph targets.
  		 *
  		 * @type {Mesh}
  		 */
  		this.mesh = mesh;

  		/**
  		 * A uniform node which represents the morph base influence value.
  		 *
  		 * @type {UniformNode<float>}
  		 */
  		this.morphBaseInfluence = uniform( 1 );

  		/**
  		 * The update type overwritten since morph nodes are updated per object.
  		 *
  		 * @type {string}
  		 */
  		this.updateType = NodeUpdateType.OBJECT;

  	}

  	/**
  	 * Setups the morph node by assigning the transformed vertex data to predefined node variables.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setup( builder ) {

  		const { geometry } = builder;

  		const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  		const hasMorphNormals = geometry.hasAttribute( 'normal' ) && geometry.morphAttributes.normal !== undefined;

  		const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  		const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

  		// nodes

  		const { texture: bufferMap, stride, size } = getEntry( geometry );

  		if ( hasMorphPosition === true ) positionLocal.mulAssign( this.morphBaseInfluence );
  		if ( hasMorphNormals === true ) normalLocal.mulAssign( this.morphBaseInfluence );

  		const width = int( size.width );

  		Loop( morphTargetsCount, ( { i } ) => {

  			const influence = float( 0 ).toVar();

  			if ( this.mesh.count > 1 && ( this.mesh.morphTexture !== null && this.mesh.morphTexture !== undefined ) ) {

  				influence.assign( textureLoad( this.mesh.morphTexture, ivec2( int( i ).add( 1 ), int( instanceIndex ) ) ).r );

  			} else {

  				influence.assign( reference( 'morphTargetInfluences', 'float' ).element( i ).toVar() );

  			}

  			If( influence.notEqual( 0 ), () => {

  				if ( hasMorphPosition === true ) {

  					positionLocal.addAssign( getMorph( {
  						bufferMap,
  						influence,
  						stride,
  						width,
  						depth: i,
  						offset: int( 0 )
  					} ) );

  				}

  				if ( hasMorphNormals === true ) {

  					normalLocal.addAssign( getMorph( {
  						bufferMap,
  						influence,
  						stride,
  						width,
  						depth: i,
  						offset: int( 1 )
  					} ) );

  				}

  			} );

  		} );

  	}

  	/**
  	 * Updates the state of the morphed mesh by updating the base influence.
  	 *
  	 * @param {NodeFrame} frame - The current node frame.
  	 */
  	update( /*frame*/ ) {

  		const morphBaseInfluence = this.morphBaseInfluence;

  		if ( this.mesh.geometry.morphTargetsRelative ) {

  			morphBaseInfluence.value = 1;

  		} else {

  			morphBaseInfluence.value = 1 - this.mesh.morphTargetInfluences.reduce( ( a, b ) => a + b, 0 );

  		}

  	}

  }

  /**
   * TSL function for creating a morph node.
   *
   * @tsl
   * @function
   * @param {Mesh} mesh - The mesh holding the morph targets.
   * @returns {MorphNode}
   */
  const morphReference = /*@__PURE__*/ nodeProxy( MorphNode ).setParameterLength( 1 );

  /**
   * Base class for lighting nodes.
   *
   * @augments Node
   */
  class LightingNode extends Node {

  	static get type() {

  		return 'LightingNode';

  	}

  	/**
  	 * Constructs a new lighting node.
  	 */
  	constructor() {

  		super( 'vec3' );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLightingNode = true;

  	}

  }

  /**
   * A generic class that can be used by nodes which contribute
   * ambient occlusion to the scene. E.g. an ambient occlusion map
   * node can be used as input for this module. Used in {@link NodeMaterial}.
   *
   * @augments LightingNode
   */
  class AONode extends LightingNode {

  	static get type() {

  		return 'AONode';

  	}

  	/**
  	 * Constructs a new AO node.
  	 *
  	 * @param {?Node<float>} [aoNode=null] - The ambient occlusion node.
  	 */
  	constructor( aoNode = null ) {

  		super();

  		/**
  		 * The ambient occlusion node.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.aoNode = aoNode;

  	}

  	setup( builder ) {

  		builder.context.ambientOcclusion.mulAssign( this.aoNode );

  	}

  }

  /**
   * `LightingContextNode` represents an extension of the {@link ContextNode} module
   * by adding lighting specific context data. It represents the runtime context of
   * {@link LightsNode}.
   *
   * @augments ContextNode
   */
  class LightingContextNode extends ContextNode {

  	static get type() {

  		return 'LightingContextNode';

  	}

  	/**
  	 * Constructs a new lighting context node.
  	 *
  	 * @param {LightsNode} lightsNode - The lights node.
  	 * @param {?LightingModel} [lightingModel=null] - The current lighting model.
  	 * @param {?Node<vec3>} [backdropNode=null] - A backdrop node.
  	 * @param {?Node<float>} [backdropAlphaNode=null] - A backdrop alpha node.
  	 */
  	constructor( lightsNode, lightingModel = null, backdropNode = null, backdropAlphaNode = null ) {

  		super( lightsNode );

  		/**
  		 * The current lighting model.
  		 *
  		 * @type {?LightingModel}
  		 * @default null
  		 */
  		this.lightingModel = lightingModel;

  		/**
  		 * A backdrop node.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.backdropNode = backdropNode;

  		/**
  		 * A backdrop alpha node.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.backdropAlphaNode = backdropAlphaNode;

  		this._value = null;

  	}

  	/**
  	 * Returns a lighting context object.
  	 *
  	 * @return {{
  	 * radiance: Node<vec3>,
  	 * irradiance: Node<vec3>,
  	 * iblIrradiance: Node<vec3>,
  	 * ambientOcclusion: Node<float>,
  	 * reflectedLight: {directDiffuse: Node<vec3>, directSpecular: Node<vec3>, indirectDiffuse: Node<vec3>, indirectSpecular: Node<vec3>},
  	 * backdrop: Node<vec3>,
  	 * backdropAlpha: Node<float>
  	 * }} The lighting context object.
  	 */
  	getContext() {

  		const { backdropNode, backdropAlphaNode } = this;

  		const directDiffuse = vec3().toVar( 'directDiffuse' ),
  			directSpecular = vec3().toVar( 'directSpecular' ),
  			indirectDiffuse = vec3().toVar( 'indirectDiffuse' ),
  			indirectSpecular = vec3().toVar( 'indirectSpecular' );

  		const reflectedLight = {
  			directDiffuse,
  			directSpecular,
  			indirectDiffuse,
  			indirectSpecular
  		};

  		const context = {
  			radiance: vec3().toVar( 'radiance' ),
  			irradiance: vec3().toVar( 'irradiance' ),
  			iblIrradiance: vec3().toVar( 'iblIrradiance' ),
  			ambientOcclusion: float( 1 ).toVar( 'ambientOcclusion' ),
  			reflectedLight,
  			backdrop: backdropNode,
  			backdropAlpha: backdropAlphaNode
  		};

  		return context;

  	}

  	setup( builder ) {

  		this.value = this._value || ( this._value = this.getContext() );
  		this.value.lightingModel = this.lightingModel || builder.context.lightingModel;

  		return super.setup( builder );

  	}

  }

  const lightingContext = /*@__PURE__*/ nodeProxy( LightingContextNode );

  /**
   * A generic class that can be used by nodes which contribute
   * irradiance to the scene. E.g. a light map node can be used
   * as input for this module. Used in {@link NodeMaterial}.
   *
   * @augments LightingNode
   */
  class IrradianceNode extends LightingNode {

  	static get type() {

  		return 'IrradianceNode';

  	}

  	/**
  	 * Constructs a new irradiance node.
  	 *
  	 * @param {Node<vec3>} node - A node contributing irradiance.
  	 */
  	constructor( node ) {

  		super();

  		/**
  		 * A node contributing irradiance.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.node = node;

  	}

  	setup( builder ) {

  		builder.context.irradiance.addAssign( this.node );

  	}

  }

  const _size$5 = /*@__PURE__*/ new Vector2();

  /**
   * A special type of texture node which represents the data of the current viewport
   * as a texture. The module extracts data from the current bound framebuffer with
   * a copy operation so no extra render pass is required to produce the texture data
   * (which is good for performance). `ViewportTextureNode` can be used as an input for a
   * variety of effects like refractive or transmissive materials.
   *
   * @augments TextureNode
   */
  class ViewportTextureNode extends TextureNode {

  	static get type() {

  		return 'ViewportTextureNode';

  	}

  	/**
  	 * Constructs a new viewport texture node.
  	 *
  	 * @param {Node} [uvNode=screenUV] - The uv node.
  	 * @param {?Node} [levelNode=null] - The level node.
  	 * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
  	 */
  	constructor( uvNode = screenUV, levelNode = null, framebufferTexture = null ) {

  		let defaultFramebuffer = null;

  		if ( framebufferTexture === null ) {

  			defaultFramebuffer = new FramebufferTexture();
  			defaultFramebuffer.minFilter = LinearMipmapLinearFilter;

  			framebufferTexture = defaultFramebuffer;

  		} else {

  			defaultFramebuffer = framebufferTexture;

  		}

  		super( framebufferTexture, uvNode, levelNode );

  		/**
  		 * Whether to generate mipmaps or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.generateMipmaps = false;

  		/**
  		 * The reference framebuffer texture. This is used to store the framebuffer texture
  		 * for the current render target. If the render target changes, a new framebuffer texture
  		 * is created automatically.
  		 *
  		 * @type {FramebufferTexture}
  		 * @default null
  		 */
  		this.defaultFramebuffer = defaultFramebuffer;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isOutputTextureNode = true;

  		/**
  		 * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node should extract
  		 * the current contents of the bound framebuffer for each render call.
  		 *
  		 * @type {string}
  		 * @default 'render'
  		 */
  		this.updateBeforeType = NodeUpdateType.RENDER;

  		/**
  		 * The framebuffer texture for the current renderer context.
  		 *
  		 * @type {WeakMap<RenderTarget, FramebufferTexture>}
  		 * @private
  		 */
  		this._cacheTextures = new WeakMap();

  	}

  	/**
  	 * This methods returns a texture for the given render target reference.
  	 *
  	 * To avoid rendering errors, `ViewportTextureNode` must use unique framebuffer textures
  	 * for different render contexts.
  	 *
  	 * @param {?RenderTarget} [reference=null] - The render target reference.
  	 * @return {Texture} The framebuffer texture.
  	 */
  	getTextureForReference( reference = null ) {

  		let defaultFramebuffer;
  		let cacheTextures;

  		if ( this.referenceNode ) {

  			defaultFramebuffer = this.referenceNode.defaultFramebuffer;
  			cacheTextures = this.referenceNode._cacheTextures;

  		} else {

  			defaultFramebuffer = this.defaultFramebuffer;
  			cacheTextures = this._cacheTextures;

  		}

  		if ( reference === null ) {

  			return defaultFramebuffer;

  		}

  		if ( cacheTextures.has( reference ) === false ) {

  			const framebufferTexture = defaultFramebuffer.clone();

  			cacheTextures.set( reference, framebufferTexture );

  		}

  		return cacheTextures.get( reference );

  	}

  	updateReference( frame ) {

  		const renderTarget = frame.renderer.getRenderTarget();

  		this.value = this.getTextureForReference( renderTarget );

  		return this.value;

  	}

  	updateBefore( frame ) {

  		const renderer = frame.renderer;
  		const renderTarget = renderer.getRenderTarget();

  		if ( renderTarget === null ) {

  			renderer.getDrawingBufferSize( _size$5 );

  		} else {

  			_size$5.set( renderTarget.width, renderTarget.height );

  		}

  		//

  		const framebufferTexture = this.getTextureForReference( renderTarget );

  		if ( framebufferTexture.image.width !== _size$5.width || framebufferTexture.image.height !== _size$5.height ) {

  			framebufferTexture.image.width = _size$5.width;
  			framebufferTexture.image.height = _size$5.height;
  			framebufferTexture.needsUpdate = true;

  		}

  		//

  		const currentGenerateMipmaps = framebufferTexture.generateMipmaps;
  		framebufferTexture.generateMipmaps = this.generateMipmaps;

  		renderer.copyFramebufferToTexture( framebufferTexture );

  		framebufferTexture.generateMipmaps = currentGenerateMipmaps;

  	}

  	clone() {

  		const viewportTextureNode = new this.constructor( this.uvNode, this.levelNode, this.value );
  		viewportTextureNode.generateMipmaps = this.generateMipmaps;

  		return viewportTextureNode;

  	}

  }

  /**
   * TSL function for creating a viewport texture node with enabled mipmap generation.
   *
   * @tsl
   * @function
   * @param {?Node} [uvNode=screenUV] - The uv node.
   * @param {?Node} [levelNode=null] - The level node.
   * @param {?Texture} [framebufferTexture=null] - A framebuffer texture holding the viewport data. If not provided, a framebuffer texture is created automatically.
   * @returns {ViewportTextureNode}
   */
  const viewportMipTexture = /*@__PURE__*/ nodeProxy( ViewportTextureNode, null, null, { generateMipmaps: true } ).setParameterLength( 0, 3 );

  // Singleton instances for common usage
  const _singletonOpaqueViewportTextureNode = /*@__PURE__*/ viewportMipTexture();

  /**
   * TSL function for creating a viewport texture node with enabled mipmap generation.
   * The texture should only contain the opaque rendering objects.
   *
   * This should be used just in transparent or transmissive materials.
   *
   * @tsl
   * @function
   * @param {?Node} [uv=screenUV] - The uv node.
   * @param {?Node} [level=null] - The level node.
   * @returns {ViewportTextureNode}
   */
  const viewportOpaqueMipTexture = ( uv = screenUV, level = null ) => _singletonOpaqueViewportTextureNode.sample( uv, level ); // TODO: Use once() when sample() supports it

  let _sharedDepthbuffer = null;

  /**
   * Represents the depth of the current viewport as a texture. This module
   * can be used in combination with viewport texture to achieve effects
   * that require depth evaluation.
   *
   * @augments ViewportTextureNode
   */
  class ViewportDepthTextureNode extends ViewportTextureNode {

  	static get type() {

  		return 'ViewportDepthTextureNode';

  	}

  	/**
  	 * Constructs a new viewport depth texture node.
  	 *
  	 * @param {Node} [uvNode=screenUV] - The uv node.
  	 * @param {?Node} [levelNode=null] - The level node.
  	 */
  	constructor( uvNode = screenUV, levelNode = null ) {

  		if ( _sharedDepthbuffer === null ) {

  			_sharedDepthbuffer = new DepthTexture();

  		}

  		super( uvNode, levelNode, _sharedDepthbuffer );

  	}

  	/**
  	 * Overwritten so the method always returns the unique shared
  	 * depth texture.
  	 *
  	 * @return {DepthTexture} The shared depth texture.
  	 */
  	getTextureForReference() {

  		return _sharedDepthbuffer;

  	}

  }

  /**
   * TSL function for a viewport depth texture node.
   *
   * @tsl
   * @function
   * @param {?Node} [uvNode=screenUV] - The uv node.
   * @param {?Node} [levelNode=null] - The level node.
   * @returns {ViewportDepthTextureNode}
   */
  const viewportDepthTexture = /*@__PURE__*/ nodeProxy( ViewportDepthTextureNode ).setParameterLength( 0, 2 );

  /**
   * This node offers a collection of features in context of the depth logic in the fragment shader.
   * Depending on {@link ViewportDepthNode#scope}, it can be used to define a depth value for the current
   * fragment or for depth evaluation purposes.
   *
   * @augments Node
   */
  class ViewportDepthNode extends Node {

  	static get type() {

  		return 'ViewportDepthNode';

  	}

  	/**
  	 * Constructs a new viewport depth node.
  	 *
  	 * @param {('depth'|'depthBase'|'linearDepth')} scope - The node's scope.
  	 * @param {?Node} [valueNode=null] - The value node.
  	 */
  	constructor( scope, valueNode = null ) {

  		super( 'float' );

  		/**
  		 * The node behaves differently depending on which scope is selected.
  		 *
  		 * - `ViewportDepthNode.DEPTH_BASE`: Allows to define a value for the current fragment's depth.
  		 * - `ViewportDepthNode.DEPTH`: Represents the depth value for the current fragment (`valueNode` is ignored).
  		 * - `ViewportDepthNode.LINEAR_DEPTH`: Represents the linear (orthographic) depth value of the current fragment.
  		 * If a `valueNode` is set, the scope can be used to convert perspective depth data to linear data.
  		 *
  		 * @type {('depth'|'depthBase'|'linearDepth')}
  		 */
  		this.scope = scope;

  		/**
  		 * Can be used to define a custom depth value.
  		 * The property is ignored in the `ViewportDepthNode.DEPTH` scope.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.valueNode = valueNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isViewportDepthNode = true;

  	}

  	generate( builder ) {

  		const { scope } = this;

  		if ( scope === ViewportDepthNode.DEPTH_BASE ) {

  			return builder.getFragDepth();

  		}

  		return super.generate( builder );

  	}

  	setup( { camera } ) {

  		const { scope } = this;
  		const value = this.valueNode;

  		let node = null;

  		if ( scope === ViewportDepthNode.DEPTH_BASE ) {

  			if ( value !== null ) {

  				node = depthBase().assign( value );

  			}

  		} else if ( scope === ViewportDepthNode.DEPTH ) {

  			if ( camera.isPerspectiveCamera ) {

  				node = viewZToPerspectiveDepth( positionView.z, cameraNear, cameraFar );

  			} else {

  				node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );

  			}

  		} else if ( scope === ViewportDepthNode.LINEAR_DEPTH ) {

  			if ( value !== null ) {

  				if ( camera.isPerspectiveCamera ) {

  					const viewZ = perspectiveDepthToViewZ( value, cameraNear, cameraFar );

  					node = viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );

  				} else {

  					node = value;

  				}

  			} else {

  				node = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );

  			}

  		}

  		return node;

  	}

  }

  ViewportDepthNode.DEPTH_BASE = 'depthBase';
  ViewportDepthNode.DEPTH = 'depth';
  ViewportDepthNode.LINEAR_DEPTH = 'linearDepth';

  // NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera

  /**
   * TSL function for converting a viewZ value to an orthographic depth value.
   *
   * @tsl
   * @function
   * @param {Node<float>} viewZ - The viewZ node.
   * @param {Node<float>} near - The camera's near value.
   * @param {Node<float>} far - The camera's far value.
   * @returns {Node<float>}
   */
  const viewZToOrthographicDepth = ( viewZ, near, far ) => viewZ.add( near ).div( near.sub( far ) );

  /**
   * TSL function for converting a viewZ value to a perspective depth value.
   *
   * Note: {link https://twitter.com/gonnavis/status/1377183786949959682}.
   *
   * @tsl
   * @function
   * @param {Node<float>} viewZ - The viewZ node.
   * @param {Node<float>} near - The camera's near value.
   * @param {Node<float>} far - The camera's far value.
   * @returns {Node<float>}
   */
  const viewZToPerspectiveDepth = ( viewZ, near, far ) => near.add( viewZ ).mul( far ).div( far.sub( near ).mul( viewZ ) );

  /**
   * TSL function for converting a viewZ value to a reversed perspective depth value.
   *
   * @tsl
   * @function
   * @param {Node<float>} viewZ - The viewZ node.
   * @param {Node<float>} near - The camera's near value.
   * @param {Node<float>} far - The camera's far value.
   * @returns {Node<float>}
   */
  const viewZToReversedPerspectiveDepth = ( viewZ, near, far ) => near.mul( viewZ.add( far ) ).div( viewZ.mul( near.sub( far ) ) );

  /**
   * TSL function for converting a perspective depth value to a viewZ value.
   *
   * @tsl
   * @function
   * @param {Node<float>} depth - The perspective depth.
   * @param {Node<float>} near - The camera's near value.
   * @param {Node<float>} far - The camera's far value.
   * @returns {Node<float>}
   */
  const perspectiveDepthToViewZ = /*@__PURE__*/ Fn( ( [ depth, near, far ], builder ) => {

  	if ( builder.renderer.reversedDepthBuffer === true ) {

  		return near.mul( far ).div( near.sub( far ).mul( depth ).sub( near ) );

  	} else {

  		return near.mul( far ).div( far.sub( near ).mul( depth ).sub( far ) );

  	}

  } );

  /**
   * TSL function for converting a viewZ value to a logarithmic depth value.
   *
   * @tsl
   * @function
   * @param {Node<float>} viewZ - The viewZ node.
   * @param {Node<float>} near - The camera's near value.
   * @param {Node<float>} far - The camera's far value.
   * @returns {Node<float>}
   */
  const viewZToLogarithmicDepth = ( viewZ, near, far ) => {

  	// NOTE: viewZ must be negative--see explanation at the end of this comment block.
  	// The final logarithmic depth formula used here is adapted from one described in an
  	// article by Thatcher Ulrich (see http://tulrich.com/geekstuff/log_depth_buffer.txt),
  	// which was an improvement upon an earlier formula one described in an
  	// Outerra article (https://outerra.blogspot.com/2009/08/logarithmic-z-buffer.html).
  	// Ulrich's formula is the following:
  	//     z = K * log( w / cameraNear ) / log( cameraFar / cameraNear )
  	//     where K = 2^k - 1, and k is the number of bits in the depth buffer.
  	// The Outerra variant ignored the camera near plane (it assumed it was 0) and instead
  	// opted for a "C-constant" for resolution adjustment of objects near the camera.
  	// Outerra states: "Notice that the 'C' variant doesn’t use a near plane distance, it has it
  	// set at 0" (quote from https://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html).
  	// Ulrich's variant has the benefit of constant relative precision over the whole near-far range.
  	// It was debated here whether Outerra's "C-constant" or Ulrich's "near plane" variant should
  	// be used, and ultimately Ulrich's "near plane" version was chosen.
  	// Outerra eventually made another improvement to their original "C-constant" variant,
  	// but it still does not incorporate the camera near plane (for this version,
  	// see https://outerra.blogspot.com/2013/07/logarithmic-depth-buffer-optimizations.html).
  	// Here we make 4 changes to Ulrich's formula:
  	// 1. Clamp the camera near plane so we don't divide by 0.
  	// 2. Use log2 instead of log to avoid an extra multiply (shaders implement log using log2).
  	// 3. Assume K is 1 (K = maximum value in depth buffer; see Ulrich's formula above).
  	// 4. To maintain consistency with the functions "viewZToOrthographicDepth" and "viewZToPerspectiveDepth",
  	//    we modify the formula here to use 'viewZ' instead of 'w'. The other functions expect a negative viewZ,
  	//    so we do the same here, hence the 'viewZ.negate()' call.
  	// For visual representation of this depth curve, see https://www.desmos.com/calculator/uyqk0vex1u
  	near = near.max( 1e-6 ).toVar();
  	const numerator = log2( viewZ.negate().div( near ) );
  	const denominator = log2( far.div( near ) );
  	return numerator.div( denominator );

  };

  /**
   * TSL function for defining a value for the current fragment's depth.
   *
   * @tsl
   * @function
   * @param {Node<float>} value - The depth value to set.
   * @returns {ViewportDepthNode<float>}
   */
  const depthBase = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.DEPTH_BASE );

  /**
   * TSL object that represents the depth value for the current fragment.
   *
   * @tsl
   * @type {ViewportDepthNode}
   */
  const depth = /*@__PURE__*/ nodeImmutable( ViewportDepthNode, ViewportDepthNode.DEPTH );

  /**
   * TSL function for converting a perspective depth value to linear depth.
   *
   * @tsl
   * @function
   * @param {?Node<float>} [value=null] - The perspective depth. If `null` is provided, the current fragment's depth is used.
   * @returns {ViewportDepthNode<float>}
   */
  const linearDepth = /*@__PURE__*/ nodeProxy( ViewportDepthNode, ViewportDepthNode.LINEAR_DEPTH ).setParameterLength( 0, 1 );

  /**
   * TSL object that represents the linear (orthographic) depth value of the current fragment
   *
   * @tsl
   * @type {ViewportDepthNode}
   */
  /*@__PURE__*/ linearDepth( viewportDepthTexture() );

  depth.assign = ( value ) => depthBase( value );

  /**
   * This node is used in {@link NodeMaterial} to setup the clipping
   * which can happen hardware-accelerated (if supported) and optionally
   * use alpha-to-coverage for anti-aliasing clipped edges.
   *
   * @augments Node
   */
  class ClippingNode extends Node {

  	static get type() {

  		return 'ClippingNode';

  	}

  	/**
  	 * Constructs a new clipping node.
  	 *
  	 * @param {('default'|'hardware'|'alphaToCoverage')} [scope='default'] - The node's scope. Similar to other nodes,
  	 * the selected scope influences the behavior of the node and what type of code is generated.
  	 */
  	constructor( scope = ClippingNode.DEFAULT ) {

  		super();

  		/**
  		 * The node's scope. Similar to other nodes, the selected scope influences
  		 * the behavior of the node and what type of code is generated.
  		 *
  		 * @type {('default'|'hardware'|'alphaToCoverage')}
  		 */
  		this.scope = scope;

  	}

  	/**
  	 * Setups the node depending on the selected scope.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node} The result node.
  	 */
  	setup( builder ) {

  		super.setup( builder );

  		const clippingContext = builder.clippingContext;
  		const { intersectionPlanes, unionPlanes } = clippingContext;

  		this.hardwareClipping = builder.material.hardwareClipping;

  		if ( this.scope === ClippingNode.ALPHA_TO_COVERAGE ) {

  			return this.setupAlphaToCoverage( intersectionPlanes, unionPlanes );

  		} else if ( this.scope === ClippingNode.HARDWARE ) {

  			return this.setupHardwareClipping( unionPlanes, builder );

  		} else {

  			return this.setupDefault( intersectionPlanes, unionPlanes );

  		}

  	}

  	/**
  	 * Setups alpha to coverage.
  	 *
  	 * @param {Array<Vector4>} intersectionPlanes - The intersection planes.
  	 * @param {Array<Vector4>} unionPlanes - The union planes.
  	 * @return {Node} The result node.
  	 */
  	setupAlphaToCoverage( intersectionPlanes, unionPlanes ) {

  		return Fn( () => {

  			const distanceToPlane = float().toVar( 'distanceToPlane' );
  			const distanceGradient = float().toVar( 'distanceToGradient' );

  			const clipOpacity = float( 1 ).toVar( 'clipOpacity' );

  			const numUnionPlanes = unionPlanes.length;

  			if ( this.hardwareClipping === false && numUnionPlanes > 0 ) {

  				const clippingPlanes = uniformArray( unionPlanes ).setGroup( renderGroup );

  				Loop( numUnionPlanes, ( { i } ) => {

  					const plane = clippingPlanes.element( i );

  					distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  					distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );

  					clipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ) );

  				} );

  			}

  			const numIntersectionPlanes = intersectionPlanes.length;

  			if ( numIntersectionPlanes > 0 ) {

  				const clippingPlanes = uniformArray( intersectionPlanes ).setGroup( renderGroup );
  				const intersectionClipOpacity = float( 1 ).toVar( 'intersectionClipOpacity' );

  				Loop( numIntersectionPlanes, ( { i } ) => {

  					const plane = clippingPlanes.element( i );

  					distanceToPlane.assign( positionView.dot( plane.xyz ).negate().add( plane.w ) );
  					distanceGradient.assign( distanceToPlane.fwidth().div( 2.0 ) );

  					intersectionClipOpacity.mulAssign( smoothstep( distanceGradient.negate(), distanceGradient, distanceToPlane ).oneMinus() );

  				} );

  				clipOpacity.mulAssign( intersectionClipOpacity.oneMinus() );

  			}

  			diffuseColor.a.mulAssign( clipOpacity );

  			diffuseColor.a.equal( 0.0 ).discard();

  		} )();

  	}

  	/**
  	 * Setups the default clipping.
  	 *
  	 * @param {Array<Vector4>} intersectionPlanes - The intersection planes.
  	 * @param {Array<Vector4>} unionPlanes - The union planes.
  	 * @return {Node} The result node.
  	 */
  	setupDefault( intersectionPlanes, unionPlanes ) {

  		return Fn( () => {

  			const numUnionPlanes = unionPlanes.length;

  			if ( this.hardwareClipping === false && numUnionPlanes > 0 ) {

  				const clippingPlanes = uniformArray( unionPlanes ).setGroup( renderGroup );

  				Loop( numUnionPlanes, ( { i } ) => {

  					const plane = clippingPlanes.element( i );
  					positionView.dot( plane.xyz ).greaterThan( plane.w ).discard();

  				} );

  			}

  			const numIntersectionPlanes = intersectionPlanes.length;

  			if ( numIntersectionPlanes > 0 ) {

  				const clippingPlanes = uniformArray( intersectionPlanes ).setGroup( renderGroup );
  				const clipped = bool( true ).toVar( 'clipped' );

  				Loop( numIntersectionPlanes, ( { i } ) => {

  					const plane = clippingPlanes.element( i );
  					clipped.assign( positionView.dot( plane.xyz ).greaterThan( plane.w ).and( clipped ) );

  				} );

  				clipped.discard();

  			}

  		} )();

  	}

  	/**
  	 * Setups hardware clipping.
  	 *
  	 * @param {Array<Vector4>} unionPlanes - The union planes.
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node} The result node.
  	 */
  	setupHardwareClipping( unionPlanes, builder ) {

  		const numUnionPlanes = unionPlanes.length;

  		builder.enableHardwareClipping( numUnionPlanes );

  		return Fn( () => {

  			const clippingPlanes = uniformArray( unionPlanes ).setGroup( renderGroup );
  			const hw_clip_distances = builtin( builder.getClipDistance() );

  			Loop( numUnionPlanes, ( { i } ) => {

  				const plane = clippingPlanes.element( i );

  				const distance = positionView.dot( plane.xyz ).sub( plane.w ).negate();
  				hw_clip_distances.element( i ).assign( distance );

  			} );

  		} )();

  	}

  }

  ClippingNode.ALPHA_TO_COVERAGE = 'alphaToCoverage';
  ClippingNode.DEFAULT = 'default';
  ClippingNode.HARDWARE = 'hardware';

  /**
   * TSL function for setting up the default clipping logic.
   *
   * @tsl
   * @function
   * @returns {ClippingNode}
   */
  const clipping = () => new ClippingNode();

  /**
   * TSL function for setting up alpha to coverage.
   *
   * @tsl
   * @function
   * @returns {ClippingNode}
   */
  const clippingAlpha = () => new ClippingNode( ClippingNode.ALPHA_TO_COVERAGE );

  /**
   * TSL function for setting up hardware-based clipping.
   *
   * @tsl
   * @function
   * @returns {ClippingNode}
   */
  const hardwareClipping = () => new ClippingNode( ClippingNode.HARDWARE );

  // See: https://casual-effects.com/research/Wyman2017Hashed/index.html

  const ALPHA_HASH_SCALE = 0.05; // Derived from trials only, and may be changed.

  const hash2D = /*@__PURE__*/ Fn( ( [ value ] ) => {

  	return fract( mul( 1.0e4, sin( mul( 17.0, value.x ).add( mul( 0.1, value.y ) ) ) ).mul( add( 0.1, abs( sin( mul( 13.0, value.y ).add( value.x ) ) ) ) ) );

  } );

  const hash3D = /*@__PURE__*/ Fn( ( [ value ] ) => {

  	return hash2D( vec2( hash2D( value.xy ), value.z ) );

  } );

  const getAlphaHashThreshold = /*@__PURE__*/ Fn( ( [ position ] ) => {

  	// Find the discretized derivatives of our coordinates
  	const maxDeriv = max$1(
  		length( dFdx( position.xyz ) ),
  		length( dFdy( position.xyz ) )
  	);

  	const pixScale = float( 1 ).div( float( ALPHA_HASH_SCALE ).mul( maxDeriv ) ).toVar( 'pixScale' );

  	// Find two nearest log-discretized noise scales
  	const pixScales = vec2(
  		exp2( floor( log2( pixScale ) ) ),
  		exp2( ceil( log2( pixScale ) ) )
  	);

  	// Compute alpha thresholds at our two noise scales
  	const alpha = vec2(
  		hash3D( floor( pixScales.x.mul( position.xyz ) ) ),
  		hash3D( floor( pixScales.y.mul( position.xyz ) ) ),
  	);

  	// Factor to interpolate lerp with
  	const lerpFactor = fract( log2( pixScale ) );

  	// Interpolate alpha threshold from noise at two scales
  	const x = add( mul( lerpFactor.oneMinus(), alpha.x ), mul( lerpFactor, alpha.y ) );

  	// Pass into CDF to compute uniformly distrib threshold
  	const a = min$1( lerpFactor, lerpFactor.oneMinus() );
  	const cases = vec3(
  		x.mul( x ).div( mul( 2.0, a ).mul( sub( 1.0, a ) ) ),
  		x.sub( mul( 0.5, a ) ).div( sub( 1.0, a ) ),
  		sub( 1.0, sub( 1.0, x ).mul( sub( 1.0, x ) ).div( mul( 2.0, a ).mul( sub( 1.0, a ) ) ) ) );

  	// Find our final, uniformly distributed alpha threshold (ατ)
  	const threshold = x.lessThan( a.oneMinus() ).select( x.lessThan( a ).select( cases.x, cases.y ), cases.z );

  	// Avoids ατ == 0. Could also do ατ =1-ατ
  	return clamp( threshold, 1.0e-6, 1.0 );

  } ).setLayout( {
  	name: 'getAlphaHashThreshold',
  	type: 'float',
  	inputs: [
  		{ name: 'position', type: 'vec3' }
  	]
  } );

  /**
   * An attribute node for representing vertex colors.
   *
   * @augments AttributeNode
   */
  class VertexColorNode extends AttributeNode {

  	static get type() {

  		return 'VertexColorNode';

  	}

  	/**
  	 * Constructs a new vertex color node.
  	 *
  	 * @param {number} index - The attribute index.
  	 */
  	constructor( index ) {

  		super( null, 'vec4' );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isVertexColorNode = true;

  		/**
  		 * The attribute index to enable more than one sets of vertex colors.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.index = index;

  	}

  	/**
  	 * Overwrites the default implementation by honoring the attribute index.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The attribute name.
  	 */
  	getAttributeName( /*builder*/ ) {

  		const index = this.index;

  		return 'color' + ( index > 0 ? index : '' );

  	}

  	generate( builder ) {

  		const attributeName = this.getAttributeName( builder );
  		const geometryAttribute = builder.hasGeometryAttribute( attributeName );

  		let result;

  		if ( geometryAttribute === true ) {

  			result = super.generate( builder );

  		} else {

  			// Vertex color fallback should be white
  			result = builder.generateConst( this.nodeType, new Vector4( 1, 1, 1, 1 ) );

  		}

  		return result;

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.index = this.index;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.index = data.index;

  	}

  }

  /**
   * TSL function for creating a reference node.
   *
   * @tsl
   * @function
   * @param {number} [index=0] - The attribute index.
   * @returns {VertexColorNode}
   */
  const vertexColor = ( index = 0 ) => new VertexColorNode( index );

  /**
   * Premultiplies the RGB channels of a color by its alpha channel.
   *
   * This function is useful for converting a non-premultiplied alpha color
   * into a premultiplied alpha format, where the RGB values are scaled
   * by the alpha value. Premultiplied alpha is often used in graphics
   * rendering for certain operations, such as compositing and image processing.
   *
   * @tsl
   * @function
   * @param {Node<vec4>} color - The input color with non-premultiplied alpha.
   * @return {Node<vec4>} The color with premultiplied alpha.
   */
  const premultiplyAlpha = /*@__PURE__*/ Fn( ( [ color ] ) => {

  	return vec4( color.rgb.mul( color.a ), color.a );

  }, { color: 'vec4', return: 'vec4' } );

  /**
   * Base class for all node materials.
   *
   * @augments Material
   */
  class NodeMaterial extends Material {

  	static get type() {

  		return 'NodeMaterial';

  	}

  	/**
  	 * Represents the type of the node material.
  	 *
  	 * @type {string}
  	 */
  	get type() {

  		return this.constructor.type;

  	}

  	set type( _value ) { /* */ }

  	/**
  	 * Constructs a new node material.
  	 */
  	constructor() {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNodeMaterial = true;

  		/**
  		 * Whether this material is affected by fog or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.fog = true;

  		/**
  		 * Whether this material is affected by lights or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.lights = false;

  		/**
  		 * Whether this material uses hardware clipping or not.
  		 * This property is managed by the engine and should not be
  		 * modified by apps.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.hardwareClipping = false;

  		/**
  		 * Node materials which set their `lights` property to `true`
  		 * are affected by all lights of the scene. Sometimes selective
  		 * lighting is wanted which means only _some_ lights in the scene
  		 * affect a material. This can be achieved by creating an instance
  		 * of {@link LightsNode} with a list of selective
  		 * lights and assign the node to this property.
  		 *
  		 * ```js
  		 * const customLightsNode = lights( [ light1, light2 ] );
  		 * material.lightsNode = customLightsNode;
  		 * ```
  		 *
  		 * @type {?LightsNode}
  		 * @default null
  		 */
  		this.lightsNode = null;

  		/**
  		 * The environment of node materials can be defined by an environment
  		 * map assigned to the `envMap` property or by `Scene.environment`
  		 * if the node material is a PBR material. This node property allows to overwrite
  		 * the default behavior and define the environment with a custom node.
  		 *
  		 * ```js
  		 * material.envNode = pmremTexture( renderTarget.texture );
  		 * ```
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.envNode = null;

  		/**
  		 * The lighting of node materials might be influenced by ambient occlusion.
  		 * The default AO is inferred from an ambient occlusion map assigned to `aoMap`
  		 * and the respective `aoMapIntensity`. This node property allows to overwrite
  		 * the default and define the ambient occlusion with a custom node instead.
  		 *
  		 * If you don't want to overwrite the diffuse color but modify the existing
  		 * values instead, use {@link materialAO}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.aoNode = null;

  		/**
  		 * The diffuse color of node materials is by default inferred from the
  		 * `color` and `map` properties. This node property allows to overwrite the default
  		 * and define the diffuse color with a node instead.
  		 *
  		 * ```js
  		 * material.colorNode = color( 0xff0000 ); // define red color
  		 * ```
  		 *
  		 * If you don't want to overwrite the diffuse color but modify the existing
  		 * values instead, use {@link materialColor}.
  		 *
  		 * ```js
  		 * material.colorNode = materialColor.mul( color( 0xff0000 ) ); // give diffuse colors a red tint
  		 * ```
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.colorNode = null;

  		/**
  		 * The normals of node materials are by default inferred from the `normalMap`/`normalScale`
  		 * or `bumpMap`/`bumpScale` properties. This node property allows to overwrite the default
  		 * and define the normals with a node instead.
  		 *
  		 * If you don't want to overwrite the normals but modify the existing values instead,
  		 * use {@link materialNormal}.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.normalNode = null;

  		/**
  		 * The opacity of node materials is by default inferred from the `opacity`
  		 * and `alphaMap` properties. This node property allows to overwrite the default
  		 * and define the opacity with a node instead.
  		 *
  		 * If you don't want to overwrite the opacity but modify the existing
  		 * value instead, use {@link materialOpacity}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.opacityNode = null;

  		/**
  		 * This node can be used to implement a variety of filter-like effects. The idea is
  		 * to store the current rendering into a texture e.g. via `viewportSharedTexture()`, use it
  		 * to create an arbitrary effect and then assign the node composition to this property.
  		 * Everything behind the object using this material will now be affected by a filter.
  		 *
  		 * ```js
  		 * const material = new NodeMaterial()
  		 * material.transparent = true;
  		 *
  		 * // everything behind the object will be monochromatic
  		 * material.backdropNode = saturation( viewportSharedTexture().rgb, 0 );
  		 * ```
  		 *
  		 * Backdrop computations are part of the lighting so only lit materials can use this property.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.backdropNode = null;

  		/**
  		 * This node allows to modulate the influence of `backdropNode` to the outgoing light.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.backdropAlphaNode = null;

  		/**
  		 * The alpha test of node materials is by default inferred from the `alphaTest`
  		 * property. This node property allows to overwrite the default and define the
  		 * alpha test with a node instead.
  		 *
  		 * If you don't want to overwrite the alpha test but modify the existing
  		 * value instead, use {@link materialAlphaTest}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.alphaTestNode = null;


  		/**
  		 * Discards the fragment if the mask value is `false`.
  		 *
  		 * @type {?Node<bool>}
  		 * @default null
  		 */
  		this.maskNode = null;

  		/**
  		 * This node can be used to implement a shadow mask for the material.
  		 *
  		 * @type {?Node<bool>}
  		 * @default null
  		 */
  		this.maskShadowNode = null;

  		/**
  		 * The local vertex positions are computed based on multiple factors like the
  		 * attribute data, morphing or skinning. This node property allows to overwrite
  		 * the default and define local vertex positions with nodes instead.
  		 *
  		 * If you don't want to overwrite the vertex positions but modify the existing
  		 * values instead, use {@link positionLocal}.
  		 *
  		 *```js
  		 * material.positionNode = positionLocal.add( displace );
  		 * ```
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.positionNode = null;

  		/**
  		 * This node property is intended for logic which modifies geometry data once or per animation step.
  		 * Apps usually place such logic randomly in initialization routines or in the animation loop.
  		 * `geometryNode` is intended as a dedicated API so there is an intended spot where geometry modifications
  		 * can be implemented.
  		 *
  		 * The idea is to assign a `Fn` definition that holds the geometry modification logic. A typical example
  		 * would be a GPU based particle system that provides a node material for usage on app level. The particle
  		 * simulation would be implemented as compute shaders and managed inside a `Fn` function. This function is
  		 * eventually assigned to `geometryNode`.
  		 *
  		 * @type {?Function}
  		 * @default null
  		 */
  		this.geometryNode = null;

  		/**
  		 * Allows to overwrite depth values in the fragment shader.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.depthNode = null;

  		/**
  		 * Allows to overwrite the position used for shadow map rendering which
  		 * is by default {@link positionWorld}, the vertex position
  		 * in world space.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.receivedShadowPositionNode = null;

  		/**
  		 * Allows to overwrite the geometry position used for shadow map projection which
  		 * is by default {@link positionLocal}, the vertex position in local space.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.castShadowPositionNode = null;

  		/**
  		 * This node can be used to influence how an object using this node material
  		 * receive shadows.
  		 *
  		 * ```js
  		 * const totalShadows = float( 1 ).toVar();
  		 * material.receivedShadowNode = Fn( ( [ shadow ] ) => {
  		 * 	totalShadows.mulAssign( shadow );
  		 * 	//return float( 1 ); // bypass received shadows
  		 * 	return shadow.mix( color( 0xff0000 ), 1 ); // modify shadow color
  		 * } );
  		 *
  		 * @type {?(Function|FunctionNode<vec4>)}
  		 * @default null
  		 */
  		this.receivedShadowNode = null;

  		/**
  		 * This node can be used to influence how an object using this node material
  		 * casts shadows. To apply a color to shadows, you can simply do:
  		 *
  		 * ```js
  		 * material.castShadowNode = vec4( 1, 0, 0, 1 );
  		 * ```
  		 *
  		 * Which can be nice to fake colored shadows of semi-transparent objects. It
  		 * is also common to use the property with `Fn` function so checks are performed
  		 * per fragment.
  		 *
  		 * ```js
  		 * materialCustomShadow.castShadowNode = Fn( () => {
  		 * 	hash( vertexIndex ).greaterThan( 0.5 ).discard();
  		 * 	return materialColor;
  		 * } )();
  		 *  ```
  		 *
  		 * @type {?Node<vec4>}
  		 * @default null
  		 */
  		this.castShadowNode = null;

  		/**
  		 * This node can be used to define the final output of the material.
  		 *
  		 * TODO: Explain the differences to `fragmentNode`.
  		 *
  		 * @type {?Node<vec4>}
  		 * @default null
  		 */
  		this.outputNode = null;

  		/**
  		 * MRT configuration is done on renderer or pass level. This node allows to
  		 * overwrite what values are written into MRT targets on material level. This
  		 * can be useful for implementing selective FX features that should only affect
  		 * specific objects.
  		 *
  		 * @type {?MRTNode}
  		 * @default null
  		 */
  		this.mrtNode = null;

  		/**
  		 * This node property can be used if you need complete freedom in implementing
  		 * the fragment shader. Assigning a node will replace the built-in material
  		 * logic used in the fragment stage.
  		 *
  		 * @type {?Node<vec4>}
  		 * @default null
  		 */
  		this.fragmentNode = null;

  		/**
  		 * This node property can be used if you need complete freedom in implementing
  		 * the vertex shader. Assigning a node will replace the built-in material logic
  		 * used in the vertex stage.
  		 *
  		 * @type {?Node<vec4>}
  		 * @default null
  		 */
  		this.vertexNode = null;

  		/**
  		 * This node can be used as a global context management component for this material.
  		 *
  		 * @type {?ContextNode}
  		 * @default null
  		 */
  		this.contextNode = null;

  	}

  	/**
  	 * Returns an array of child nodes for this material.
  	 *
  	 * @private
  	 * @returns {Array<{property: string, childNode: Node}>}
  	 */
  	_getNodeChildren() {

  		const children = [];

  		for ( const property of Object.getOwnPropertyNames( this ) ) {

  			if ( property.startsWith( '_' ) === true ) continue;

  			const object = this[ property ];

  			if ( object && object.isNode === true ) {

  				children.push( { property, childNode: object } );

  			}

  		}

  		return children;

  	}

  	/**
  	 * Allows to define a custom cache key that influence the material key computation
  	 * for render objects.
  	 *
  	 * @return {string} The custom cache key.
  	 */
  	customProgramCacheKey() {

  		const values = [];

  		for ( const { property, childNode } of this._getNodeChildren() ) {

  			values.push( hashString( property.slice( 0, -4 ) ), childNode.getCacheKey() );

  		}

  		return this.type + hashArray( values );

  	}

  	/**
  	 * Builds this material with the given node builder.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	build( builder ) {

  		this.setup( builder );

  	}

  	/**
  	 * Setups a node material observer with the given builder.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {NodeMaterialObserver} The node material observer.
  	 */
  	setupObserver( builder ) {

  		return new NodeMaterialObserver( builder );

  	}

  	/**
  	 * Setups the vertex and fragment stage of this node material.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setup( builder ) {

  		builder.context.setupNormal = () => subBuild( this.setupNormal( builder ), 'NORMAL', 'vec3' );
  		builder.context.setupPositionView = () => this.setupPositionView( builder );
  		builder.context.setupModelViewProjection = () => this.setupModelViewProjection( builder );

  		const renderer = builder.renderer;
  		const renderTarget = renderer.getRenderTarget();

  		// < CONTEXT >

  		if ( renderer.contextNode.isContextNode === true ) {

  			builder.context = { ...builder.context, ...renderer.contextNode.getFlowContextData() };

  		} else {

  			error( 'NodeMaterial: "renderer.contextNode" must be an instance of `context()`.' );

  		}

  		if ( this.contextNode !== null ) {

  			if ( this.contextNode.isContextNode === true ) {

  				builder.context = { ...builder.context, ...this.contextNode.getFlowContextData() };

  			} else {

  				error( 'NodeMaterial: "material.contextNode" must be an instance of `context()`.' );

  			}

  		}

  		// < VERTEX STAGE >

  		builder.addStack();

  		const mvp = this.setupVertex( builder );

  		const vertexNode = subBuild( this.vertexNode || mvp, 'VERTEX' );

  		builder.context.clipSpace = vertexNode;

  		builder.stack.outputNode = vertexNode;

  		this.setupHardwareClipping( builder );

  		if ( this.geometryNode !== null ) {

  			builder.stack.outputNode = builder.stack.outputNode.bypass( this.geometryNode );

  		}

  		builder.addFlow( 'vertex', builder.removeStack() );

  		// < FRAGMENT STAGE >

  		builder.addStack();

  		let resultNode;

  		const clippingNode = this.setupClipping( builder );

  		if ( this.depthWrite === true || this.depthTest === true ) {

  			// only write depth if depth buffer is configured

  			if ( renderTarget !== null ) {

  				if ( renderTarget.depthBuffer === true ) this.setupDepth( builder );

  			} else {

  				if ( renderer.depth === true ) this.setupDepth( builder );

  			}

  		}

  		if ( this.fragmentNode === null ) {

  			this.setupDiffuseColor( builder );
  			this.setupVariants( builder );

  			const outgoingLightNode = this.setupLighting( builder );

  			if ( clippingNode !== null ) builder.stack.addToStack( clippingNode );

  			// force unsigned floats - useful for RenderTargets

  			const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );

  			resultNode = this.setupOutput( builder, basicOutput );

  			// OUTPUT NODE

  			output.assign( resultNode );

  			//

  			const isCustomOutput = this.outputNode !== null;

  			if ( isCustomOutput ) resultNode = this.outputNode;

  			//

  			if ( builder.context.getOutput ) {

  				resultNode = builder.context.getOutput( resultNode, builder );

  			}

  			// MRT

  			if ( renderTarget !== null ) {

  				const mrt = renderer.getMRT();
  				const materialMRT = this.mrtNode;

  				if ( mrt !== null ) {

  					if ( isCustomOutput ) output.assign( resultNode );

  					resultNode = mrt;

  					if ( materialMRT !== null ) {

  						resultNode = mrt.merge( materialMRT );

  					}

  				} else if ( materialMRT !== null ) {

  					resultNode = materialMRT;

  				}

  			}

  		} else {

  			let fragmentNode = this.fragmentNode;

  			if ( fragmentNode.isOutputStructNode !== true ) {

  				fragmentNode = vec4( fragmentNode );

  			}

  			resultNode = this.setupOutput( builder, fragmentNode );

  		}

  		builder.stack.outputNode = resultNode;

  		builder.addFlow( 'fragment', builder.removeStack() );

  		// < OBSERVER >

  		builder.observer = this.setupObserver( builder );

  	}

  	/**
  	 * Setups the clipping node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {ClippingNode} The clipping node.
  	 */
  	setupClipping( builder ) {

  		if ( builder.clippingContext === null ) return null;

  		const { unionPlanes, intersectionPlanes } = builder.clippingContext;

  		let result = null;

  		if ( unionPlanes.length > 0 || intersectionPlanes.length > 0 ) {

  			const samples = builder.renderer.currentSamples;

  			if ( this.alphaToCoverage && samples > 1 ) {

  				// to be added to flow when the color/alpha value has been determined
  				result = clippingAlpha();

  			} else {

  				builder.stack.addToStack( clipping() );

  			}

  		}

  		return result;

  	}

  	/**
  	 * Setups the hardware clipping if available on the current device.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupHardwareClipping( builder ) {

  		this.hardwareClipping = false;

  		if ( builder.clippingContext === null ) return;

  		const candidateCount = builder.clippingContext.unionPlanes.length;

  		// 8 planes supported by WebGL ANGLE_clip_cull_distance and WebGPU clip-distances

  		if ( candidateCount > 0 && candidateCount <= 8 && builder.isAvailable( 'clipDistance' ) ) {

  			builder.stack.addToStack( hardwareClipping() );

  			this.hardwareClipping = true;

  		}

  		return;

  	}

  	/**
  	 * Setups the depth of this material.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupDepth( builder ) {

  		const { renderer, camera } = builder;

  		// Depth

  		let depthNode = this.depthNode;

  		if ( depthNode === null ) {

  			const mrt = renderer.getMRT();

  			if ( mrt && mrt.has( 'depth' ) ) {

  				depthNode = mrt.get( 'depth' );

  			} else if ( renderer.logarithmicDepthBuffer === true ) {

  				if ( camera.isPerspectiveCamera ) {

  					depthNode = viewZToLogarithmicDepth( positionView.z, cameraNear, cameraFar );

  				} else {

  					depthNode = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );

  				}

  			}

  		}

  		if ( depthNode !== null ) {

  			depth.assign( depthNode ).toStack();

  		}

  	}

  	/**
  	 * Setups the position node in view space. This method exists
  	 * so derived node materials can modify the implementation e.g. sprite materials.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The position in view space.
  	 */
  	setupPositionView( /*builder*/ ) {

  		return modelViewMatrix.mul( positionLocal ).xyz;

  	}

  	/**
  	 * Setups the position in clip space.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec4>} The position in view space.
  	 */
  	setupModelViewProjection( /*builder*/ ) {

  		return cameraProjectionMatrix.mul( positionView );

  	}

  	/**
  	 * Setups the logic for the vertex stage.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec4>} The position in clip space.
  	 */
  	setupVertex( builder ) {

  		builder.addStack();

  		this.setupPosition( builder );

  		builder.context.position = builder.removeStack();

  		return modelViewProjection;

  	}

  	/**
  	 * Setups the computation of the position in local space.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The position in local space.
  	 */
  	setupPosition( builder ) {

  		const { object, geometry } = builder;

  		if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {

  			morphReference( object ).toStack();

  		}

  		if ( object.isSkinnedMesh === true ) {

  			skinning( object ).toStack();

  		}

  		if ( this.displacementMap ) {

  			const displacementMap = materialReference( 'displacementMap', 'texture' );
  			const displacementScale = materialReference( 'displacementScale', 'float' );
  			const displacementBias = materialReference( 'displacementBias', 'float' );

  			positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );

  		}

  		if ( object.isBatchedMesh ) {

  			batch( object ).toStack();

  		}

  		if ( ( object.isInstancedMesh && object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {

  			instancedMesh( object ).toStack();

  		}

  		if ( this.positionNode !== null ) {

  			positionLocal.assign( subBuild( this.positionNode, 'POSITION', 'vec3' ) );

  		}

  		return positionLocal;

  	}

  	/**
  	 * Setups the computation of the material's diffuse color.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {BufferGeometry} geometry - The geometry.
  	 */
  	setupDiffuseColor( builder ) {

  		const { object, geometry } = builder;

  		// MASK

  		if ( this.maskNode !== null ) {

  			// Discard if the mask is `false`

  			bool( this.maskNode ).not().discard();

  		}

  		// COLOR

  		let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;

  		// VERTEX COLORS

  		if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {

  			colorNode = colorNode.mul( vertexColor() );

  		}

  		// INSTANCED COLORS

  		if ( object.instanceColor ) {

  			const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );

  			colorNode = instanceColor.mul( colorNode );

  		}

  		if ( object.isBatchedMesh && object._colorsTexture ) {

  			const batchColor = varyingProperty( 'vec3', 'vBatchColor' );

  			colorNode = batchColor.mul( colorNode );

  		}

  		// DIFFUSE COLOR

  		diffuseColor.assign( colorNode );

  		// OPACITY

  		const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
  		diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );

  		// ALPHA TEST

  		let alphaTestNode = null;

  		if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {

  			alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;

  			if ( this.alphaToCoverage === true ) {

  				diffuseColor.a = smoothstep( alphaTestNode, alphaTestNode.add( fwidth( diffuseColor.a ) ), diffuseColor.a );
  				diffuseColor.a.lessThanEqual( 0 ).discard();

  			} else {

  				diffuseColor.a.lessThanEqual( alphaTestNode ).discard();

  			}

  		}

  		// ALPHA HASH

  		if ( this.alphaHash === true ) {

  			diffuseColor.a.lessThan( getAlphaHashThreshold( positionLocal ) ).discard();

  		}

  		// OPAQUE

  		if ( builder.isOpaque() ) {

  			diffuseColor.a.assign( 1.0 );

  		}

  	}

  	/**
  	 * Abstract interface method that can be implemented by derived materials
  	 * to setup material-specific node variables.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupVariants( /*builder*/ ) {

  		// Interface function.

  	}

  	/**
  	 * Setups the outgoing light node variable
  	 *
  	 * @return {Node<vec3>} The outgoing light node.
  	 */
  	setupOutgoingLight() {

  		return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;

  	}

  	/**
  	 * Setups the normal node from the material.
  	 *
  	 * @return {Node<vec3>} The normal node.
  	 */
  	setupNormal() {

  		return this.normalNode ? vec3( this.normalNode ) : materialNormal;

  	}

  	/**
  	 * Setups the environment node from the material.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec4>} The environment node.
  	 */
  	setupEnvironment( /*builder*/ ) {

  		let node = null;

  		if ( this.envNode ) {

  			node = this.envNode;

  		} else if ( this.envMap ) {

  			node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );

  		}

  		return node;

  	}

  	/**
  	 * Setups the light map node from the material.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The light map node.
  	 */
  	setupLightMap( builder ) {

  		let node = null;

  		if ( builder.material.lightMap ) {

  			node = new IrradianceNode( materialLightMap );

  		}

  		return node;

  	}

  	/**
  	 * Setups the lights node based on the scene, environment and material.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {LightsNode} The lights node.
  	 */
  	setupLights( builder ) {

  		const materialLightsNode = [];

  		//

  		const envNode = this.setupEnvironment( builder );

  		if ( envNode && envNode.isLightingNode ) {

  			materialLightsNode.push( envNode );

  		}

  		const lightMapNode = this.setupLightMap( builder );

  		if ( lightMapNode && lightMapNode.isLightingNode ) {

  			materialLightsNode.push( lightMapNode );

  		}

  		let aoNode = this.aoNode;

  		if ( aoNode === null && builder.material.aoMap ) {

  			aoNode = materialAO;

  		}

  		if ( builder.context.getAO ) {

  			aoNode = builder.context.getAO( aoNode, builder );

  		}

  		if ( aoNode ) {

  			materialLightsNode.push( new AONode( aoNode ) );

  		}

  		let lightsN = this.lightsNode || builder.lightsNode;

  		if ( materialLightsNode.length > 0 ) {

  			lightsN = builder.renderer.lighting.createNode( [ ...lightsN.getLights(), ...materialLightsNode ] );

  		}

  		return lightsN;

  	}

  	/**
  	 * This method should be implemented by most derived materials
  	 * since it defines the material's lighting model.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {LightingModel} The lighting model.
  	 */
  	setupLightingModel( /*builder*/ ) {

  		// Interface function.

  	}

  	/**
  	 * Setups the outgoing light node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The outgoing light node.
  	 */
  	setupLighting( builder ) {

  		const { material } = builder;
  		const { backdropNode, backdropAlphaNode, emissiveNode } = this;

  		// OUTGOING LIGHT

  		const lights = this.lights === true || this.lightsNode !== null;

  		const lightsNode = lights ? this.setupLights( builder ) : null;

  		let outgoingLightNode = this.setupOutgoingLight( builder );

  		if ( lightsNode && lightsNode.getScope().hasLights ) {

  			const lightingModel = this.setupLightingModel( builder ) || null;

  			outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );

  		} else if ( backdropNode !== null ) {

  			outgoingLightNode = vec3( backdropAlphaNode !== null ? mix$2( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );

  		}

  		// EMISSIVE

  		if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {

  			emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );

  			outgoingLightNode = outgoingLightNode.add( emissive );

  		}

  		return outgoingLightNode;

  	}

  	/**
  	 * Setup the fog.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node<vec4>} outputNode - The existing output node.
  	 * @return {Node<vec4>} The output node.
  	 */
  	setupFog( builder, outputNode ) {

  		const fogNode = builder.fogNode;

  		if ( fogNode ) {

  			output.assign( outputNode );

  			outputNode = vec4( fogNode.toVar() );

  		}

  		return outputNode;

  	}

  	/**
  	 * Setups premultiplied alpha.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node<vec4>} outputNode - The existing output node.
  	 * @return {Node<vec4>} The output node.
  	 */
  	setupPremultipliedAlpha( builder, outputNode ) {

  		return premultiplyAlpha( outputNode );

  	}

  	/**
  	 * Setups the output node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node<vec4>} outputNode - The existing output node.
  	 * @return {Node<vec4>} The output node.
  	 */
  	setupOutput( builder, outputNode ) {

  		// FOG

  		if ( this.fog === true ) {

  			outputNode = this.setupFog( builder, outputNode );

  		}

  		// PREMULTIPLIED ALPHA

  		if ( this.premultipliedAlpha === true ) {

  			outputNode = this.setupPremultipliedAlpha( builder, outputNode );

  		}

  		return outputNode;

  	}

  	/**
  	 * Most classic material types have a node pendant e.g. for `MeshBasicMaterial`
  	 * there is `MeshBasicNodeMaterial`. This utility method is intended for
  	 * defining all material properties of the classic type in the node type.
  	 *
  	 * @param {Material} material - The material to copy properties with their values to this node material.
  	 */
  	setDefaultValues( material ) {

  		// This approach is to reuse the native refreshUniforms*
  		// and turn available the use of features like transmission and environment in core

  		for ( const property in material ) {

  			const value = material[ property ];

  			if ( this[ property ] === undefined ) {

  				this[ property ] = value;

  				if ( value && value.clone ) this[ property ] = value.clone();

  			}

  		}

  		const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );

  		for ( const key in descriptors ) {

  			if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
  			     descriptors[ key ].get !== undefined ) {

  				Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );

  			}

  		}

  	}

  	/**
  	 * Serializes this material to JSON.
  	 *
  	 * @param {?(Object|string)} meta - The meta information for serialization.
  	 * @return {Object} The serialized node.
  	 */
  	toJSON( meta ) {

  		const isRoot = ( meta === undefined || typeof meta === 'string' );

  		if ( isRoot ) {

  			meta = {
  				textures: {},
  				images: {},
  				nodes: {}
  			};

  		}

  		const data = Material.prototype.toJSON.call( this, meta );
  		data.inputNodes = {};

  		for ( const { property, childNode } of this._getNodeChildren() ) {

  			data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;

  		}

  		// TODO: Copied from Object3D.toJSON

  		function extractFromCache( cache ) {

  			const values = [];

  			for ( const key in cache ) {

  				const data = cache[ key ];
  				delete data.metadata;
  				values.push( data );

  			}

  			return values;

  		}

  		if ( isRoot ) {

  			const textures = extractFromCache( meta.textures );
  			const images = extractFromCache( meta.images );
  			const nodes = extractFromCache( meta.nodes );

  			if ( textures.length > 0 ) data.textures = textures;
  			if ( images.length > 0 ) data.images = images;
  			if ( nodes.length > 0 ) data.nodes = nodes;

  		}

  		return data;

  	}

  	/**
  	 * Copies the properties of the given node material to this instance.
  	 *
  	 * @param {NodeMaterial} source - The material to copy.
  	 * @return {NodeMaterial} A reference to this node material.
  	 */
  	copy( source ) {

  		this.lightsNode = source.lightsNode;
  		this.envNode = source.envNode;
  		this.aoNode = source.aoNode;

  		this.colorNode = source.colorNode;
  		this.normalNode = source.normalNode;
  		this.opacityNode = source.opacityNode;
  		this.backdropNode = source.backdropNode;
  		this.backdropAlphaNode = source.backdropAlphaNode;
  		this.alphaTestNode = source.alphaTestNode;
  		this.maskNode = source.maskNode;
  		this.maskShadowNode = source.maskShadowNode;

  		this.positionNode = source.positionNode;
  		this.geometryNode = source.geometryNode;

  		this.depthNode = source.depthNode;
  		this.receivedShadowPositionNode = source.receivedShadowPositionNode;
  		this.castShadowPositionNode = source.castShadowPositionNode;
  		this.receivedShadowNode = source.receivedShadowNode;
  		this.castShadowNode = source.castShadowNode;

  		this.outputNode = source.outputNode;
  		this.mrtNode = source.mrtNode;

  		this.fragmentNode = source.fragmentNode;
  		this.vertexNode = source.vertexNode;

  		this.contextNode = source.contextNode;

  		return super.copy( source );

  	}

  }

  const _defaultValues$d = /*@__PURE__*/ new LineBasicMaterial();

  /**
   * Node material version of {@link LineBasicMaterial}.
   *
   * @augments NodeMaterial
   */
  class LineBasicNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'LineBasicNodeMaterial';

  	}

  	/**
  	 * Constructs a new line basic node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLineBasicNodeMaterial = true;

  		this.setDefaultValues( _defaultValues$d );

  		this.setValues( parameters );

  	}

  }

  const _defaultValues$c = /*@__PURE__*/ new LineDashedMaterial();

  /**
   * Node material version of  {@link LineDashedMaterial}.
   *
   * @augments NodeMaterial
   */
  class LineDashedNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'LineDashedNodeMaterial';

  	}

  	/**
  	 * Constructs a new line dashed node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isLineDashedNodeMaterial = true;

  		this.setDefaultValues( _defaultValues$c );

  		/**
  		 * The dash offset.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.dashOffset = 0;

  		/**
  		 * The offset of dash materials is by default inferred from the `dashOffset`
  		 * property. This node property allows to overwrite the default
  		 * and define the offset with a node instead.
  		 *
  		 * If you don't want to overwrite the offset but modify the existing
  		 * value instead, use {@link materialLineDashOffset}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.offsetNode = null;

  		/**
  		 * The scale of dash materials is by default inferred from the `scale`
  		 * property. This node property allows to overwrite the default
  		 * and define the scale with a node instead.
  		 *
  		 * If you don't want to overwrite the scale but modify the existing
  		 * value instead, use {@link materialLineScale}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.dashScaleNode = null;

  		/**
  		 * The dash size of dash materials is by default inferred from the `dashSize`
  		 * property. This node property allows to overwrite the default
  		 * and define the dash size with a node instead.
  		 *
  		 * If you don't want to overwrite the dash size but modify the existing
  		 * value instead, use {@link materialLineDashSize}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.dashSizeNode = null;

  		/**
  		 * The gap size of dash materials is by default inferred from the `gapSize`
  		 * property. This node property allows to overwrite the default
  		 * and define the gap size with a node instead.
  		 *
  		 * If you don't want to overwrite the gap size but modify the existing
  		 * value instead, use {@link materialLineGapSize}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.gapSizeNode = null;

  		this.setValues( parameters );

  	}

  	/**
  	 * Setups the dash specific node variables.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupVariants( /* builder */ ) {

  		const offsetNode = this.offsetNode ? float( this.offsetNode ) : materialLineDashOffset;
  		const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
  		const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
  		const gapSizeNode = this.gapSizeNode ? float( this.gapSizeNode ) : materialLineGapSize;

  		dashSize.assign( dashSizeNode );
  		gapSize.assign( gapSizeNode );

  		const vLineDistance = varying( attribute( 'lineDistance' ).mul( dashScaleNode ) );
  		const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;

  		vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard();

  	}

  }

  const _defaultValues$a = /*@__PURE__*/ new MeshNormalMaterial();

  /**
   * Node material version of {@link MeshNormalMaterial}.
   *
   * @augments NodeMaterial
   */
  class MeshNormalNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'MeshNormalNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh normal node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshNormalNodeMaterial = true;

  		this.setDefaultValues( _defaultValues$a );

  		this.setValues( parameters );

  	}

  	/**
  	 * Overwrites the default implementation by computing the diffuse color
  	 * based on the normal data.
  	 */
  	setupDiffuseColor() {

  		const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;

  		// By convention, a normal packed to RGB is in sRGB color space. Convert it to working color space.

  		diffuseColor.assign( colorSpaceToWorking( vec4( directionToColor( normalView ), opacityNode ), SRGBColorSpace ) );

  	}

  }

  /**
   * TSL function for creating an equirect uv node.
   *
   * Can be used to compute texture coordinates for projecting an
   * equirectangular texture onto a mesh for using it as the scene's
   * background.
   *
   * ```js
   * scene.backgroundNode = texture( equirectTexture, equirectUV() );
   * ```
   *
   * @tsl
   * @function
   * @param {?Node<vec3>} [dirNode=positionWorldDirection] - A direction vector for sampling which is by default `positionWorldDirection`.
   * @returns {Node<vec2>}
   */
  const equirectUV = /*@__PURE__*/ Fn( ( [ dir = positionWorldDirection ] ) => {

  	const u = dir.z.atan( dir.x ).mul( 1 / ( Math.PI * 2 ) ).add( 0.5 );
  	const v = dir.y.clamp( -1, 1.0 ).asin().mul( 1 / Math.PI ).add( 0.5 );

  	return vec2( u, v );

  } );

  /**
   * This class represents a cube render target. It is a special version
   * of `WebGLCubeRenderTarget` which is compatible with `WebGPURenderer`.
   *
   * @augments RenderTarget
   */
  class CubeRenderTarget extends RenderTarget {

  	/**
  	 * Constructs a new cube render target.
  	 *
  	 * @param {number} [size=1] - The size of the render target.
  	 * @param {RenderTarget~Options} [options] - The configuration object.
  	 */
  	constructor( size = 1, options = {} ) {

  		super( size, size, options );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCubeRenderTarget = true;

  		const image = { width: size, height: size, depth: 1 };
  		const images = [ image, image, image, image, image, image ];

  		/**
  		 * Overwritten with a different texture type.
  		 *
  		 * @type {DataArrayTexture}
  		 */
  		this.texture = new CubeTexture( images );
  		this._setTextureOptions( options );

  		// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  		// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  		// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.

  		// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  		// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  		// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).

  		this.texture.isRenderTargetTexture = true;

  	}

  	/**
  	 * Converts the given equirectangular texture to a cube map.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {Texture} texture - The equirectangular texture.
  	 * @return {CubeRenderTarget} A reference to this cube render target.
  	 */
  	fromEquirectangularTexture( renderer, texture$1 ) {

  		const currentMinFilter = texture$1.minFilter;
  		const currentGenerateMipmaps = texture$1.generateMipmaps;

  		texture$1.generateMipmaps = true;

  		this.texture.type = texture$1.type;
  		this.texture.colorSpace = texture$1.colorSpace;

  		this.texture.generateMipmaps = texture$1.generateMipmaps;
  		this.texture.minFilter = texture$1.minFilter;
  		this.texture.magFilter = texture$1.magFilter;

  		const geometry = new BoxGeometry( 5, 5, 5 );

  		const uvNode = equirectUV( positionWorldDirection );

  		const material = new NodeMaterial();
  		material.colorNode = texture( texture$1, uvNode, 0 );
  		material.side = BackSide;
  		material.blending = NoBlending;

  		const mesh = new Mesh( geometry, material );

  		const scene = new Scene();
  		scene.add( mesh );

  		// Avoid blurred poles
  		if ( texture$1.minFilter === LinearMipmapLinearFilter ) texture$1.minFilter = LinearFilter;

  		const camera = new CubeCamera( 1, 10, this );

  		const currentMRT = renderer.getMRT();
  		renderer.setMRT( null );

  		camera.update( renderer, scene );

  		renderer.setMRT( currentMRT );

  		texture$1.minFilter = currentMinFilter;
  		texture$1.currentGenerateMipmaps = currentGenerateMipmaps;

  		mesh.geometry.dispose();
  		mesh.material.dispose();

  		return this;

  	}

  	/**
  	 * Clears this cube render target.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  	 * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  	 * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  	 */
  	clear( renderer, color = true, depth = true, stencil = true ) {

  		const currentRenderTarget = renderer.getRenderTarget();

  		for ( let i = 0; i < 6; i ++ ) {

  			renderer.setRenderTarget( this, i );

  			renderer.clear( color, depth, stencil );

  		}

  		renderer.setRenderTarget( currentRenderTarget );

  	}

  }

  const _cache$1 = new WeakMap();

  /**
   * This node can be used to automatically convert environment maps in the
   * equirectangular format into the cube map format.
   *
   * @augments TempNode
   */
  class CubeMapNode extends TempNode {

  	static get type() {

  		return 'CubeMapNode';

  	}

  	/**
  	 * Constructs a new cube map node.
  	 *
  	 * @param {Node} envNode - The node representing the environment map.
  	 */
  	constructor( envNode ) {

  		super( 'vec3' );

  		/**
  		 * The node representing the environment map.
  		 *
  		 * @type {Node}
  		 */
  		this.envNode = envNode;

  		/**
  		 * A reference to the internal cube texture.
  		 *
  		 * @private
  		 * @type {?CubeTexture}
  		 * @default null
  		 */
  		this._cubeTexture = null;

  		/**
  		 * A reference to the internal cube texture node.
  		 *
  		 * @private
  		 * @type {CubeTextureNode}
  		 */
  		this._cubeTextureNode = cubeTexture( null );

  		const defaultTexture = new CubeTexture();
  		defaultTexture.isRenderTargetTexture = true;

  		/**
  		 * A default cube texture that acts as a placeholder.
  		 * It is used when the conversion from equirectangular to cube
  		 * map has not finished yet for a given texture.
  		 *
  		 * @private
  		 * @type {CubeTexture}
  		 */
  		this._defaultTexture = defaultTexture;

  		/**
  		 * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node updates
  		 * the texture once per render in its {@link CubeMapNode#updateBefore} method.
  		 *
  		 * @type {string}
  		 * @default 'render'
  		 */
  		this.updateBeforeType = NodeUpdateType.RENDER;

  	}

  	updateBefore( frame ) {

  		const { renderer, material } = frame;

  		const envNode = this.envNode;

  		if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {

  			const texture = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];

  			if ( texture && texture.isTexture ) {

  				const mapping = texture.mapping;

  				if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {

  					// check for converted cubemap map

  					if ( _cache$1.has( texture ) ) {

  						const cubeMap = _cache$1.get( texture );

  						mapTextureMapping( cubeMap, texture.mapping );
  						this._cubeTexture = cubeMap;

  					} else {

  						// create cube map from equirectangular map

  						const image = texture.image;

  						if ( isEquirectangularMapReady$1( image ) ) {

  							const renderTarget = new CubeRenderTarget( image.height );
  							renderTarget.fromEquirectangularTexture( renderer, texture );

  							mapTextureMapping( renderTarget.texture, texture.mapping );
  							this._cubeTexture = renderTarget.texture;

  							_cache$1.set( texture, renderTarget.texture );

  							texture.addEventListener( 'dispose', onTextureDispose );

  						} else {

  							// default cube texture as fallback when equirectangular texture is not yet loaded

  							this._cubeTexture = this._defaultTexture;

  						}

  					}

  					//

  					this._cubeTextureNode.value = this._cubeTexture;

  				} else {

  					// envNode already refers to a cube map

  					this._cubeTextureNode = this.envNode;

  				}

  			}

  		}

  	}

  	setup( builder ) {

  		this.updateBefore( builder );

  		return this._cubeTextureNode;

  	}

  }

  /**
   * Returns true if the given equirectangular image has been fully loaded
   * and is ready for further processing.
   *
   * @private
   * @param {Image} image - The equirectangular image to check.
   * @return {boolean} Whether the image is ready or not.
   */
  function isEquirectangularMapReady$1( image ) {

  	if ( image === null || image === undefined ) return false;

  	return image.height > 0;

  }

  /**
   * This function is executed when `dispose()` is called on the equirectangular
   * texture. In this case, the generated cube map with its render target
   * is deleted as well.
   *
   * @private
   * @param {Object} event - The event object.
   */
  function onTextureDispose( event ) {

  	const texture = event.target;

  	texture.removeEventListener( 'dispose', onTextureDispose );

  	const renderTarget = _cache$1.get( texture );

  	if ( renderTarget !== undefined ) {

  		_cache$1.delete( texture );

  		renderTarget.dispose();

  	}

  }

  /**
   * This function makes sure the generated cube map uses the correct
   * texture mapping that corresponds to the equirectangular original.
   *
   * @private
   * @param {Texture} texture - The cube texture.
   * @param {number} mapping - The original texture mapping.
   */
  function mapTextureMapping( texture, mapping ) {

  	if ( mapping === EquirectangularReflectionMapping ) {

  		texture.mapping = CubeReflectionMapping;

  	} else if ( mapping === EquirectangularRefractionMapping ) {

  		texture.mapping = CubeRefractionMapping;

  	}

  }

  /**
   * TSL function for creating a cube map node.
   *
   * @tsl
   * @function
   * @param {Node} envNode - The node representing the environment map.
   * @returns {CubeMapNode}
   */
  const cubeMapNode = /*@__PURE__*/ nodeProxy( CubeMapNode ).setParameterLength( 1 );

  /**
   * Represents a basic model for Image-based lighting (IBL). The environment
   * is defined via environment maps in the equirectangular or cube map format.
   * `BasicEnvironmentNode` is intended for non-PBR materials like {@link MeshBasicNodeMaterial}
   * or {@link MeshPhongNodeMaterial}.
   *
   * @augments LightingNode
   */
  class BasicEnvironmentNode extends LightingNode {

  	static get type() {

  		return 'BasicEnvironmentNode';

  	}

  	/**
  	 * Constructs a new basic environment node.
  	 *
  	 * @param {Node} [envNode=null] - A node representing the environment.
  	 */
  	constructor( envNode = null ) {

  		super();

  		/**
  		 * A node representing the environment.
  		 *
  		 * @type {Node}
  		 * @default null
  		 */
  		this.envNode = envNode;

  	}

  	setup( builder ) {

  		// environment property is used in the finish() method of BasicLightingModel

  		builder.context.environment = cubeMapNode( this.envNode );

  	}

  }

  /**
   * A specific version of {@link IrradianceNode} that is only relevant
   * for {@link MeshBasicNodeMaterial}. Since the material is unlit, it
   * requires a special scaling factor for the light map.
   *
   * @augments LightingNode
   */
  class BasicLightMapNode extends LightingNode {

  	static get type() {

  		return 'BasicLightMapNode';

  	}

  	/**
  	 * Constructs a new basic light map node.
  	 *
  	 * @param {?Node<vec3>} [lightMapNode=null] - The light map node.
  	 */
  	constructor( lightMapNode = null ) {

  		super();

  		/**
  		 * The light map node.
  		 *
  		 * @type {?Node<vec3>}
  		 */
  		this.lightMapNode = lightMapNode;

  	}

  	setup( builder ) {

  		// irradianceLightMap property is used in the indirectDiffuse() method of BasicLightingModel

  		const RECIPROCAL_PI = float( 1 / Math.PI );

  		builder.context.irradianceLightMap = this.lightMapNode.mul( RECIPROCAL_PI );

  	}

  }

  /**
   * Abstract class for implementing lighting models. The module defines
   * multiple methods that concrete lighting models can implement. These
   * methods are executed at different points during the light evaluation
   * process.
   */
  class LightingModel {

  	/**
  	 * This method is intended for setting up lighting model and context data
  	 * which are later used in the evaluation process.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	start( builder ) {

  		// lights ( direct )

  		builder.lightsNode.setupLights( builder, builder.lightsNode.getLightNodes( builder ) );

  		// indirect

  		this.indirect( builder );

  	}

  	/**
  	 * This method is intended for executing final tasks like final updates
  	 * to the outgoing light.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	finish( /*builder*/ ) { }

  	/**
  	 * This method is intended for implementing the direct light term and
  	 * executed during the build process of directional, point and spot light nodes.
  	 *
  	 * @abstract
  	 * @param {Object} lightData - The light data.
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	direct( /*lightData, builder*/ ) { }

  	/**
  	 * This method is intended for implementing the direct light term for
  	 * rect area light nodes.
  	 *
  	 * @abstract
  	 * @param {Object} lightData - The light data.
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	directRectArea( /*lightData, builder*/ ) {}

  	/**
  	 * This method is intended for implementing the indirect light term.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	indirect( /*builder*/ ) { }

  	/**
  	 * This method is intended for implementing the ambient occlusion term.
  	 * Unlike other methods, this method must be called manually by the lighting
  	 * model in its indirect term.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	ambientOcclusion( /*input, stack, builder*/ ) { }

  }

  /**
   * Represents the lighting model for unlit materials. The only light contribution
   * is baked indirect lighting modulated with ambient occlusion and the material's
   * diffuse color. Environment mapping is supported. Used in {@link MeshBasicNodeMaterial}.
   *
   * @augments LightingModel
   */
  class BasicLightingModel extends LightingModel {

  	/**
  	 * Constructs a new basic lighting model.
  	 */
  	constructor() {

  		super();

  	}

  	/**
  	 * Implements the baked indirect lighting with its modulation.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	indirect( { context } ) {

  		const ambientOcclusion = context.ambientOcclusion;
  		const reflectedLight = context.reflectedLight;
  		const irradianceLightMap = context.irradianceLightMap;

  		reflectedLight.indirectDiffuse.assign( vec4( 0.0 ) );

  		// accumulation (baked indirect lighting only)

  		if ( irradianceLightMap ) {

  			reflectedLight.indirectDiffuse.addAssign( irradianceLightMap );

  		} else {

  			reflectedLight.indirectDiffuse.addAssign( vec4( 1.0, 1.0, 1.0, 0.0 ) );

  		}

  		// modulation

  		reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );

  		reflectedLight.indirectDiffuse.mulAssign( diffuseColor.rgb );

  	}

  	/**
  	 * Implements the environment mapping.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	finish( builder ) {

  		const { material, context } = builder;

  		const outgoingLight = context.outgoingLight;
  		const envNode = builder.context.environment;

  		if ( envNode ) {

  			switch ( material.combine ) {

  				case MultiplyOperation:
  					outgoingLight.rgb.assign( mix$2( outgoingLight.rgb, outgoingLight.rgb.mul( envNode.rgb ), materialSpecularStrength.mul( materialReflectivity ) ) );
  					break;

  				case MixOperation:
  					outgoingLight.rgb.assign( mix$2( outgoingLight.rgb, envNode.rgb, materialSpecularStrength.mul( materialReflectivity ) ) );
  					break;

  				case AddOperation:
  					outgoingLight.rgb.addAssign( envNode.rgb.mul( materialSpecularStrength.mul( materialReflectivity ) ) );
  					break;

  				default:
  					warn( 'BasicLightingModel: Unsupported .combine value:', material.combine );
  					break;

  			}

  		}

  	}

  }

  const _defaultValues$9 = /*@__PURE__*/ new MeshBasicMaterial();

  /**
   * Node material version of {@link MeshBasicMaterial}.
   *
   * @augments NodeMaterial
   */
  class MeshBasicNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'MeshBasicNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh basic node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshBasicNodeMaterial = true;

  		/**
  		 * Although the basic material is by definition unlit, we set
  		 * this property to `true` since we use a lighting model to compute
  		 * the outgoing light of the fragment shader.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.lights = true;

  		this.setDefaultValues( _defaultValues$9 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Basic materials are not affected by normal and bump maps so we
  	 * return by default {@link normalViewGeometry}.
  	 *
  	 * @return {Node<vec3>} The normal node.
  	 */
  	setupNormal() {

  		return directionToFaceDirection( normalViewGeometry ); // see #28839

  	}

  	/**
  	 * Overwritten since this type of material uses {@link BasicEnvironmentNode}
  	 * to implement the default environment mapping.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {?BasicEnvironmentNode<vec3>} The environment node.
  	 */
  	setupEnvironment( builder ) {

  		const envNode = super.setupEnvironment( builder );

  		return envNode ? new BasicEnvironmentNode( envNode ) : null;

  	}

  	/**
  	 * This method must be overwritten since light maps are evaluated
  	 * with a special scaling factor for basic materials.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {?BasicLightMapNode<vec3>} The light map node.
  	 */
  	setupLightMap( builder ) {

  		let node = null;

  		if ( builder.material.lightMap ) {

  			node = new BasicLightMapNode( materialLightMap );

  		}

  		return node;

  	}

  	/**
  	 * The material overwrites this method because `lights` is set to `true` but
  	 * we still want to return the diffuse color as the outgoing light.
  	 *
  	 * @return {Node<vec3>} The outgoing light node.
  	 */
  	setupOutgoingLight() {

  		return diffuseColor.rgb;

  	}

  	/**
  	 * Setups the lighting model.
  	 *
  	 * @return {BasicLightingModel} The lighting model.
  	 */
  	setupLightingModel() {

  		return new BasicLightingModel();

  	}

  }

  const F_Schlick = /*@__PURE__*/ Fn( ( { f0, f90, dotVH } ) => {

  	// Original approximation by Christophe Schlick '94
  	// float fresnel = pow( 1.0 - dotVH, 5.0 );

  	// Optimized variant (presented by Epic at SIGGRAPH '13)
  	// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
  	const fresnel = dotVH.mul( -5.55473 ).sub( 6.98316 ).mul( dotVH ).exp2();

  	return f0.mul( fresnel.oneMinus() ).add( f90.mul( fresnel ) );

  } ); // validated

  const BRDF_Lambert = /*@__PURE__*/ Fn( ( inputs ) => {

  	return inputs.diffuseColor.mul( 1 / Math.PI ); // punctual light

  } ); // validated

  const G_BlinnPhong_Implicit = () => float( 0.25 );

  const D_BlinnPhong = /*@__PURE__*/ Fn( ( { dotNH } ) => {

  	return shininess.mul( float( 0.5 ) ).add( 1.0 ).mul( float( 1 / Math.PI ) ).mul( dotNH.pow( shininess ) );

  } );

  const BRDF_BlinnPhong = /*@__PURE__*/ Fn( ( { lightDirection } ) => {

  	const halfDir = lightDirection.add( positionViewDirection ).normalize();

  	const dotNH = normalView.dot( halfDir ).clamp();
  	const dotVH = positionViewDirection.dot( halfDir ).clamp();

  	const F = F_Schlick( { f0: specularColor, f90: 1.0, dotVH } );
  	const G = G_BlinnPhong_Implicit();
  	const D = D_BlinnPhong( { dotNH } );

  	return F.mul( G ).mul( D );

  } );

  /**
   * Represents the lighting model for a phong material. Used in {@link MeshPhongNodeMaterial}.
   *
   * @augments BasicLightingModel
   */
  class PhongLightingModel extends BasicLightingModel {

  	/**
  	 * Constructs a new phong lighting model.
  	 *
  	 * @param {boolean} [specular=true] - Whether specular is supported or not.
  	 */
  	constructor( specular = true ) {

  		super();

  		/**
  		 * Whether specular is supported or not. Set this to `false` if you are
  		 * looking for a Lambert-like material meaning a material for non-shiny
  		 * surfaces, without specular highlights.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.specular = specular;

  	}

  	/**
  	 * Implements the direct lighting. The specular portion is optional an can be controlled
  	 * with the {@link PhongLightingModel#specular} flag.
  	 *
  	 * @param {Object} lightData - The light data.
  	 */
  	direct( { lightDirection, lightColor, reflectedLight } ) {

  		const dotNL = normalView.dot( lightDirection ).clamp();
  		const irradiance = dotNL.mul( lightColor );

  		reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );

  		if ( this.specular === true ) {

  			reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_BlinnPhong( { lightDirection } ) ).mul( materialSpecularStrength ) );

  		}

  	}

  	/**
  	 * Implements the indirect lighting.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	indirect( builder ) {

  		const { ambientOcclusion, irradiance, reflectedLight } = builder.context;

  		reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );

  		reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );

  	}

  }

  const _defaultValues$8 = /*@__PURE__*/ new MeshLambertMaterial();

  /**
   * Node material version of {@link MeshLambertMaterial}.
   *
   * @augments NodeMaterial
   */
  class MeshLambertNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'MeshLambertNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh lambert node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshLambertNodeMaterial = true;

  		/**
  		 * Set to `true` because lambert materials react on lights.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.lights = true;

  		this.setDefaultValues( _defaultValues$8 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Overwritten since this type of material uses {@link BasicEnvironmentNode}
  	 * to implement the default environment mapping.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {?BasicEnvironmentNode<vec3>} The environment node.
  	 */
  	setupEnvironment( builder ) {

  		const envNode = super.setupEnvironment( builder );

  		return envNode ? new BasicEnvironmentNode( envNode ) : null;

  	}

  	/**
  	 * Setups the lighting model.
  	 *
  	 * @return {PhongLightingModel} The lighting model.
  	 */
  	setupLightingModel( /*builder*/ ) {

  		return new PhongLightingModel( false ); // ( specular ) -> force lambert

  	}

  }

  const _defaultValues$7 = /*@__PURE__*/ new MeshPhongMaterial();

  /**
   * Node material version of {@link MeshPhongMaterial}.
   *
   * @augments NodeMaterial
   */
  class MeshPhongNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'MeshPhongNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh lambert node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshPhongNodeMaterial = true;

  		/**
  		 * Set to `true` because phong materials react on lights.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.lights = true;

  		/**
  		 * The shininess of phong materials is by default inferred from the `shininess`
  		 * property. This node property allows to overwrite the default
  		 * and define the shininess with a node instead.
  		 *
  		 * If you don't want to overwrite the shininess but modify the existing
  		 * value instead, use {@link materialShininess}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.shininessNode = null;

  		/**
  		 * The specular color of phong materials is by default inferred from the
  		 * `specular` property. This node property allows to overwrite the default
  		 * and define the specular color with a node instead.
  		 *
  		 * If you don't want to overwrite the specular color but modify the existing
  		 * value instead, use {@link materialSpecular}.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.specularNode = null;

  		this.setDefaultValues( _defaultValues$7 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Overwritten since this type of material uses {@link BasicEnvironmentNode}
  	 * to implement the default environment mapping.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {?BasicEnvironmentNode<vec3>} The environment node.
  	 */
  	setupEnvironment( builder ) {

  		const envNode = super.setupEnvironment( builder );

  		return envNode ? new BasicEnvironmentNode( envNode ) : null;

  	}

  	/**
  	 * Setups the lighting model.
  	 *
  	 * @return {PhongLightingModel} The lighting model.
  	 */
  	setupLightingModel( /*builder*/ ) {

  		return new PhongLightingModel();

  	}

  	/**
  	 * Setups the phong specific node variables.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupVariants( /*builder*/ ) {

  		// SHININESS

  		const shininessNode = ( this.shininessNode ? float( this.shininessNode ) : materialShininess ).max( 1e-4 ); // to prevent pow( 0.0, 0.0 )

  		shininess.assign( shininessNode );

  		// SPECULAR COLOR

  		const specularNode = this.specularNode || materialSpecular;

  		specularColor.assign( specularNode );

  	}

  	copy( source ) {

  		this.shininessNode = source.shininessNode;
  		this.specularNode = source.specularNode;

  		return super.copy( source );

  	}

  }

  const getGeometryRoughness = /*@__PURE__*/ Fn( ( builder ) => {

  	if ( builder.geometry.hasAttribute( 'normal' ) === false ) {

  		return float( 0 );

  	}

  	const dxy = normalViewGeometry.dFdx().abs().max( normalViewGeometry.dFdy().abs() );
  	const geometryRoughness = dxy.x.max( dxy.y ).max( dxy.z );

  	return geometryRoughness;

  } );

  const getRoughness = /*@__PURE__*/ Fn( ( inputs ) => {

  	const { roughness } = inputs;

  	const geometryRoughness = getGeometryRoughness();

  	let roughnessFactor = roughness.max( 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.
  	roughnessFactor = roughnessFactor.add( geometryRoughness );
  	roughnessFactor = roughnessFactor.min( 1.0 );

  	return roughnessFactor;

  } );

  // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
  // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  const V_GGX_SmithCorrelated = /*@__PURE__*/ Fn( ( { alpha, dotNL, dotNV } ) => {

  	const a2 = alpha.pow2();

  	const gv = dotNL.mul( a2.add( a2.oneMinus().mul( dotNV.pow2() ) ).sqrt() );
  	const gl = dotNV.mul( a2.add( a2.oneMinus().mul( dotNL.pow2() ) ).sqrt() );

  	return div( 0.5, gv.add( gl ).max( EPSILON ) );

  } ).setLayout( {
  	name: 'V_GGX_SmithCorrelated',
  	type: 'float',
  	inputs: [
  		{ name: 'alpha', type: 'float' },
  		{ name: 'dotNL', type: 'float' },
  		{ name: 'dotNV', type: 'float' }
  	]
  } ); // validated

  // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf

  const V_GGX_SmithCorrelated_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } ) => {

  	const gv = dotNL.mul( vec3( alphaT.mul( dotTV ), alphaB.mul( dotBV ), dotNV ).length() );
  	const gl = dotNV.mul( vec3( alphaT.mul( dotTL ), alphaB.mul( dotBL ), dotNL ).length() );
  	const v = div( 0.5, gv.add( gl ) );

  	return v;

  } ).setLayout( {
  	name: 'V_GGX_SmithCorrelated_Anisotropic',
  	type: 'float',
  	inputs: [
  		{ name: 'alphaT', type: 'float', qualifier: 'in' },
  		{ name: 'alphaB', type: 'float', qualifier: 'in' },
  		{ name: 'dotTV', type: 'float', qualifier: 'in' },
  		{ name: 'dotBV', type: 'float', qualifier: 'in' },
  		{ name: 'dotTL', type: 'float', qualifier: 'in' },
  		{ name: 'dotBL', type: 'float', qualifier: 'in' },
  		{ name: 'dotNV', type: 'float', qualifier: 'in' },
  		{ name: 'dotNL', type: 'float', qualifier: 'in' }
  	]
  } );

  // Microfacet Models for Refraction through Rough Surfaces - equation (33)
  // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
  // alpha is "roughness squared" in Disney’s reparameterization
  const D_GGX = /*@__PURE__*/ Fn( ( { alpha, dotNH } ) => {

  	const a2 = alpha.pow2();

  	const denom = dotNH.pow2().mul( a2.oneMinus() ).oneMinus(); // avoid alpha = 0 with dotNH = 1

  	return a2.div( denom.pow2() ).mul( 1 / Math.PI );

  } ).setLayout( {
  	name: 'D_GGX',
  	type: 'float',
  	inputs: [
  		{ name: 'alpha', type: 'float' },
  		{ name: 'dotNH', type: 'float' }
  	]
  } ); // validated

  const RECIPROCAL_PI = /*@__PURE__*/ float( 1 / Math.PI );

  // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf

  const D_GGX_Anisotropic = /*@__PURE__*/ Fn( ( { alphaT, alphaB, dotNH, dotTH, dotBH } ) => {

  	const a2 = alphaT.mul( alphaB );
  	const v = vec3( alphaB.mul( dotTH ), alphaT.mul( dotBH ), a2.mul( dotNH ) );
  	const v2 = v.dot( v );
  	const w2 = a2.div( v2 );

  	return RECIPROCAL_PI.mul( a2.mul( w2.pow2() ) );

  } ).setLayout( {
  	name: 'D_GGX_Anisotropic',
  	type: 'float',
  	inputs: [
  		{ name: 'alphaT', type: 'float', qualifier: 'in' },
  		{ name: 'alphaB', type: 'float', qualifier: 'in' },
  		{ name: 'dotNH', type: 'float', qualifier: 'in' },
  		{ name: 'dotTH', type: 'float', qualifier: 'in' },
  		{ name: 'dotBH', type: 'float', qualifier: 'in' }
  	]
  } );

  // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
  const BRDF_GGX = /*@__PURE__*/ Fn( ( { lightDirection, f0, f90, roughness, f, normalView: normalView$1 = normalView, USE_IRIDESCENCE, USE_ANISOTROPY } ) => {

  	const alpha = roughness.pow2(); // UE4's roughness

  	const halfDir = lightDirection.add( positionViewDirection ).normalize();

  	const dotNL = normalView$1.dot( lightDirection ).clamp();
  	const dotNV = normalView$1.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV
  	const dotNH = normalView$1.dot( halfDir ).clamp();
  	const dotVH = positionViewDirection.dot( halfDir ).clamp();

  	let F = F_Schlick( { f0, f90, dotVH } );
  	let V, D;

  	if ( defined( USE_IRIDESCENCE ) ) {

  		F = iridescence.mix( F, f );

  	}

  	if ( defined( USE_ANISOTROPY ) ) {

  		const dotTL = anisotropyT.dot( lightDirection );
  		const dotTV = anisotropyT.dot( positionViewDirection );
  		const dotTH = anisotropyT.dot( halfDir );
  		const dotBL = anisotropyB.dot( lightDirection );
  		const dotBV = anisotropyB.dot( positionViewDirection );
  		const dotBH = anisotropyB.dot( halfDir );

  		V = V_GGX_SmithCorrelated_Anisotropic( { alphaT, alphaB: alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL } );
  		D = D_GGX_Anisotropic( { alphaT, alphaB: alpha, dotNH, dotTH, dotBH } );

  	} else {

  		V = V_GGX_SmithCorrelated( { alpha, dotNL, dotNV } );
  		D = D_GGX( { alpha, dotNH } );

  	}

  	return F.mul( V ).mul( D );

  } ); // validated

  /**
   * Precomputed DFG LUT for Image-Based Lighting
   * Resolution: 16x16
   * Samples: 4096 per texel
   * Format: RG16F (2 half floats per texel: scale, bias)
   */

  const DATA = new Uint16Array( [
  	0x30b5, 0x3ad1, 0x314c, 0x3a4d, 0x33d2, 0x391c, 0x35ef, 0x3828, 0x37f3, 0x36a6, 0x38d1, 0x3539, 0x3979, 0x3410, 0x39f8, 0x3252, 0x3a53, 0x30f0, 0x3a94, 0x2fc9, 0x3abf, 0x2e35, 0x3ada, 0x2d05, 0x3ae8, 0x2c1f, 0x3aed, 0x2ae0, 0x3aea, 0x29d1, 0x3ae1, 0x28ff,
  	0x3638, 0x38e4, 0x364a, 0x38ce, 0x3699, 0x385e, 0x374e, 0x372c, 0x3839, 0x35a4, 0x38dc, 0x3462, 0x396e, 0x32c4, 0x39de, 0x3134, 0x3a2b, 0x3003, 0x3a59, 0x2e3a, 0x3a6d, 0x2ce1, 0x3a6e, 0x2bba, 0x3a5f, 0x2a33, 0x3a49, 0x290a, 0x3a2d, 0x2826, 0x3a0a, 0x26e8,
  	0x3894, 0x36d7, 0x3897, 0x36c9, 0x38a3, 0x3675, 0x38bc, 0x35ac, 0x38ee, 0x349c, 0x393e, 0x3332, 0x3997, 0x3186, 0x39e2, 0x3038, 0x3a13, 0x2e75, 0x3a29, 0x2cf5, 0x3a2d, 0x2bac, 0x3a21, 0x29ff, 0x3a04, 0x28bc, 0x39dc, 0x2790, 0x39ad, 0x261a, 0x3978, 0x24fa,
  	0x39ac, 0x34a8, 0x39ac, 0x34a3, 0x39ae, 0x3480, 0x39ae, 0x3423, 0x39b1, 0x330e, 0x39c2, 0x31a9, 0x39e0, 0x3063, 0x39fc, 0x2eb5, 0x3a0c, 0x2d1d, 0x3a14, 0x2bcf, 0x3a07, 0x29ff, 0x39e9, 0x28a3, 0x39be, 0x273c, 0x3989, 0x25b3, 0x394a, 0x2488, 0x3907, 0x2345,
  	0x3a77, 0x3223, 0x3a76, 0x321f, 0x3a73, 0x3204, 0x3a6a, 0x31b3, 0x3a58, 0x3114, 0x3a45, 0x303b, 0x3a34, 0x2eb6, 0x3a26, 0x2d31, 0x3a1e, 0x2bef, 0x3a0b, 0x2a0d, 0x39ec, 0x28a1, 0x39c0, 0x271b, 0x3987, 0x2580, 0x3944, 0x2449, 0x38fa, 0x22bd, 0x38ac, 0x2155,
  	0x3b07, 0x2fca, 0x3b06, 0x2fca, 0x3b00, 0x2fb8, 0x3af4, 0x2f7c, 0x3adb, 0x2eea, 0x3ab4, 0x2e00, 0x3a85, 0x2cec, 0x3a5e, 0x2bc5, 0x3a36, 0x2a00, 0x3a0d, 0x2899, 0x39dc, 0x2707, 0x39a0, 0x2562, 0x395a, 0x2424, 0x390b, 0x2268, 0x38b7, 0x20fd, 0x385f, 0x1fd1,
  	0x3b69, 0x2cb9, 0x3b68, 0x2cbb, 0x3b62, 0x2cbb, 0x3b56, 0x2cae, 0x3b3b, 0x2c78, 0x3b0d, 0x2c0a, 0x3acf, 0x2ae3, 0x3a92, 0x2998, 0x3a54, 0x2867, 0x3a17, 0x26d0, 0x39d3, 0x253c, 0x3989, 0x2402, 0x3935, 0x2226, 0x38dc, 0x20bd, 0x387d, 0x1f54, 0x381d, 0x1db3,
  	0x3ba9, 0x296b, 0x3ba8, 0x296f, 0x3ba3, 0x297b, 0x3b98, 0x2987, 0x3b7f, 0x2976, 0x3b4e, 0x2927, 0x3b0e, 0x2895, 0x3ac2, 0x27b7, 0x3a73, 0x263b, 0x3a23, 0x24e7, 0x39d0, 0x239b, 0x3976, 0x21d9, 0x3917, 0x207e, 0x38b2, 0x1ee7, 0x384b, 0x1d53, 0x37c7, 0x1c1e,
  	0x3bd2, 0x25cb, 0x3bd1, 0x25d3, 0x3bcd, 0x25f0, 0x3bc2, 0x261f, 0x3bad, 0x2645, 0x3b7d, 0x262d, 0x3b3e, 0x25c4, 0x3aec, 0x250f, 0x3a93, 0x243a, 0x3a32, 0x22ce, 0x39d0, 0x215b, 0x3969, 0x202a, 0x38fe, 0x1e6e, 0x388f, 0x1cf1, 0x381f, 0x1b9b, 0x3762, 0x19dd,
  	0x3be9, 0x21ab, 0x3be9, 0x21b7, 0x3be5, 0x21e5, 0x3bdd, 0x2241, 0x3bc9, 0x22a7, 0x3ba0, 0x22ec, 0x3b62, 0x22cd, 0x3b0f, 0x2247, 0x3aae, 0x2175, 0x3a44, 0x2088, 0x39d4, 0x1f49, 0x3960, 0x1dbe, 0x38e9, 0x1c77, 0x3870, 0x1ae8, 0x37f1, 0x1953, 0x3708, 0x181b,
  	0x3bf6, 0x1cea, 0x3bf6, 0x1cfb, 0x3bf3, 0x1d38, 0x3bec, 0x1dbd, 0x3bda, 0x1e7c, 0x3bb7, 0x1f25, 0x3b7d, 0x1f79, 0x3b2c, 0x1f4c, 0x3ac6, 0x1ea6, 0x3a55, 0x1dbb, 0x39da, 0x1cbd, 0x395a, 0x1b9d, 0x38d8, 0x1a00, 0x3855, 0x18ac, 0x37ab, 0x173c, 0x36b7, 0x1598,
  	0x3bfc, 0x1736, 0x3bfc, 0x1759, 0x3bf9, 0x17e7, 0x3bf4, 0x1896, 0x3be4, 0x1997, 0x3bc6, 0x1aa8, 0x3b91, 0x1b84, 0x3b43, 0x1bd2, 0x3ade, 0x1b8a, 0x3a65, 0x1acd, 0x39e2, 0x19d3, 0x3957, 0x18cd, 0x38ca, 0x17b3, 0x383e, 0x1613, 0x376d, 0x14bf, 0x366f, 0x135e,
  	0x3bff, 0x101b, 0x3bff, 0x1039, 0x3bfc, 0x10c8, 0x3bf9, 0x1226, 0x3bea, 0x1428, 0x3bcf, 0x1584, 0x3b9f, 0x16c5, 0x3b54, 0x179a, 0x3af0, 0x17ce, 0x3a76, 0x1771, 0x39ea, 0x16a4, 0x3956, 0x15a7, 0x38bf, 0x14a7, 0x3829, 0x1379, 0x3735, 0x11ea, 0x362d, 0x10a1,
  	0x3c00, 0x061b, 0x3c00, 0x066a, 0x3bfe, 0x081c, 0x3bfa, 0x0a4c, 0x3bed, 0x0d16, 0x3bd5, 0x0fb3, 0x3ba9, 0x114d, 0x3b63, 0x127c, 0x3b01, 0x132f, 0x3a85, 0x1344, 0x39f4, 0x12d2, 0x3957, 0x120d, 0x38b5, 0x1122, 0x3817, 0x103c, 0x3703, 0x0ed3, 0x35f0, 0x0d6d,
  	0x3c00, 0x007a, 0x3c00, 0x0089, 0x3bfe, 0x011d, 0x3bfb, 0x027c, 0x3bf0, 0x04fa, 0x3bda, 0x0881, 0x3bb1, 0x0acd, 0x3b6f, 0x0c97, 0x3b10, 0x0d7b, 0x3a93, 0x0df1, 0x39fe, 0x0def, 0x3959, 0x0d8a, 0x38af, 0x0ce9, 0x3808, 0x0c31, 0x36d5, 0x0af0, 0x35b9, 0x09a3,
  	0x3c00, 0x0000, 0x3c00, 0x0001, 0x3bff, 0x0015, 0x3bfb, 0x0059, 0x3bf2, 0x00fd, 0x3bdd, 0x01df, 0x3bb7, 0x031c, 0x3b79, 0x047c, 0x3b1d, 0x05d4, 0x3aa0, 0x06d5, 0x3a08, 0x075a, 0x395d, 0x075e, 0x38aa, 0x06f7, 0x37f4, 0x0648, 0x36ac, 0x0576, 0x3586, 0x049f
  ] );

  let lut = null;

  const DFGLUT = /*@__PURE__*/ Fn( ( { roughness, dotNV } ) => {

  	if ( lut === null ) {

  		lut = new DataTexture( DATA, 16, 16, RGFormat, HalfFloatType );
  		lut.name = 'DFG_LUT';
  		lut.minFilter = LinearFilter;
  		lut.magFilter = LinearFilter;
  		lut.wrapS = ClampToEdgeWrapping;
  		lut.wrapT = ClampToEdgeWrapping;
  		lut.generateMipmaps = false;
  		lut.needsUpdate = true;

  	}

  	const uv = vec2( roughness, dotNV );

  	return texture( lut, uv ).rg;

  } );

  // GGX BRDF with multi-scattering energy compensation for direct lighting
  // This provides more accurate energy conservation, especially for rough materials
  // Based on "Practical Multiple Scattering Compensation for Microfacet Models"
  // https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf
  const BRDF_GGX_Multiscatter = /*@__PURE__*/ Fn( ( { lightDirection, f0, f90, roughness: _roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } ) => {

  	// Single-scattering BRDF (standard GGX)
  	const singleScatter = BRDF_GGX( { lightDirection, f0, f90, roughness: _roughness, f, USE_IRIDESCENCE, USE_ANISOTROPY } );

  	// Multi-scattering compensation
  	const dotNL = normalView.dot( lightDirection ).clamp();
  	const dotNV = normalView.dot( positionViewDirection ).clamp();

  	// Precomputed DFG values for view and light directions
  	const dfgV = DFGLUT( { roughness: _roughness, dotNV } );
  	const dfgL = DFGLUT( { roughness: _roughness, dotNV: dotNL } );

  	// Single-scattering energy for view and light
  	const FssEss_V = f0.mul( dfgV.x ).add( f90.mul( dfgV.y ) );
  	const FssEss_L = f0.mul( dfgL.x ).add( f90.mul( dfgL.y ) );

  	const Ess_V = dfgV.x.add( dfgV.y );
  	const Ess_L = dfgL.x.add( dfgL.y );

  	// Energy lost to multiple scattering
  	const Ems_V = float( 1.0 ).sub( Ess_V );
  	const Ems_L = float( 1.0 ).sub( Ess_L );

  	// Average Fresnel reflectance
  	const Favg = f0.add( f0.oneMinus().mul( 0.047619 ) ); // 1/21

  	// Multiple scattering contribution
  	// Uses geometric mean of view and light contributions for better energy distribution
  	const Fms = FssEss_V.mul( FssEss_L ).mul( Favg ).div( float( 1.0 ).sub( Ems_V.mul( Ems_L ).mul( Favg ).mul( Favg ) ).add( EPSILON ) );

  	// Energy compensation factor
  	const compensationFactor = Ems_V.mul( Ems_L );

  	const multiScatter = Fms.mul( compensationFactor );

  	return singleScatter.add( multiScatter );

  } );

  const EnvironmentBRDF = /*@__PURE__*/ Fn( ( inputs ) => {

  	const { dotNV, specularColor, specularF90, roughness } = inputs;

  	const fab = DFGLUT( { dotNV, roughness } );
  	return specularColor.mul( fab.x ).add( specularF90.mul( fab.y ) );

  } );

  const Schlick_to_F0 = /*@__PURE__*/ Fn( ( { f, f90, dotVH } ) => {

  	const x = dotVH.oneMinus().saturate();
  	const x2 = x.mul( x );
  	const x5 = x.mul( x2, x2 ).clamp( 0, .9999 );

  	return f.sub( vec3( f90 ).mul( x5 ) ).div( x5.oneMinus() );

  } ).setLayout( {
  	name: 'Schlick_to_F0',
  	type: 'vec3',
  	inputs: [
  		{ name: 'f', type: 'vec3' },
  		{ name: 'f90', type: 'float' },
  		{ name: 'dotVH', type: 'float' }
  	]
  } );

  // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  const D_Charlie = /*@__PURE__*/ Fn( ( { roughness, dotNH } ) => {

  	const alpha = roughness.pow2();

  	// Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
  	const invAlpha = float( 1.0 ).div( alpha );
  	const cos2h = dotNH.pow2();
  	const sin2h = cos2h.oneMinus().max( 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16

  	return float( 2.0 ).add( invAlpha ).mul( sin2h.pow( invAlpha.mul( 0.5 ) ) ).div( 2.0 * Math.PI );

  } ).setLayout( {
  	name: 'D_Charlie',
  	type: 'float',
  	inputs: [
  		{ name: 'roughness', type: 'float' },
  		{ name: 'dotNH', type: 'float' }
  	]
  } );

  // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
  const V_Neubelt = /*@__PURE__*/ Fn( ( { dotNV, dotNL } ) => {

  	// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
  	return float( 1.0 ).div( float( 4.0 ).mul( dotNL.add( dotNV ).sub( dotNL.mul( dotNV ) ) ) );

  } ).setLayout( {
  	name: 'V_Neubelt',
  	type: 'float',
  	inputs: [
  		{ name: 'dotNV', type: 'float' },
  		{ name: 'dotNL', type: 'float' }
  	]
  } );

  const BRDF_Sheen = /*@__PURE__*/ Fn( ( { lightDirection } ) => {

  	const halfDir = lightDirection.add( positionViewDirection ).normalize();

  	const dotNL = normalView.dot( lightDirection ).clamp();
  	const dotNV = normalView.dot( positionViewDirection ).clamp();
  	const dotNH = normalView.dot( halfDir ).clamp();

  	const D = D_Charlie( { roughness: sheenRoughness, dotNH } );
  	const V = V_Neubelt( { dotNV, dotNL } );

  	return sheen.mul( D ).mul( V );

  } );

  // Rect Area Light

  // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
  // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
  // code: https://github.com/selfshadow/ltc_code/

  const LTC_Uv = /*@__PURE__*/ Fn( ( { N, V, roughness } ) => {

  	const LUT_SIZE = 64.0;
  	const LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
  	const LUT_BIAS = 0.5 / LUT_SIZE;

  	const dotNV = N.dot( V ).saturate();

  	// texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
  	const uv = vec2( roughness, dotNV.oneMinus().sqrt() );

  	uv.assign( uv.mul( LUT_SCALE ).add( LUT_BIAS ) );

  	return uv;

  } ).setLayout( {
  	name: 'LTC_Uv',
  	type: 'vec2',
  	inputs: [
  		{ name: 'N', type: 'vec3' },
  		{ name: 'V', type: 'vec3' },
  		{ name: 'roughness', type: 'float' }
  	]
  } );

  const LTC_ClippedSphereFormFactor = /*@__PURE__*/ Fn( ( { f } ) => {

  	// Real-Time Area Lighting: a Journey from Research to Production (p.102)
  	// An approximation of the form factor of a horizon-clipped rectangle.

  	const l = f.length();

  	return max$1( l.mul( l ).add( f.z ).div( l.add( 1.0 ) ), 0 );

  } ).setLayout( {
  	name: 'LTC_ClippedSphereFormFactor',
  	type: 'float',
  	inputs: [
  		{ name: 'f', type: 'vec3' }
  	]
  } );

  const LTC_EdgeVectorFormFactor = /*@__PURE__*/ Fn( ( { v1, v2 } ) => {

  	const x = v1.dot( v2 );
  	const y = x.abs().toVar();

  	// rational polynomial approximation to theta / sin( theta ) / 2PI
  	const a = y.mul( 0.0145206 ).add( 0.4965155 ).mul( y ).add( 0.8543985 ).toVar();
  	const b = y.add( 4.1616724 ).mul( y ).add( 3.4175940 ).toVar();
  	const v = a.div( b );

  	const theta_sintheta = x.greaterThan( 0.0 ).select( v, max$1( x.mul( x ).oneMinus(), 1e-7 ).inverseSqrt().mul( 0.5 ).sub( v ) );

  	return v1.cross( v2 ).mul( theta_sintheta );

  } ).setLayout( {
  	name: 'LTC_EdgeVectorFormFactor',
  	type: 'vec3',
  	inputs: [
  		{ name: 'v1', type: 'vec3' },
  		{ name: 'v2', type: 'vec3' }
  	]
  } );

  const LTC_Evaluate = /*@__PURE__*/ Fn( ( { N, V, P, mInv, p0, p1, p2, p3 } ) => {

  	// bail if point is on back side of plane of light
  	// assumes ccw winding order of light vertices
  	const v1 = p1.sub( p0 ).toVar();
  	const v2 = p3.sub( p0 ).toVar();

  	const lightNormal = v1.cross( v2 );
  	const result = vec3().toVar();

  	If( lightNormal.dot( P.sub( p0 ) ).greaterThanEqual( 0.0 ), () => {

  		// construct orthonormal basis around N
  		const T1 = V.sub( N.mul( V.dot( N ) ) ).normalize();
  		const T2 = N.cross( T1 ).negate(); // negated from paper; possibly due to a different handedness of world coordinate system

  		// compute transform
  		const mat = mInv.mul( mat3( T1, T2, N ).transpose() ).toVar();

  		// transform rect
  		// & project rect onto sphere
  		const coords0 = mat.mul( p0.sub( P ) ).normalize().toVar();
  		const coords1 = mat.mul( p1.sub( P ) ).normalize().toVar();
  		const coords2 = mat.mul( p2.sub( P ) ).normalize().toVar();
  		const coords3 = mat.mul( p3.sub( P ) ).normalize().toVar();

  		// calculate vector form factor
  		const vectorFormFactor = vec3( 0 ).toVar();
  		vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords0, v2: coords1 } ) );
  		vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords1, v2: coords2 } ) );
  		vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords2, v2: coords3 } ) );
  		vectorFormFactor.addAssign( LTC_EdgeVectorFormFactor( { v1: coords3, v2: coords0 } ) );

  		// adjust for horizon clipping
  		result.assign( vec3( LTC_ClippedSphereFormFactor( { f: vectorFormFactor } ) ) );

  	} );

  	return result;

  } ).setLayout( {
  	name: 'LTC_Evaluate',
  	type: 'vec3',
  	inputs: [
  		{ name: 'N', type: 'vec3' },
  		{ name: 'V', type: 'vec3' },
  		{ name: 'P', type: 'vec3' },
  		{ name: 'mInv', type: 'mat3' },
  		{ name: 'p0', type: 'vec3' },
  		{ name: 'p1', type: 'vec3' },
  		{ name: 'p2', type: 'vec3' },
  		{ name: 'p3', type: 'vec3' }
  	]
  } );

  // Mipped Bicubic Texture Filtering by N8
  // https://www.shadertoy.com/view/Dl2SDW

  const bC = 1.0 / 6.0;

  const w0 = ( a ) => mul( bC, mul( a, mul( a, a.negate().add( 3.0 ) ).sub( 3.0 ) ).add( 1.0 ) );

  const w1 = ( a ) => mul( bC, mul( a, mul( a, mul( 3.0, a ).sub( 6.0 ) ) ).add( 4.0 ) );

  const w2 = ( a ) => mul( bC, mul( a, mul( a, mul( -3, a ).add( 3.0 ) ).add( 3.0 ) ).add( 1.0 ) );

  const w3 = ( a ) => mul( bC, pow( a, 3 ) );

  const g0 = ( a ) => w0( a ).add( w1( a ) );

  const g1 = ( a ) => w2( a ).add( w3( a ) );

  // h0 and h1 are the two offset functions
  const h0 = ( a ) => add( -1, w1( a ).div( w0( a ).add( w1( a ) ) ) );

  const h1 = ( a ) => add( 1.0, w3( a ).div( w2( a ).add( w3( a ) ) ) );

  const bicubic = ( textureNode, texelSize, lod ) => {

  	const uv = textureNode.uvNode;
  	const uvScaled = mul( uv, texelSize.zw ).add( 0.5 );

  	const iuv = floor( uvScaled );
  	const fuv = fract( uvScaled );

  	const g0x = g0( fuv.x );
  	const g1x = g1( fuv.x );
  	const h0x = h0( fuv.x );
  	const h1x = h1( fuv.x );
  	const h0y = h0( fuv.y );
  	const h1y = h1( fuv.y );

  	const p0 = vec2( iuv.x.add( h0x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  	const p1 = vec2( iuv.x.add( h1x ), iuv.y.add( h0y ) ).sub( 0.5 ).mul( texelSize.xy );
  	const p2 = vec2( iuv.x.add( h0x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );
  	const p3 = vec2( iuv.x.add( h1x ), iuv.y.add( h1y ) ).sub( 0.5 ).mul( texelSize.xy );

  	const a = g0( fuv.y ).mul( add( g0x.mul( textureNode.sample( p0 ).level( lod ) ), g1x.mul( textureNode.sample( p1 ).level( lod ) ) ) );
  	const b = g1( fuv.y ).mul( add( g0x.mul( textureNode.sample( p2 ).level( lod ) ), g1x.mul( textureNode.sample( p3 ).level( lod ) ) ) );

  	return a.add( b );

  };

  /**
   * Applies mipped bicubic texture filtering to the given texture node.
   *
   * @tsl
   * @function
   * @param {TextureNode} textureNode - The texture node that should be filtered.
   * @param {Node<float>} lodNode - Defines the LOD to sample from.
   * @return {Node} The filtered texture sample.
   */
  const textureBicubicLevel = /*@__PURE__*/ Fn( ( [ textureNode, lodNode ] ) => {

  	const fLodSize = vec2( textureNode.size( int( lodNode ) ) );
  	const cLodSize = vec2( textureNode.size( int( lodNode.add( 1.0 ) ) ) );
  	const fLodSizeInv = div( 1.0, fLodSize );
  	const cLodSizeInv = div( 1.0, cLodSize );
  	const fSample = bicubic( textureNode, vec4( fLodSizeInv, fLodSize ), floor( lodNode ) );
  	const cSample = bicubic( textureNode, vec4( cLodSizeInv, cLodSize ), ceil( lodNode ) );

  	return fract( lodNode ).mix( fSample, cSample );

  } );

  //
  // Transmission
  //

  const getVolumeTransmissionRay = /*@__PURE__*/ Fn( ( [ n, v, thickness, ior, modelMatrix ] ) => {

  	// Direction of refracted light.
  	const refractionVector = vec3( refract( v.negate(), normalize( n ), div( 1.0, ior ) ) );

  	// Compute rotation-independent scaling of the model matrix.
  	const modelScale = vec3(
  		length( modelMatrix[ 0 ].xyz ),
  		length( modelMatrix[ 1 ].xyz ),
  		length( modelMatrix[ 2 ].xyz )
  	);

  	// The thickness is specified in local space.
  	return normalize( refractionVector ).mul( thickness.mul( modelScale ) );

  } ).setLayout( {
  	name: 'getVolumeTransmissionRay',
  	type: 'vec3',
  	inputs: [
  		{ name: 'n', type: 'vec3' },
  		{ name: 'v', type: 'vec3' },
  		{ name: 'thickness', type: 'float' },
  		{ name: 'ior', type: 'float' },
  		{ name: 'modelMatrix', type: 'mat4' }
  	]
  } );

  const applyIorToRoughness = /*@__PURE__*/ Fn( ( [ roughness, ior ] ) => {

  	// Scale roughness with IOR so that an IOR of 1.0 results in no microfacet refraction and
  	// an IOR of 1.5 results in the default amount of microfacet refraction.
  	return roughness.mul( clamp( ior.mul( 2.0 ).sub( 2.0 ), 0.0, 1.0 ) );

  } ).setLayout( {
  	name: 'applyIorToRoughness',
  	type: 'float',
  	inputs: [
  		{ name: 'roughness', type: 'float' },
  		{ name: 'ior', type: 'float' }
  	]
  } );

  const viewportBackSideTexture = /*@__PURE__*/ viewportMipTexture();
  const viewportFrontSideTexture = /*@__PURE__*/ viewportOpaqueMipTexture();

  const getTransmissionSample = /*@__PURE__*/ Fn( ( [ fragCoord, roughness, ior ], { material } ) => {

  	const vTexture = material.side === BackSide ? viewportBackSideTexture : viewportFrontSideTexture;

  	const transmissionSample = vTexture.sample( fragCoord );
  	//const transmissionSample = viewportMipTexture( fragCoord );

  	const lod = log2( screenSize.x ).mul( applyIorToRoughness( roughness, ior ) );

  	return textureBicubicLevel( transmissionSample, lod );

  } );

  const volumeAttenuation = /*@__PURE__*/ Fn( ( [ transmissionDistance, attenuationColor, attenuationDistance ] ) => {

  	If( attenuationDistance.notEqual( 0 ), () => {

  		// Compute light attenuation using Beer's law.
  		const attenuationCoefficient = log( attenuationColor ).negate().div( attenuationDistance );
  		const transmittance = exp( attenuationCoefficient.negate().mul( transmissionDistance ) );

  		return transmittance;

  	} );

  	// Attenuation distance is +∞, i.e. the transmitted color is not attenuated at all.
  	return vec3( 1.0 );

  } ).setLayout( {
  	name: 'volumeAttenuation',
  	type: 'vec3',
  	inputs: [
  		{ name: 'transmissionDistance', type: 'float' },
  		{ name: 'attenuationColor', type: 'vec3' },
  		{ name: 'attenuationDistance', type: 'float' }
  	]
  } );

  const getIBLVolumeRefraction = /*@__PURE__*/ Fn( ( [ n, v, roughness, diffuseColor, specularColor, specularF90, position, modelMatrix, viewMatrix, projMatrix, ior, thickness, attenuationColor, attenuationDistance, dispersion ] ) => {

  	let transmittedLight, transmittance;

  	if ( dispersion ) {

  		transmittedLight = vec4().toVar();
  		transmittance = vec3().toVar();

  		const halfSpread = ior.sub( 1.0 ).mul( dispersion.mul( 0.025 ) );
  		const iors = vec3( ior.sub( halfSpread ), ior, ior.add( halfSpread ) );

  		Loop( { start: 0, end: 3 }, ( { i } ) => {

  			const ior = iors.element( i );

  			const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  			const refractedRayExit = position.add( transmissionRay );

  			// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  			const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  			const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  			refractionCoords.addAssign( 1.0 );
  			refractionCoords.divAssign( 2.0 );
  			refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu

  			// Sample framebuffer to get pixel the refracted ray hits.
  			const transmissionSample = getTransmissionSample( refractionCoords, roughness, ior );

  			transmittedLight.element( i ).assign( transmissionSample.element( i ) );
  			transmittedLight.a.addAssign( transmissionSample.a );

  			transmittance.element( i ).assign( diffuseColor.element( i ).mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ).element( i ) ) );

  		} );

  		transmittedLight.a.divAssign( 3.0 );

  	} else {

  		const transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
  		const refractedRayExit = position.add( transmissionRay );

  		// Project refracted vector on the framebuffer, while mapping to normalized device coordinates.
  		const ndcPos = projMatrix.mul( viewMatrix.mul( vec4( refractedRayExit, 1.0 ) ) );
  		const refractionCoords = vec2( ndcPos.xy.div( ndcPos.w ) ).toVar();
  		refractionCoords.addAssign( 1.0 );
  		refractionCoords.divAssign( 2.0 );
  		refractionCoords.assign( vec2( refractionCoords.x, refractionCoords.y.oneMinus() ) ); // webgpu

  		// Sample framebuffer to get pixel the refracted ray hits.
  		transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
  		transmittance = diffuseColor.mul( volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ) );

  	}

  	const attenuatedColor = transmittance.rgb.mul( transmittedLight.rgb );
  	const dotNV = n.dot( v ).clamp();

  	// Get the specular component.
  	const F = vec3( EnvironmentBRDF( { // n, v, specularColor, specularF90, roughness
  		dotNV,
  		specularColor,
  		specularF90,
  		roughness
  	} ) );

  	// As less light is transmitted, the opacity should be increased. This simple approximation does a decent job
  	// of modulating a CSS background, and has no effect when the buffer is opaque, due to a solid object or clear color.
  	const transmittanceFactor = transmittance.r.add( transmittance.g, transmittance.b ).div( 3.0 );

  	return vec4( F.oneMinus().mul( attenuatedColor ), transmittedLight.a.oneMinus().mul( transmittanceFactor ).oneMinus() );

  } );

  //
  // Iridescence
  //

  // XYZ to linear-sRGB color space
  const XYZ_TO_REC709 = /*@__PURE__*/ mat3(
  	3.2404542, -0.969266, 0.0556434,
  	-1.5371385, 1.8760108, -0.2040259,
  	-0.4985314, 0.0415560, 1.0572252
  );

  // Assume air interface for top
  // Note: We don't handle the case fresnel0 == 1
  const Fresnel0ToIor = ( fresnel0 ) => {

  	const sqrtF0 = fresnel0.sqrt();
  	return vec3( 1.0 ).add( sqrtF0 ).div( vec3( 1.0 ).sub( sqrtF0 ) );

  };

  // ior is a value between 1.0 and 3.0. 1.0 is air interface
  const IorToFresnel0 = ( transmittedIor, incidentIor ) => {

  	return transmittedIor.sub( incidentIor ).div( transmittedIor.add( incidentIor ) ).pow2();

  };

  // Fresnel equations for dielectric/dielectric interfaces.
  // Ref: https://belcour.github.io/blog/research/2017/05/01/brdf-thin-film.html
  // Evaluation XYZ sensitivity curves in Fourier space
  const evalSensitivity = ( OPD, shift ) => {

  	const phase = OPD.mul( 2.0 * Math.PI * 1.0e-9 );
  	const val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
  	const pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
  	const VAR = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );

  	const x = float( 9.7470e-14 * Math.sqrt( 2.0 * Math.PI * 4.5282e+09 ) ).mul( phase.mul( 2.2399e+06 ).add( shift.x ).cos() ).mul( phase.pow2().mul( -45282e5 ).exp() );

  	let xyz = val.mul( VAR.mul( 2.0 * Math.PI ).sqrt() ).mul( pos.mul( phase ).add( shift ).cos() ).mul( phase.pow2().negate().mul( VAR ).exp() );
  	xyz = vec3( xyz.x.add( x ), xyz.y, xyz.z ).div( 1.0685e-7 );

  	const rgb = XYZ_TO_REC709.mul( xyz );

  	return rgb;

  };

  const evalIridescence = /*@__PURE__*/ Fn( ( { outsideIOR, eta2, cosTheta1, thinFilmThickness, baseF0 } ) => {

  	// Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0
  	const iridescenceIOR = mix$2( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
  	// Evaluate the cosTheta on the base layer (Snell law)
  	const sinTheta2Sq = outsideIOR.div( iridescenceIOR ).pow2().mul( cosTheta1.pow2().oneMinus() );

  	// Handle TIR:
  	const cosTheta2Sq = sinTheta2Sq.oneMinus();

  	If( cosTheta2Sq.lessThan( 0 ), () => {

  		return vec3( 1.0 );

  	} );

  	const cosTheta2 = cosTheta2Sq.sqrt();

  	// First interface
  	const R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
  	const R12 = F_Schlick( { f0: R0, f90: 1.0, dotVH: cosTheta1 } );
  	//const R21 = R12;
  	const T121 = R12.oneMinus();
  	const phi12 = iridescenceIOR.lessThan( outsideIOR ).select( Math.PI, 0.0 );
  	const phi21 = float( Math.PI ).sub( phi12 );

  	// Second interface
  	const baseIOR = Fresnel0ToIor( baseF0.clamp( 0.0, 0.9999 ) ); // guard against 1.0
  	const R1 = IorToFresnel0( baseIOR, iridescenceIOR.toVec3() );
  	const R23 = F_Schlick( { f0: R1, f90: 1.0, dotVH: cosTheta2 } );
  	const phi23 = vec3(
  		baseIOR.x.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  		baseIOR.y.lessThan( iridescenceIOR ).select( Math.PI, 0.0 ),
  		baseIOR.z.lessThan( iridescenceIOR ).select( Math.PI, 0.0 )
  	);

  	// Phase shift
  	const OPD = iridescenceIOR.mul( thinFilmThickness, cosTheta2, 2.0 );
  	const phi = vec3( phi21 ).add( phi23 );

  	// Compound terms
  	const R123 = R12.mul( R23 ).clamp( 1e-5, 0.9999 );
  	const r123 = R123.sqrt();
  	const Rs = T121.pow2().mul( R23 ).div( vec3( 1.0 ).sub( R123 ) );

  	// Reflectance term for m = 0 (DC term amplitude)
  	const C0 = R12.add( Rs );
  	const I = C0.toVar();

  	// Reflectance term for m > 0 (pairs of diracs)
  	const Cm = Rs.sub( T121 ).toVar();

  	Loop( { start: 1, end: 2, condition: '<=', name: 'm' }, ( { m } ) => {

  		Cm.mulAssign( r123 );
  		const Sm = evalSensitivity( float( m ).mul( OPD ), float( m ).mul( phi ) ).mul( 2.0 );
  		I.addAssign( Cm.mul( Sm ) );

  	} );

  	// Since out of gamut colors might be produced, negative color values are clamped to 0.
  	return I.max( vec3( 0.0 ) );

  } ).setLayout( {
  	name: 'evalIridescence',
  	type: 'vec3',
  	inputs: [
  		{ name: 'outsideIOR', type: 'float' },
  		{ name: 'eta2', type: 'float' },
  		{ name: 'cosTheta1', type: 'float' },
  		{ name: 'thinFilmThickness', type: 'float' },
  		{ name: 'baseF0', type: 'vec3' }
  	]
  } );

  //
  //	Sheen
  //

  // This is a curve-fit approximation to the "Charlie sheen" BRDF integrated over the hemisphere from
  // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF".
  const IBLSheenBRDF = /*@__PURE__*/ Fn( ( { normal, viewDir, roughness } ) => {

  	const dotNV = normal.dot( viewDir ).saturate();
  	const r2 = roughness.mul( roughness );
  	const rInv = roughness.add( 0.1 ).reciprocal();

  	const a = float( -1.9362 ).add( roughness.mul( 1.0678 ) ).add( r2.mul( 0.4573 ) ).sub( rInv.mul( 0.8469 ) );
  	const b = float( -0.6014 ).add( roughness.mul( 0.5538 ) ).sub( r2.mul( 0.4670 ) ).sub( rInv.mul( 0.1255 ) );

  	const DG = a.mul( dotNV ).add( b ).exp();

  	return DG.saturate();

  } );

  const clearcoatF0 = vec3( 0.04 );
  const clearcoatF90 = float( 1 );


  /**
   * Represents the lighting model for a PBR material.
   *
   * @augments LightingModel
   */
  class PhysicalLightingModel extends LightingModel {

  	/**
  	 * Constructs a new physical lighting model.
  	 *
  	 * @param {boolean} [clearcoat=false] - Whether clearcoat is supported or not.
  	 * @param {boolean} [sheen=false] - Whether sheen is supported or not.
  	 * @param {boolean} [iridescence=false] - Whether iridescence is supported or not.
  	 * @param {boolean} [anisotropy=false] - Whether anisotropy is supported or not.
  	 * @param {boolean} [transmission=false] - Whether transmission is supported or not.
  	 * @param {boolean} [dispersion=false] - Whether dispersion is supported or not.
  	 */
  	constructor( clearcoat = false, sheen = false, iridescence = false, anisotropy = false, transmission = false, dispersion = false ) {

  		super();

  		/**
  		 * Whether clearcoat is supported or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.clearcoat = clearcoat;

  		/**
  		 * Whether sheen is supported or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.sheen = sheen;

  		/**
  		 * Whether iridescence is supported or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.iridescence = iridescence;

  		/**
  		 * Whether anisotropy is supported or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.anisotropy = anisotropy;

  		/**
  		 * Whether transmission is supported or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.transmission = transmission;

  		/**
  		 * Whether dispersion is supported or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.dispersion = dispersion;

  		/**
  		 * The clear coat radiance.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.clearcoatRadiance = null;

  		/**
  		 * The clear coat specular direct.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.clearcoatSpecularDirect = null;

  		/**
  		 * The clear coat specular indirect.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.clearcoatSpecularIndirect = null;

  		/**
  		 * The sheen specular direct.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.sheenSpecularDirect = null;

  		/**
  		 * The sheen specular indirect.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.sheenSpecularIndirect = null;

  		/**
  		 * The iridescence Fresnel.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.iridescenceFresnel = null;

  		/**
  		 * The iridescence F0.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.iridescenceF0 = null;

  		/**
  		 * The iridescence F0 dielectric.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.iridescenceF0Dielectric = null;

  		/**
  		 * The iridescence F0 metallic.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.iridescenceF0Metallic = null;

  	}

  	/**
  	 * Depending on what features are requested, the method prepares certain node variables
  	 * which are later used for lighting computations.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	start( builder ) {

  		if ( this.clearcoat === true ) {

  			this.clearcoatRadiance = vec3().toVar( 'clearcoatRadiance' );
  			this.clearcoatSpecularDirect = vec3().toVar( 'clearcoatSpecularDirect' );
  			this.clearcoatSpecularIndirect = vec3().toVar( 'clearcoatSpecularIndirect' );

  		}

  		if ( this.sheen === true ) {

  			this.sheenSpecularDirect = vec3().toVar( 'sheenSpecularDirect' );
  			this.sheenSpecularIndirect = vec3().toVar( 'sheenSpecularIndirect' );

  		}

  		if ( this.iridescence === true ) {

  			const dotNVi = normalView.dot( positionViewDirection ).clamp();

  			const iridescenceFresnelDielectric = evalIridescence( {
  				outsideIOR: float( 1.0 ),
  				eta2: iridescenceIOR,
  				cosTheta1: dotNVi,
  				thinFilmThickness: iridescenceThickness,
  				baseF0: specularColor
  			} );

  			const iridescenceFresnelMetallic = evalIridescence( {
  				outsideIOR: float( 1.0 ),
  				eta2: iridescenceIOR,
  				cosTheta1: dotNVi,
  				thinFilmThickness: iridescenceThickness,
  				baseF0: diffuseColor.rgb
  			} );

  			this.iridescenceFresnel = mix$2( iridescenceFresnelDielectric, iridescenceFresnelMetallic, metalness );

  			this.iridescenceF0Dielectric = Schlick_to_F0( { f: iridescenceFresnelDielectric, f90: 1.0, dotVH: dotNVi } );
  			this.iridescenceF0Metallic = Schlick_to_F0( { f: iridescenceFresnelMetallic, f90: 1.0, dotVH: dotNVi } );

  			this.iridescenceF0 = mix$2( this.iridescenceF0Dielectric, this.iridescenceF0Metallic, metalness );

  		}

  		if ( this.transmission === true ) {

  			const position = positionWorld;
  			const v = cameraPosition.sub( positionWorld ).normalize(); // TODO: Create Node for this, same issue in MaterialX
  			const n = normalWorld;

  			const context = builder.context;

  			context.backdrop = getIBLVolumeRefraction(
  				n,
  				v,
  				roughness,
  				diffuseContribution,
  				specularColorBlended,
  				specularF90, // specularF90
  				position, // positionWorld
  				modelWorldMatrix, // modelMatrix
  				cameraViewMatrix, // viewMatrix
  				cameraProjectionMatrix, // projMatrix
  				ior,
  				thickness,
  				attenuationColor,
  				attenuationDistance,
  				this.dispersion ? dispersion : null
  			);

  			context.backdropAlpha = transmission;

  			diffuseColor.a.mulAssign( mix$2( 1, context.backdrop.a, transmission ) );

  		}

  		super.start( builder );

  	}

  	// Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
  	// Approximates multi-scattering in order to preserve energy.
  	// http://www.jcgt.org/published/0008/01/03/

  	computeMultiscattering( singleScatter, multiScatter, specularF90, f0, iridescenceF0 = null ) {

  		const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV

  		const fab = DFGLUT( { roughness, dotNV } );

  		const Fr = iridescenceF0 ? iridescence.mix( f0, iridescenceF0 ) : f0;

  		const FssEss = Fr.mul( fab.x ).add( specularF90.mul( fab.y ) );

  		const Ess = fab.x.add( fab.y );
  		const Ems = Ess.oneMinus();

  		const Favg = Fr.add( Fr.oneMinus().mul( 0.047619 ) ); // 1/21
  		const Fms = FssEss.mul( Favg ).div( Ems.mul( Favg ).oneMinus() );

  		singleScatter.addAssign( FssEss );
  		multiScatter.addAssign( Fms.mul( Ems ) );

  	}

  	/**
  	 * Implements the direct light.
  	 *
  	 * @param {Object} lightData - The light data.
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	direct( { lightDirection, lightColor, reflectedLight }, /* builder */ ) {

  		const dotNL = normalView.dot( lightDirection ).clamp();
  		const irradiance = dotNL.mul( lightColor ).toVar();

  		if ( this.sheen === true ) {

  			this.sheenSpecularDirect.addAssign( irradiance.mul( BRDF_Sheen( { lightDirection } ) ) );

  			const sheenAlbedoV = IBLSheenBRDF( { normal: normalView, viewDir: positionViewDirection, roughness: sheenRoughness } );
  			const sheenAlbedoL = IBLSheenBRDF( { normal: normalView, viewDir: lightDirection, roughness: sheenRoughness } );

  			const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( sheenAlbedoV.max( sheenAlbedoL ) ).oneMinus();

  			irradiance.mulAssign( sheenEnergyComp );

  		}

  		if ( this.clearcoat === true ) {

  			const dotNLcc = clearcoatNormalView.dot( lightDirection ).clamp();
  			const ccIrradiance = dotNLcc.mul( lightColor );

  			this.clearcoatSpecularDirect.addAssign( ccIrradiance.mul( BRDF_GGX( { lightDirection, f0: clearcoatF0, f90: clearcoatF90, roughness: clearcoatRoughness, normalView: clearcoatNormalView } ) ) );

  		}

  		reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseContribution } ) ) );

  		reflectedLight.directSpecular.addAssign( irradiance.mul( BRDF_GGX_Multiscatter( { lightDirection, f0: specularColorBlended, f90: 1, roughness, f: this.iridescenceFresnel, USE_IRIDESCENCE: this.iridescence, USE_ANISOTROPY: this.anisotropy } ) ) );

  	}

  	/**
  	 * This method is intended for implementing the direct light term for
  	 * rect area light nodes.
  	 *
  	 * @param {Object} input - The input data.
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	directRectArea( { lightColor, lightPosition, halfWidth, halfHeight, reflectedLight, ltc_1, ltc_2 }, /* builder */ ) {

  		const p0 = lightPosition.add( halfWidth ).sub( halfHeight ); // counterclockwise; light shines in local neg z direction
  		const p1 = lightPosition.sub( halfWidth ).sub( halfHeight );
  		const p2 = lightPosition.sub( halfWidth ).add( halfHeight );
  		const p3 = lightPosition.add( halfWidth ).add( halfHeight );

  		const N = normalView;
  		const V = positionViewDirection;
  		const P = positionView.toVar();

  		const uv = LTC_Uv( { N, V, roughness } );

  		const t1 = ltc_1.sample( uv ).toVar();
  		const t2 = ltc_2.sample( uv ).toVar();

  		const mInv = mat3(
  			vec3( t1.x, 0, t1.y ),
  			vec3( 0, 1, 0 ),
  			vec3( t1.z, 0, t1.w )
  		).toVar();

  		// LTC Fresnel Approximation by Stephen Hill
  		// http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
  		const fresnel = specularColorBlended.mul( t2.x ).add( specularF90.sub( specularColorBlended ).mul( t2.y ) ).toVar();

  		reflectedLight.directSpecular.addAssign( lightColor.mul( fresnel ).mul( LTC_Evaluate( { N, V, P, mInv, p0, p1, p2, p3 } ) ) );

  		reflectedLight.directDiffuse.addAssign( lightColor.mul( diffuseContribution ).mul( LTC_Evaluate( { N, V, P, mInv: mat3( 1, 0, 0, 0, 1, 0, 0, 0, 1 ), p0, p1, p2, p3 } ) ) );

  		if ( this.clearcoat === true ) {

  			const Ncc = clearcoatNormalView;

  			const uvClearcoat = LTC_Uv( { N: Ncc, V, roughness: clearcoatRoughness } );

  			const t1Clearcoat = ltc_1.sample( uvClearcoat );
  			const t2Clearcoat = ltc_2.sample( uvClearcoat );

  			const mInvClearcoat = mat3(
  				vec3( t1Clearcoat.x, 0, t1Clearcoat.y ),
  				vec3( 0, 1, 0 ),
  				vec3( t1Clearcoat.z, 0, t1Clearcoat.w )
  			);

  			// LTC Fresnel Approximation for clearcoat
  			const fresnelClearcoat = clearcoatF0.mul( t2Clearcoat.x ).add( clearcoatF90.sub( clearcoatF0 ).mul( t2Clearcoat.y ) );

  			this.clearcoatSpecularDirect.addAssign( lightColor.mul( fresnelClearcoat ).mul( LTC_Evaluate( { N: Ncc, V, P, mInv: mInvClearcoat, p0, p1, p2, p3 } ) ) );

  		}

  	}

  	/**
  	 * Implements the indirect lighting.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	indirect( builder ) {

  		this.indirectDiffuse( builder );
  		this.indirectSpecular( builder );
  		this.ambientOcclusion( builder );

  	}

  	/**
  	 * Implements the indirect diffuse term.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	indirectDiffuse( builder ) {

  		const { irradiance, reflectedLight } = builder.context;

  		const diffuse = irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseContribution } ) ).toVar();

  		if ( this.sheen === true ) {

  			const sheenAlbedo = IBLSheenBRDF( { normal: normalView, viewDir: positionViewDirection, roughness: sheenRoughness } );

  			const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( sheenAlbedo ).oneMinus();

  			diffuse.mulAssign( sheenEnergyComp );

  		}

  		reflectedLight.indirectDiffuse.addAssign( diffuse );

  	}

  	/**
  	 * Implements the indirect specular term.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	indirectSpecular( builder ) {

  		const { radiance, iblIrradiance, reflectedLight } = builder.context;

  		if ( this.sheen === true ) {

  			this.sheenSpecularIndirect.addAssign( iblIrradiance.mul(
  				sheen,
  				IBLSheenBRDF( {
  					normal: normalView,
  					viewDir: positionViewDirection,
  					roughness: sheenRoughness
  				} )
  			) );

  		}

  		if ( this.clearcoat === true ) {

  			const dotNVcc = clearcoatNormalView.dot( positionViewDirection ).clamp();

  			const clearcoatEnv = EnvironmentBRDF( {
  				dotNV: dotNVcc,
  				specularColor: clearcoatF0,
  				specularF90: clearcoatF90,
  				roughness: clearcoatRoughness
  			} );

  			this.clearcoatSpecularIndirect.addAssign( this.clearcoatRadiance.mul( clearcoatEnv ) );

  		}

  		// Both indirect specular and indirect diffuse light accumulate here
  		// Compute multiscattering separately for dielectric and metallic, then mix

  		const singleScatteringDielectric = vec3().toVar( 'singleScatteringDielectric' );
  		const multiScatteringDielectric = vec3().toVar( 'multiScatteringDielectric' );
  		const singleScatteringMetallic = vec3().toVar( 'singleScatteringMetallic' );
  		const multiScatteringMetallic = vec3().toVar( 'multiScatteringMetallic' );

  		this.computeMultiscattering( singleScatteringDielectric, multiScatteringDielectric, specularF90, specularColor, this.iridescenceF0Dielectric );
  		this.computeMultiscattering( singleScatteringMetallic, multiScatteringMetallic, specularF90, diffuseColor.rgb, this.iridescenceF0Metallic );

  		// Mix based on metalness
  		const singleScattering = mix$2( singleScatteringDielectric, singleScatteringMetallic, metalness );
  		const multiScattering = mix$2( multiScatteringDielectric, multiScatteringMetallic, metalness );

  		// Diffuse energy conservation uses dielectric path
  		const totalScatteringDielectric = singleScatteringDielectric.add( multiScatteringDielectric );

  		const diffuse = diffuseContribution.mul( totalScatteringDielectric.oneMinus() );

  		const cosineWeightedIrradiance = iblIrradiance.mul( 1 / Math.PI );

  		const indirectSpecular = radiance.mul( singleScattering ).add( multiScattering.mul( cosineWeightedIrradiance ) ).toVar();
  		const indirectDiffuse = diffuse.mul( cosineWeightedIrradiance ).toVar();

  		if ( this.sheen === true ) {

  			const sheenAlbedo = IBLSheenBRDF( { normal: normalView, viewDir: positionViewDirection, roughness: sheenRoughness } );

  			const sheenEnergyComp = sheen.r.max( sheen.g ).max( sheen.b ).mul( sheenAlbedo ).oneMinus();

  			indirectSpecular.mulAssign( sheenEnergyComp );
  			indirectDiffuse.mulAssign( sheenEnergyComp );

  		}

  		reflectedLight.indirectSpecular.addAssign( indirectSpecular );

  		reflectedLight.indirectDiffuse.addAssign( indirectDiffuse );

  	}

  	/**
  	 * Implements the ambient occlusion term.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	ambientOcclusion( builder ) {

  		const { ambientOcclusion, reflectedLight } = builder.context;

  		const dotNV = normalView.dot( positionViewDirection ).clamp(); // @ TODO: Move to core dotNV

  		const aoNV = dotNV.add( ambientOcclusion );
  		const aoExp = roughness.mul( -16 ).oneMinus().negate().exp2();

  		const aoNode = ambientOcclusion.sub( aoNV.pow( aoExp ).oneMinus() ).clamp();

  		if ( this.clearcoat === true ) {

  			this.clearcoatSpecularIndirect.mulAssign( ambientOcclusion );

  		}

  		if ( this.sheen === true ) {

  			this.sheenSpecularIndirect.mulAssign( ambientOcclusion );

  		}

  		reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );
  		reflectedLight.indirectSpecular.mulAssign( aoNode );

  	}

  	/**
  	 * Used for final lighting accumulations depending on the requested features.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	finish( { context } ) {

  		const { outgoingLight } = context;

  		if ( this.clearcoat === true ) {

  			const dotNVcc = clearcoatNormalView.dot( positionViewDirection ).clamp();

  			const Fcc = F_Schlick( {
  				dotVH: dotNVcc,
  				f0: clearcoatF0,
  				f90: clearcoatF90
  			} );

  			const clearcoatLight = outgoingLight.mul( clearcoat.mul( Fcc ).oneMinus() ).add( this.clearcoatSpecularDirect.add( this.clearcoatSpecularIndirect ).mul( clearcoat ) );

  			outgoingLight.assign( clearcoatLight );

  		}

  		if ( this.sheen === true ) {

  			const sheenLight = outgoingLight.add( this.sheenSpecularDirect, this.sheenSpecularIndirect.mul( 1.0 / Math.PI ) );

  			outgoingLight.assign( sheenLight );

  		}

  	}

  }

  // These defines must match with PMREMGenerator

  const cubeUV_r0 = /*@__PURE__*/ float( 1.0 );
  const cubeUV_m0 = /*@__PURE__*/ float( -2 );
  const cubeUV_r1 = /*@__PURE__*/ float( 0.8 );
  const cubeUV_m1 = /*@__PURE__*/ float( -1 );
  const cubeUV_r4 = /*@__PURE__*/ float( 0.4 );
  const cubeUV_m4 = /*@__PURE__*/ float( 2.0 );
  const cubeUV_r5 = /*@__PURE__*/ float( 0.305 );
  const cubeUV_m5 = /*@__PURE__*/ float( 3.0 );
  const cubeUV_r6 = /*@__PURE__*/ float( 0.21 );
  const cubeUV_m6 = /*@__PURE__*/ float( 4.0 );

  const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 );
  const cubeUV_minTileSize = /*@__PURE__*/ float( 16.0 );

  // These shader functions convert between the UV coordinates of a single face of
  // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
  // sampling a textureCube (not generally normalized ).

  const getFace = /*@__PURE__*/ Fn( ( [ direction ] ) => {

  	const absDirection = vec3( abs( direction ) ).toVar();
  	const face = float( -1 ).toVar();

  	If( absDirection.x.greaterThan( absDirection.z ), () => {

  		If( absDirection.x.greaterThan( absDirection.y ), () => {

  			face.assign( select$1( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );

  		} ).Else( () => {

  			face.assign( select$1( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );

  		} );

  	} ).Else( () => {

  		If( absDirection.z.greaterThan( absDirection.y ), () => {

  			face.assign( select$1( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );

  		} ).Else( () => {

  			face.assign( select$1( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );

  		} );

  	} );

  	return face;

  } ).setLayout( {
  	name: 'getFace',
  	type: 'float',
  	inputs: [
  		{ name: 'direction', type: 'vec3' }
  	]
  } );

  // RH coordinate system; PMREM face-indexing convention
  const getUV = /*@__PURE__*/ Fn( ( [ direction, face ] ) => {

  	const uv = vec2().toVar();

  	If( face.equal( 0.0 ), () => {

  		uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x

  	} ).ElseIf( face.equal( 1.0 ), () => {

  		uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y

  	} ).ElseIf( face.equal( 2.0 ), () => {

  		uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z

  	} ).ElseIf( face.equal( 3.0 ), () => {

  		uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x

  	} ).ElseIf( face.equal( 4.0 ), () => {

  		uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y

  	} ).Else( () => {

  		uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z

  	} );

  	return mul( 0.5, uv.add( 1.0 ) );

  } ).setLayout( {
  	name: 'getUV',
  	type: 'vec2',
  	inputs: [
  		{ name: 'direction', type: 'vec3' },
  		{ name: 'face', type: 'float' }
  	]
  } );

  const roughnessToMip = /*@__PURE__*/ Fn( ( [ roughness ] ) => {

  	const mip = float( 0.0 ).toVar();

  	If( roughness.greaterThanEqual( cubeUV_r1 ), () => {

  		mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );

  	} ).ElseIf( roughness.greaterThanEqual( cubeUV_r4 ), () => {

  		mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );

  	} ).ElseIf( roughness.greaterThanEqual( cubeUV_r5 ), () => {

  		mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );

  	} ).ElseIf( roughness.greaterThanEqual( cubeUV_r6 ), () => {

  		mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );

  	} ).Else( () => {

  		mip.assign( float( -2 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25

  	} );

  	return mip;

  } ).setLayout( {
  	name: 'roughnessToMip',
  	type: 'float',
  	inputs: [
  		{ name: 'roughness', type: 'float' }
  	]
  } );

  // RH coordinate system; PMREM face-indexing convention
  const getDirection = /*@__PURE__*/ Fn( ( [ uv_immutable, face ] ) => {

  	const uv = uv_immutable.toVar();
  	uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
  	const direction = vec3( uv, 1.0 ).toVar();

  	If( face.equal( 0.0 ), () => {

  		direction.assign( direction.zyx ); // ( 1, v, u ) pos x

  	} ).ElseIf( face.equal( 1.0 ), () => {

  		direction.assign( direction.xzy );
  		direction.xz.mulAssign( -1 ); // ( -u, 1, -v ) pos y

  	} ).ElseIf( face.equal( 2.0 ), () => {

  		direction.x.mulAssign( -1 ); // ( -u, v, 1 ) pos z

  	} ).ElseIf( face.equal( 3.0 ), () => {

  		direction.assign( direction.zyx );
  		direction.xz.mulAssign( -1 ); // ( -1, v, -u ) neg x

  	} ).ElseIf( face.equal( 4.0 ), () => {

  		direction.assign( direction.xzy );
  		direction.xy.mulAssign( -1 ); // ( -u, -1, v ) neg y

  	} ).ElseIf( face.equal( 5.0 ), () => {

  		direction.z.mulAssign( -1 ); // ( u, v, -1 ) neg zS

  	} );

  	return direction;

  } ).setLayout( {
  	name: 'getDirection',
  	type: 'vec3',
  	inputs: [
  		{ name: 'uv', type: 'vec2' },
  		{ name: 'face', type: 'float' }
  	]
  } );

  //

  const textureCubeUV = /*@__PURE__*/ Fn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {

  	const roughness = float( roughness_immutable );
  	const sampleDir = vec3( sampleDir_immutable );

  	const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
  	const mipF = fract( mip );
  	const mipInt = floor( mip );
  	const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();

  	If( mipF.notEqual( 0.0 ), () => {

  		const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();

  		color0.assign( mix$2( color0, color1, mipF ) );

  	} );

  	return color0;

  } );

  const bilinearCubeUV = /*@__PURE__*/ Fn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {

  	const mipInt = float( mipInt_immutable ).toVar();
  	const direction = vec3( direction_immutable );
  	const face = float( getFace( direction ) ).toVar();
  	const filterInt = float( max$1( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
  	mipInt.assign( max$1( mipInt, cubeUV_minMipLevel ) );
  	const faceSize = float( exp2( mipInt ) ).toVar();
  	const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();

  	If( face.greaterThan( 2.0 ), () => {

  		uv.y.addAssign( faceSize );
  		face.subAssign( 3.0 );

  	} );

  	uv.x.addAssign( face.mul( faceSize ) );
  	uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
  	uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
  	uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
  	uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );

  	return envMap.sample( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering

  } );

  const getSample = /*@__PURE__*/ Fn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {

  	const cosTheta = cos( theta );

  	// Rodrigues' axis-angle rotation
  	const sampleDirection = outputDirection.mul( cosTheta )
  		.add( axis.cross( outputDirection ).mul( sin( theta ) ) )
  		.add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );

  	return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );

  } );

  const blur = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {

  	const axis = vec3( select$1( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();

  	If( axis.equal( vec3( 0.0 ) ), () => {

  		axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );

  	} );

  	axis.assign( normalize( axis ) );

  	const gl_FragColor = vec3().toVar();
  	gl_FragColor.addAssign( weights.element( 0 ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );

  	Loop( { start: int( 1 ), end: n }, ( { i } ) => {

  		If( i.greaterThanEqual( samples ), () => {

  			Break();

  		} );

  		const theta = float( dTheta.mul( float( i ) ) ).toVar();
  		gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( -1 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
  		gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );

  	} );

  	return vec4( gl_FragColor, 1 );

  } );

  // GGX VNDF importance sampling functions

  // Van der Corput radical inverse for generating quasi-random sequences
  const radicalInverse_VdC = /*@__PURE__*/ Fn( ( [ bits_immutable ] ) => {

  	const bits = uint( bits_immutable ).toVar();
  	bits.assign( bits.shiftLeft( uint( 16 ) ).bitOr( bits.shiftRight( uint( 16 ) ) ) );
  	bits.assign( bits.bitAnd( uint( 0x55555555 ) ).shiftLeft( uint( 1 ) ).bitOr( bits.bitAnd( uint( 0xAAAAAAAA ) ).shiftRight( uint( 1 ) ) ) );
  	bits.assign( bits.bitAnd( uint( 0x33333333 ) ).shiftLeft( uint( 2 ) ).bitOr( bits.bitAnd( uint( 0xCCCCCCCC ) ).shiftRight( uint( 2 ) ) ) );
  	bits.assign( bits.bitAnd( uint( 0x0F0F0F0F ) ).shiftLeft( uint( 4 ) ).bitOr( bits.bitAnd( uint( 0xF0F0F0F0 ) ).shiftRight( uint( 4 ) ) ) );
  	bits.assign( bits.bitAnd( uint( 0x00FF00FF ) ).shiftLeft( uint( 8 ) ).bitOr( bits.bitAnd( uint( 0xFF00FF00 ) ).shiftRight( uint( 8 ) ) ) );
  	return float( bits ).mul( 2.3283064365386963e-10 ); // / 0x100000000

  } );

  // Hammersley sequence for quasi-Monte Carlo sampling
  const hammersley = /*@__PURE__*/ Fn( ( [ i, N ] ) => {

  	return vec2( float( i ).div( float( N ) ), radicalInverse_VdC( i ) );

  } );

  // GGX VNDF importance sampling (Eric Heitz 2018)
  // "Sampling the GGX Distribution of Visible Normals"
  // https://jcgt.org/published/0007/04/01/
  const importanceSampleGGX_VNDF = /*@__PURE__*/ Fn( ( [ Xi, V, roughness ] ) => {

  	const alpha = roughness.mul( roughness ).toConst();

  	// Section 4.1: Orthonormal basis
  	const T1 = vec3( 1.0, 0.0, 0.0 ).toConst();
  	const T2 = cross( V, T1 ).toConst();

  	// Section 4.2: Parameterization of projected area
  	const r = sqrt( Xi.x ).toConst();
  	const phi = mul( 2.0, 3.14159265359 ).mul( Xi.y ).toConst();
  	const t1 = r.mul( cos( phi ) ).toConst();
  	const t2 = r.mul( sin( phi ) ).toVar();
  	const s = mul( 0.5, V.z.add( 1.0 ) ).toConst();
  	t2.assign( s.oneMinus().mul( sqrt( t1.mul( t1 ).oneMinus() ) ).add( s.mul( t2 ) ) );

  	// Section 4.3: Reprojection onto hemisphere
  	const Nh = T1.mul( t1 ).add( T2.mul( t2 ) ).add( V.mul( sqrt( max$1( 0.0, t1.mul( t1 ).add( t2.mul( t2 ) ).oneMinus() ) ) ) );

  	// Section 3.4: Transform back to ellipsoid configuration
  	return normalize( vec3( alpha.mul( Nh.x ), alpha.mul( Nh.y ), max$1( 0.0, Nh.z ) ) );

  } );

  // GGX convolution using VNDF importance sampling
  const ggxConvolution = /*@__PURE__*/ Fn( ( { roughness, mipInt, envMap, N_immutable, GGX_SAMPLES, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {

  	const N = vec3( N_immutable ).toVar();

  	const prefilteredColor = vec3( 0.0 ).toVar();
  	const totalWeight = float( 0.0 ).toVar();

  	// For very low roughness, just sample the environment directly
  	If( roughness.lessThan( 0.001 ), () => {

  		prefilteredColor.assign( bilinearCubeUV( envMap, N, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) );

  	} ).Else( () => {

  		// Tangent space basis for VNDF sampling
  		const up = select$1( abs( N.z ).lessThan( 0.999 ), vec3( 0.0, 0.0, 1.0 ), vec3( 1.0, 0.0, 0.0 ) );
  		const tangent = normalize( cross( up, N ) ).toVar();
  		const bitangent = cross( N, tangent ).toVar();

  		Loop( { start: uint( 0 ), end: GGX_SAMPLES }, ( { i } ) => {

  			const Xi = hammersley( i, GGX_SAMPLES );

  			// For PMREM, V = N, so in tangent space V is always (0, 0, 1)
  			const H_tangent = importanceSampleGGX_VNDF( Xi, vec3( 0.0, 0.0, 1.0 ), roughness );

  			// Transform H back to world space
  			const H = normalize( tangent.mul( H_tangent.x ).add( bitangent.mul( H_tangent.y ) ).add( N.mul( H_tangent.z ) ) );
  			const L = normalize( H.mul( dot( N, H ).mul( 2.0 ) ).sub( N ) );

  			const NdotL = max$1( dot( N, L ), 0.0 );

  			If( NdotL.greaterThan( 0.0 ), () => {

  				// Sample environment at fixed mip level
  				// VNDF importance sampling handles the distribution filtering
  				const sampleColor = bilinearCubeUV( envMap, L, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );

  				// Weight by NdotL for the split-sum approximation
  				// VNDF PDF naturally accounts for the visible microfacet distribution
  				prefilteredColor.addAssign( sampleColor.mul( NdotL ) );
  				totalWeight.addAssign( NdotL );

  			} );

  		} );

  		If( totalWeight.greaterThan( 0.0 ), () => {

  			prefilteredColor.assign( prefilteredColor.div( totalWeight ) );

  		} );

  	} );

  	return vec4( prefilteredColor, 1.0 );

  } );

  const LOD_MIN = 4;

  // The standard deviations (radians) associated with the extra mips.
  // Used for scene blur in fromScene() method.
  const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];

  // The maximum length of the blur for loop. Smaller sigmas will use fewer
  // samples and exit early, but not recompile the shader.
  // Used for scene blur in fromScene() method.
  const MAX_SAMPLES = 20;

  // GGX VNDF importance sampling configuration
  const GGX_SAMPLES = 512;

  const _flatCamera = /*@__PURE__*/ new OrthographicCamera( -1, 1, 1, -1, 0, 1 );
  const _cubeCamera = /*@__PURE__*/ new PerspectiveCamera( 90, 1 );
  const _clearColor$2 = /*@__PURE__*/ new Color();
  let _oldTarget = null;
  let _oldActiveCubeFace = 0;
  let _oldActiveMipmapLevel = 0;

  const _origin = /*@__PURE__*/ new Vector3();

  // maps blur materials to their uniforms dictionary

  const _uniformsMap = new WeakMap();

  // WebGPU Face indices
  const _faceLib = [
  	3, 1, 5,
  	0, 4, 2
  ];

  const _direction = /*@__PURE__*/ getDirection( uv$1(), attribute( 'faceIndex' ) ).normalize();
  const _outputDirection = /*@__PURE__*/ vec3( _direction.x, _direction.y, _direction.z );

  /**
   * This class generates a Prefiltered, Mipmapped Radiance Environment Map
   * (PMREM) from a cubeMap environment texture. This allows different levels of
   * blur to be quickly accessed based on material roughness. It is packed into a
   * special CubeUV format that allows us to perform custom interpolation so that
   * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
   * chain, it only goes down to the LOD_MIN level (above), and then creates extra
   * even more filtered 'mips' at the same LOD_MIN resolution, associated with
   * higher roughness levels. In this way we maintain resolution to smoothly
   * interpolate diffuse lighting while limiting sampling computation.
   *
   * The prefiltering uses GGX VNDF (Visible Normal Distribution Function)
   * importance sampling based on "Sampling the GGX Distribution of Visible Normals"
   * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF
   * used in material rendering for physically-based image-based lighting.
   */
  class PMREMGenerator {

  	/**
  	 * Constructs a new PMREM generator.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 */
  	constructor( renderer ) {

  		this._renderer = renderer;
  		this._pingPongRenderTarget = null;

  		this._lodMax = 0;
  		this._cubeSize = 0;
  		this._sizeLods = [];
  		this._sigmas = [];
  		this._lodMeshes = [];

  		this._blurMaterial = null;
  		this._ggxMaterial = null;

  		this._cubemapMaterial = null;
  		this._equirectMaterial = null;
  		this._backgroundBox = null;

  	}

  	get _hasInitialized() {

  		return this._renderer.hasInitialized();

  	}

  	/**
  	 * Generates a PMREM from a supplied Scene, which can be faster than using an
  	 * image if networking bandwidth is low. Optional sigma specifies a blur radius
  	 * in radians to be applied to the scene before PMREM generation. Optional near
  	 * and far planes ensure the scene is rendered in its entirety.
  	 *
  	 * @param {Scene} scene - The scene to be captured.
  	 * @param {number} [sigma=0] - The blur radius in radians.
  	 * @param {number} [near=0.1] - The near plane distance.
  	 * @param {number} [far=100] - The far plane distance.
  	 * @param {Object} [options={}] - The configuration options.
  	 * @param {number} [options.size=256] - The texture size of the PMREM.
  	 * @param {Vector3} [options.renderTarget=origin] - The position of the internal cube camera that renders the scene.
  	 * @param {?RenderTarget} [options.renderTarget=null] - The render target to use.
  	 * @return {RenderTarget} The resulting PMREM.
  	 * @see {@link PMREMGenerator#fromScene}
  	 */
  	fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {

  		const {
  			size = 256,
  			position = _origin,
  			renderTarget = null,
  		} = options;

  		this._setSize( size );

  		if ( this._hasInitialized === false ) {

  			warn( 'PMREMGenerator: ".fromScene()" called before the backend is initialized. Try using "await renderer.init()" instead.' );

  			const cubeUVRenderTarget = renderTarget || this._allocateTarget();

  			options.renderTarget = cubeUVRenderTarget;

  			this.fromSceneAsync( scene, sigma, near, far, options );

  			return cubeUVRenderTarget;

  		}

  		_oldTarget = this._renderer.getRenderTarget();
  		_oldActiveCubeFace = this._renderer.getActiveCubeFace();
  		_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();

  		const cubeUVRenderTarget = renderTarget || this._allocateTarget();
  		cubeUVRenderTarget.depthBuffer = true;

  		this._init( cubeUVRenderTarget );

  		this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position );

  		if ( sigma > 0 ) {

  			this._blur( cubeUVRenderTarget, 0, 0, sigma );

  		}

  		this._applyPMREM( cubeUVRenderTarget );

  		this._cleanup( cubeUVRenderTarget );

  		return cubeUVRenderTarget;

  	}

  	/**
  	 * Generates a PMREM from a supplied Scene, which can be faster than using an
  	 * image if networking bandwidth is low. Optional sigma specifies a blur radius
  	 * in radians to be applied to the scene before PMREM generation. Optional near
  	 * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  	 * is placed at the origin).
  	 *
  	 * @deprecated
  	 * @param {Scene} scene - The scene to be captured.
  	 * @param {number} [sigma=0] - The blur radius in radians.
  	 * @param {number} [near=0.1] - The near plane distance.
  	 * @param {number} [far=100] - The far plane distance.
  	 * @param {Object} [options={}] - The configuration options.
  	 * @param {number} [options.size=256] - The texture size of the PMREM.
  	 * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene.
  	 * @param {?RenderTarget} [options.renderTarget=null] - The render target to use.
  	 * @return {Promise<RenderTarget>} A Promise that resolve with the PMREM when the generation has been finished.
  	 * @see {@link PMREMGenerator#fromScene}
  	 */
  	async fromSceneAsync( scene, sigma = 0, near = 0.1, far = 100, options = {} ) {

  		warnOnce( 'PMREMGenerator: ".fromSceneAsync()" is deprecated. Use "await renderer.init()" instead.' ); // @deprecated r181

  		await this._renderer.init();

  		return this.fromScene( scene, sigma, near, far, options );

  	}

  	/**
  	 * Generates a PMREM from an equirectangular texture, which can be either LDR
  	 * or HDR. The ideal input image size is 1k (1024 x 512),
  	 * as this matches best with the 256 x 256 cubemap output.
  	 *
  	 * @param {Texture} equirectangular - The equirectangular texture to be converted.
  	 * @param {?RenderTarget} [renderTarget=null] - The render target to use.
  	 * @return {RenderTarget} The resulting PMREM.
  	 * @see {@link PMREMGenerator#fromEquirectangularAsync}
  	 */
  	fromEquirectangular( equirectangular, renderTarget = null ) {

  		if ( this._hasInitialized === false ) {

  			warn( 'PMREMGenerator: .fromEquirectangular() called before the backend is initialized. Try using "await renderer.init()" instead.' );

  			this._setSizeFromTexture( equirectangular );

  			const cubeUVRenderTarget = renderTarget || this._allocateTarget();

  			this.fromEquirectangularAsync( equirectangular, cubeUVRenderTarget );

  			return cubeUVRenderTarget;

  		}

  		return this._fromTexture( equirectangular, renderTarget );

  	}

  	/**
  	 * Generates a PMREM from an equirectangular texture, which can be either LDR
  	 * or HDR. The ideal input image size is 1k (1024 x 512),
  	 * as this matches best with the 256 x 256 cubemap output.
  	 *
  	 * @deprecated
  	 * @param {Texture} equirectangular - The equirectangular texture to be converted.
  	 * @param {?RenderTarget} [renderTarget=null] - The render target to use.
  	 * @return {Promise<RenderTarget>} The resulting PMREM.
  	 * @see {@link PMREMGenerator#fromEquirectangular}
  	 */
  	async fromEquirectangularAsync( equirectangular, renderTarget = null ) {

  		warnOnce( 'PMREMGenerator: ".fromEquirectangularAsync()" is deprecated. Use "await renderer.init()" instead.' ); // @deprecated r181

  		await this._renderer.init();

  		return this._fromTexture( equirectangular, renderTarget );

  	}

  	/**
  	 * Generates a PMREM from an cubemap texture, which can be either LDR
  	 * or HDR. The ideal input cube size is 256 x 256,
  	 * as this matches best with the 256 x 256 cubemap output.
  	 *
  	 * @param {Texture} cubemap - The cubemap texture to be converted.
  	 * @param {?RenderTarget} [renderTarget=null] - The render target to use.
  	 * @return {RenderTarget} The resulting PMREM.
  	 * @see {@link PMREMGenerator#fromCubemapAsync}
  	 */
  	fromCubemap( cubemap, renderTarget = null ) {

  		if ( this._hasInitialized === false ) {

  			warn( 'PMREMGenerator: .fromCubemap() called before the backend is initialized. Try using .fromCubemapAsync() instead.' );

  			this._setSizeFromTexture( cubemap );

  			const cubeUVRenderTarget = renderTarget || this._allocateTarget();

  			this.fromCubemapAsync( cubemap, renderTarget );

  			return cubeUVRenderTarget;

  		}

  		return this._fromTexture( cubemap, renderTarget );

  	}

  	/**
  	 * Generates a PMREM from an cubemap texture, which can be either LDR
  	 * or HDR. The ideal input cube size is 256 x 256,
  	 * with the 256 x 256 cubemap output.
  	 *
  	 * @deprecated
  	 * @param {Texture} cubemap - The cubemap texture to be converted.
  	 * @param {?RenderTarget} [renderTarget=null] - The render target to use.
  	 * @return {Promise<RenderTarget>} The resulting PMREM.
  	 * @see {@link PMREMGenerator#fromCubemap}
  	 */
  	async fromCubemapAsync( cubemap, renderTarget = null ) {

  		warnOnce( 'PMREMGenerator: ".fromCubemapAsync()" is deprecated. Use "await renderer.init()" instead.' ); // @deprecated r181

  		await this._renderer.init();

  		return this._fromTexture( cubemap, renderTarget );

  	}

  	/**
  	 * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  	 * your texture's network fetch for increased concurrency.
  	 *
  	 * @returns {Promise}
  	 */
  	async compileCubemapShader() {

  		if ( this._cubemapMaterial === null ) {

  			this._cubemapMaterial = _getCubemapMaterial();
  			await this._compileMaterial( this._cubemapMaterial );

  		}

  	}

  	/**
  	 * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  	 * your texture's network fetch for increased concurrency.
  	 *
  	 * @returns {Promise}
  	 */
  	async compileEquirectangularShader() {

  		if ( this._equirectMaterial === null ) {

  			this._equirectMaterial = _getEquirectMaterial();
  			await this._compileMaterial( this._equirectMaterial );

  		}

  	}

  	/**
  	 * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  	 * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  	 * one of them will cause any others to also become unusable.
  	 */
  	dispose() {

  		this._dispose();

  		if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
  		if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
  		if ( this._backgroundBox !== null ) {

  			this._backgroundBox.geometry.dispose();
  			this._backgroundBox.material.dispose();

  		}

  	}

  	// private interface

  	_setSizeFromTexture( texture ) {

  		if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {

  			this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );

  		} else { // Equirectangular

  			this._setSize( texture.image.width / 4 );

  		}

  	}

  	_setSize( cubeSize ) {

  		this._lodMax = Math.floor( Math.log2( cubeSize ) );
  		this._cubeSize = Math.pow( 2, this._lodMax );

  	}

  	_dispose() {

  		if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
  		if ( this._ggxMaterial !== null ) this._ggxMaterial.dispose();

  		if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();

  		for ( let i = 0; i < this._lodMeshes.length; i ++ ) {

  			this._lodMeshes[ i ].geometry.dispose();

  		}

  	}

  	_cleanup( outputTarget ) {

  		this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
  		outputTarget.scissorTest = false;
  		_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );

  	}

  	_fromTexture( texture, renderTarget ) {

  		this._setSizeFromTexture( texture );

  		_oldTarget = this._renderer.getRenderTarget();
  		_oldActiveCubeFace = this._renderer.getActiveCubeFace();
  		_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();

  		const cubeUVRenderTarget = renderTarget || this._allocateTarget();
  		this._init( cubeUVRenderTarget );
  		this._textureToCubeUV( texture, cubeUVRenderTarget );
  		this._applyPMREM( cubeUVRenderTarget );
  		this._cleanup( cubeUVRenderTarget );

  		return cubeUVRenderTarget;

  	}

  	_allocateTarget() {

  		const width = 3 * Math.max( this._cubeSize, 16 * 7 );
  		const height = 4 * this._cubeSize;

  		const cubeUVRenderTarget = _createRenderTarget( width, height );

  		return cubeUVRenderTarget;

  	}

  	_init( renderTarget ) {

  		if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== renderTarget.width || this._pingPongRenderTarget.height !== renderTarget.height ) {

  			if ( this._pingPongRenderTarget !== null ) {

  				this._dispose();

  			}

  			this._pingPongRenderTarget = _createRenderTarget( renderTarget.width, renderTarget.height );

  			const { _lodMax } = this;
  			( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes( _lodMax ) );

  			this._blurMaterial = _getBlurShader( _lodMax, renderTarget.width, renderTarget.height );
  			this._ggxMaterial = _getGGXShader( _lodMax, renderTarget.width, renderTarget.height );

  		}

  	}

  	async _compileMaterial( material ) {

  		const mesh = new Mesh( new BufferGeometry(), material );
  		await this._renderer.compile( mesh, _flatCamera );

  	}

  	_sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) {

  		const cubeCamera = _cubeCamera;
  		cubeCamera.near = near;
  		cubeCamera.far = far;

  		// px, py, pz, nx, ny, nz
  		const upSign = [ 1, 1, 1, 1, -1, 1 ];
  		const forwardSign = [ 1, -1, 1, -1, 1, -1 ];

  		const renderer = this._renderer;

  		const originalAutoClear = renderer.autoClear;

  		renderer.getClearColor( _clearColor$2 );

  		renderer.autoClear = false;

  		if ( this._backgroundBox === null ) {

  			this._backgroundBox = new Mesh(
  				new BoxGeometry(),
  				new MeshBasicMaterial( {
  					name: 'PMREM.Background',
  					side: BackSide,
  					depthWrite: false,
  					depthTest: false,
  				} )
  			);

  		}

  		const backgroundBox = this._backgroundBox;
  		const backgroundMaterial = backgroundBox.material;

  		let useSolidColor = false;

  		const background = scene.background;

  		if ( background ) {

  			if ( background.isColor ) {

  				backgroundMaterial.color.copy( background );
  				scene.background = null;
  				useSolidColor = true;

  			}

  		} else {

  			backgroundMaterial.color.copy( _clearColor$2 );
  			useSolidColor = true;

  		}

  		renderer.setRenderTarget( cubeUVRenderTarget );

  		renderer.clear();

  		if ( useSolidColor ) {

  			renderer.render( backgroundBox, cubeCamera );

  		}

  		for ( let i = 0; i < 6; i ++ ) {

  			const col = i % 3;

  			if ( col === 0 ) {

  				cubeCamera.up.set( 0, upSign[ i ], 0 );
  				cubeCamera.position.set( position.x, position.y, position.z );
  				cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z );

  			} else if ( col === 1 ) {

  				cubeCamera.up.set( 0, 0, upSign[ i ] );
  				cubeCamera.position.set( position.x, position.y, position.z );
  				cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z );


  			} else {

  				cubeCamera.up.set( 0, upSign[ i ], 0 );
  				cubeCamera.position.set( position.x, position.y, position.z );
  				cubeCamera.lookAt( position.x, position.y, position.z + forwardSign[ i ] );


  			}

  			const size = this._cubeSize;

  			_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );

  			renderer.render( scene, cubeCamera );

  		}

  		renderer.autoClear = originalAutoClear;
  		scene.background = background;

  	}

  	_textureToCubeUV( texture, cubeUVRenderTarget ) {

  		const renderer = this._renderer;

  		const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );

  		if ( isCubeTexture ) {

  			if ( this._cubemapMaterial === null ) {

  				this._cubemapMaterial = _getCubemapMaterial( texture );

  			}

  		} else {

  			if ( this._equirectMaterial === null ) {

  				this._equirectMaterial = _getEquirectMaterial( texture );

  			}

  		}

  		const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
  		material.fragmentNode.value = texture;

  		const mesh = this._lodMeshes[ 0 ];
  		mesh.material = material;

  		const size = this._cubeSize;

  		_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );

  		renderer.setRenderTarget( cubeUVRenderTarget );
  		renderer.render( mesh, _flatCamera );

  	}

  	_applyPMREM( cubeUVRenderTarget ) {

  		const renderer = this._renderer;
  		const autoClear = renderer.autoClear;
  		renderer.autoClear = false;

  		const n = this._lodMeshes.length;

  		// Use GGX VNDF importance sampling
  		for ( let i = 1; i < n; i ++ ) {

  			this._applyGGXFilter( cubeUVRenderTarget, i - 1, i );

  		}

  		renderer.autoClear = autoClear;

  	}

  	/**
  	 * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.
  	 * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the
  	 * GGX BRDF for physically-based rendering. Reads from the previous LOD level and
  	 * applies incremental roughness filtering to avoid over-blurring.
  	 *
  	 * @private
  	 * @param {RenderTarget} cubeUVRenderTarget
  	 * @param {number} lodIn - Source LOD level to read from
  	 * @param {number} lodOut - Target LOD level to write to
  	 */
  	_applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) {

  		const renderer = this._renderer;
  		const pingPongRenderTarget = this._pingPongRenderTarget;

  		const ggxMaterial = this._ggxMaterial;
  		const ggxMesh = this._lodMeshes[ lodOut ];
  		ggxMesh.material = ggxMaterial;

  		const ggxUniforms = _uniformsMap.get( ggxMaterial );

  		// Calculate incremental roughness between LOD levels
  		const targetRoughness = lodOut / ( this._lodMeshes.length - 1 );
  		const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 );
  		const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness );

  		// Apply blur strength mapping for better quality across the roughness range
  		const blurStrength = 0.0 + targetRoughness * 1.25;
  		const adjustedRoughness = incrementalRoughness * blurStrength;

  		// Calculate viewport position based on output LOD level
  		const { _lodMax } = this;
  		const outputSize = this._sizeLods[ lodOut ];
  		const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  		const y = 4 * ( this._cubeSize - outputSize );

  		// Read from previous LOD with incremental roughness
  		cubeUVRenderTarget.texture.frame = ( cubeUVRenderTarget.texture.frame || 0 ) + 1;
  		ggxUniforms.envMap.value = cubeUVRenderTarget.texture;
  		ggxUniforms.roughness.value = adjustedRoughness;
  		ggxUniforms.mipInt.value = _lodMax - lodIn; // Sample from input LOD

  		_setViewport( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
  		renderer.setRenderTarget( pingPongRenderTarget );
  		renderer.render( ggxMesh, _flatCamera );

  		// Copy from pingPong back to cubeUV (simple direct copy)
  		pingPongRenderTarget.texture.frame = ( pingPongRenderTarget.texture.frame || 0 ) + 1;
  		ggxUniforms.envMap.value = pingPongRenderTarget.texture;
  		ggxUniforms.roughness.value = 0.0; // Direct copy
  		ggxUniforms.mipInt.value = _lodMax - lodOut; // Read from the level we just wrote

  		_setViewport( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize );
  		renderer.setRenderTarget( cubeUVRenderTarget );
  		renderer.render( ggxMesh, _flatCamera );

  	}

  	/**
  	 * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  	 * vertically and horizontally, but this breaks down on a cube. Here we apply
  	 * the blur latitudinally (around the poles), and then longitudinally (towards
  	 * the poles) to approximate the orthogonally-separable blur. It is least
  	 * accurate at the poles, but still does a decent job.
  	 *
  	 * Used for initial scene blur in fromScene() method when sigma > 0.
  	 *
  	 * @private
  	 * @param {RenderTarget} cubeUVRenderTarget - The cubemap render target.
  	 * @param {number} lodIn - The input level-of-detail.
  	 * @param {number} lodOut - The output level-of-detail.
  	 * @param {number} sigma - The blur radius in radians.
  	 * @param {Vector3} [poleAxis] - The pole axis.
  	 */
  	_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {

  		const pingPongRenderTarget = this._pingPongRenderTarget;

  		this._halfBlur(
  			cubeUVRenderTarget,
  			pingPongRenderTarget,
  			lodIn,
  			lodOut,
  			sigma,
  			'latitudinal',
  			poleAxis );

  		this._halfBlur(
  			pingPongRenderTarget,
  			cubeUVRenderTarget,
  			lodOut,
  			lodOut,
  			sigma,
  			'longitudinal',
  			poleAxis );

  	}

  	_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {

  		const renderer = this._renderer;
  		const blurMaterial = this._blurMaterial;

  		if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {

  			error( 'blur direction must be either latitudinal or longitudinal!' );

  		}

  		// Number of standard deviations at which to cut off the discrete approximation.
  		const STANDARD_DEVIATIONS = 3;

  		const blurMesh = this._lodMeshes[ lodOut ];
  		blurMesh.material = blurMaterial;

  		const blurUniforms = _uniformsMap.get( blurMaterial );

  		const pixels = this._sizeLods[ lodIn ] - 1;
  		const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  		const sigmaPixels = sigmaRadians / radiansPerPixel;
  		const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;

  		if ( samples > MAX_SAMPLES ) {

  			warn( `sigmaRadians, ${
				sigmaRadians}, is too large and will clip, as it requested ${
				samples} samples when the maximum is set to ${MAX_SAMPLES}` );

  		}

  		const weights = [];
  		let sum = 0;

  		for ( let i = 0; i < MAX_SAMPLES; ++ i ) {

  			const x = i / sigmaPixels;
  			const weight = Math.exp( - x * x / 2 );
  			weights.push( weight );

  			if ( i === 0 ) {

  				sum += weight;

  			} else if ( i < samples ) {

  				sum += 2 * weight;

  			}

  		}

  		for ( let i = 0; i < weights.length; i ++ ) {

  			weights[ i ] = weights[ i ] / sum;

  		}

  		targetIn.texture.frame = ( targetIn.texture.frame || 0 ) + 1;

  		blurUniforms.envMap.value = targetIn.texture;
  		blurUniforms.samples.value = samples;
  		blurUniforms.weights.array = weights;
  		blurUniforms.latitudinal.value = direction === 'latitudinal' ? 1 : 0;

  		if ( poleAxis ) {

  			blurUniforms.poleAxis.value = poleAxis;

  		}

  		const { _lodMax } = this;
  		blurUniforms.dTheta.value = radiansPerPixel;
  		blurUniforms.mipInt.value = _lodMax - lodIn;

  		const outputSize = this._sizeLods[ lodOut ];
  		const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  		const y = 4 * ( this._cubeSize - outputSize );

  		_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  		renderer.setRenderTarget( targetOut );
  		renderer.render( blurMesh, _flatCamera );

  	}

  }

  function _createPlanes( lodMax ) {

  	const sizeLods = [];
  	const sigmas = [];
  	const lodMeshes = [];

  	let lod = lodMax;

  	const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;

  	for ( let i = 0; i < totalLods; i ++ ) {

  		const sizeLod = Math.pow( 2, lod );
  		sizeLods.push( sizeLod );
  		let sigma = 1.0 / sizeLod;

  		if ( i > lodMax - LOD_MIN ) {

  			sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];

  		} else if ( i === 0 ) {

  			sigma = 0;

  		}

  		sigmas.push( sigma );

  		const texelSize = 1.0 / ( sizeLod - 2 );
  		const min = - texelSize;
  		const max = 1 + texelSize;
  		const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];

  		const cubeFaces = 6;
  		const vertices = 6;
  		const positionSize = 3;
  		const uvSize = 2;
  		const faceIndexSize = 1;

  		const position = new Float32Array( positionSize * vertices * cubeFaces );
  		const uv = new Float32Array( uvSize * vertices * cubeFaces );
  		const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );

  		for ( let face = 0; face < cubeFaces; face ++ ) {

  			const x = ( face % 3 ) * 2 / 3 - 1;
  			const y = face > 2 ? 0 : -1;
  			const coordinates = [
  				x, y, 0,
  				x + 2 / 3, y, 0,
  				x + 2 / 3, y + 1, 0,
  				x, y, 0,
  				x + 2 / 3, y + 1, 0,
  				x, y + 1, 0
  			];

  			const faceIdx = _faceLib[ face ];
  			position.set( coordinates, positionSize * vertices * faceIdx );
  			uv.set( uv1, uvSize * vertices * faceIdx );
  			const fill = [ faceIdx, faceIdx, faceIdx, faceIdx, faceIdx, faceIdx ];
  			faceIndex.set( fill, faceIndexSize * vertices * faceIdx );

  		}

  		const planes = new BufferGeometry();
  		planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  		planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  		planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  		lodMeshes.push( new Mesh( planes, null ) );

  		if ( lod > LOD_MIN ) {

  			lod --;

  		}

  	}

  	return { lodMeshes, sizeLods, sigmas };

  }

  function _createRenderTarget( width, height ) {

  	const params = {
  		magFilter: LinearFilter,
  		minFilter: LinearFilter,
  		generateMipmaps: false,
  		type: HalfFloatType,
  		format: RGBAFormat,
  		colorSpace: LinearSRGBColorSpace,
  		//depthBuffer: false
  	};

  	const cubeUVRenderTarget = new RenderTarget( width, height, params );
  	cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  	cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  	cubeUVRenderTarget.texture.isPMREMTexture = true;
  	cubeUVRenderTarget.scissorTest = true;
  	return cubeUVRenderTarget;

  }

  function _setViewport( target, x, y, width, height ) {

  	target.viewport.set( x, y, width, height );
  	target.scissor.set( x, y, width, height );

  }

  function _getMaterial( type ) {

  	const material = new NodeMaterial();
  	material.depthTest = false;
  	material.depthWrite = false;
  	material.blending = NoBlending;
  	material.name = `PMREM_${ type }`;

  	return material;

  }

  function _getBlurShader( lodMax, width, height ) {

  	const weights = uniformArray( new Array( MAX_SAMPLES ).fill( 0 ) );
  	const poleAxis = uniform( new Vector3( 0, 1, 0 ) );
  	const dTheta = uniform( 0 );
  	const n = float( MAX_SAMPLES );
  	const latitudinal = uniform( 0 ); // false, bool
  	const samples = uniform( 1 ); // int
  	const envMap = texture();
  	const mipInt = uniform( 0 ); // int
  	const CUBEUV_TEXEL_WIDTH = float( 1 / width );
  	const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
  	const CUBEUV_MAX_MIP = float( lodMax );

  	const materialUniforms = {
  		n,
  		latitudinal,
  		weights,
  		poleAxis,
  		outputDirection: _outputDirection,
  		dTheta,
  		samples,
  		envMap,
  		mipInt,
  		CUBEUV_TEXEL_WIDTH,
  		CUBEUV_TEXEL_HEIGHT,
  		CUBEUV_MAX_MIP
  	};

  	const material = _getMaterial( 'blur' );
  	material.fragmentNode = blur( { ...materialUniforms, latitudinal: latitudinal.equal( 1 ) } );

  	_uniformsMap.set( material, materialUniforms );

  	return material;

  }

  function _getGGXShader( lodMax, width, height ) {

  	const envMap = texture();
  	const roughness = uniform( 0 );
  	const mipInt = uniform( 0 );
  	const CUBEUV_TEXEL_WIDTH = float( 1 / width );
  	const CUBEUV_TEXEL_HEIGHT = float( 1 / height );
  	const CUBEUV_MAX_MIP = float( lodMax );

  	const materialUniforms = {
  		envMap,
  		roughness,
  		mipInt,
  		CUBEUV_TEXEL_WIDTH,
  		CUBEUV_TEXEL_HEIGHT,
  		CUBEUV_MAX_MIP
  	};

  	const material = _getMaterial( 'ggx' );
  	material.fragmentNode = ggxConvolution( {
  		...materialUniforms,
  		N_immutable: _outputDirection,
  		GGX_SAMPLES: uint( GGX_SAMPLES )
  	} );

  	_uniformsMap.set( material, materialUniforms );

  	return material;

  }

  function _getCubemapMaterial( envTexture ) {

  	const material = _getMaterial( 'cubemap' );
  	material.fragmentNode = cubeTexture( envTexture, _outputDirection );

  	return material;

  }

  function _getEquirectMaterial( envTexture ) {

  	const material = _getMaterial( 'equirect' );
  	material.fragmentNode = texture( envTexture, equirectUV( _outputDirection ), 0 );

  	return material;

  }

  const _cache = new WeakMap();

  /**
   * Generates the cubeUV size based on the given image height.
   *
   * @private
   * @param {number} imageHeight - The image height.
   * @return {{texelWidth: number,texelHeight: number, maxMip: number}} The result object.
   */
  function _generateCubeUVSize( imageHeight ) {

  	const maxMip = Math.log2( imageHeight ) - 2;

  	const texelHeight = 1.0 / imageHeight;

  	const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );

  	return { texelWidth, texelHeight, maxMip };

  }

  /**
   * Generates a PMREM from the given texture.
   *
   * @private
   * @param {Texture} texture - The texture to create the PMREM for.
   * @param {Renderer} renderer - The renderer.
   * @param {PMREMGenerator} generator - The PMREM generator.
   * @return {?Texture} The PMREM.
   */
  function _getPMREMFromTexture( texture, renderer, generator ) {

  	const cache = _getCache( renderer );

  	let cacheTexture = cache.get( texture );

  	const pmremVersion = cacheTexture !== undefined ? cacheTexture.pmremVersion : -1;

  	if ( pmremVersion !== texture.pmremVersion ) {

  		const image = texture.image;

  		if ( texture.isCubeTexture ) {

  			if ( isCubeMapReady( image ) ) {

  				cacheTexture = generator.fromCubemap( texture, cacheTexture );

  			} else {

  				return null;

  			}


  		} else {

  			if ( isEquirectangularMapReady( image ) ) {

  				cacheTexture = generator.fromEquirectangular( texture, cacheTexture );

  			} else {

  				return null;

  			}

  		}

  		cacheTexture.pmremVersion = texture.pmremVersion;

  		cache.set( texture, cacheTexture );

  	}

  	return cacheTexture.texture;

  }

  /**
   * Returns a cache that stores generated PMREMs for the respective textures.
   * A cache must be maintained per renderer since PMREMs are render target textures
   * which can't be shared across render contexts.
   *
   * @private
   * @param {Renderer} renderer - The renderer.
   * @return {WeakMap<Texture, Texture>} The PMREM cache.
   */
  function _getCache( renderer ) {

  	let rendererCache = _cache.get( renderer );

  	if ( rendererCache === undefined ) {

  		rendererCache = new WeakMap();
  		_cache.set( renderer, rendererCache );

  	}

  	return rendererCache;

  }

  /**
   * This node represents a PMREM which is a special type of preprocessed
   * environment map intended for PBR materials.
   *
   * ```js
   * const material = new MeshStandardNodeMaterial();
   * material.envNode = pmremTexture( envMap );
   * ```
   *
   * @augments TempNode
   */
  class PMREMNode extends TempNode {

  	static get type() {

  		return 'PMREMNode';

  	}

  	/**
  	 * Constructs a new function overloading node.
  	 *
  	 * @param {Texture} value - The input texture.
  	 * @param {Node<vec2>} [uvNode=null] - The uv node.
  	 * @param {Node<float>} [levelNode=null] - The level node.
  	 */
  	constructor( value, uvNode = null, levelNode = null ) {

  		super( 'vec3' );

  		/**
  		 * Reference to the input texture.
  		 *
  		 * @private
  		 * @type {Texture}
  		 */
  		this._value = value;

  		/**
  		 * Reference to the generated PMREM.
  		 *
  		 * @private
  		 * @type {Texture | null}
  		 * @default null
  		 */
  		this._pmrem = null;

  		/**
  		 *  The uv node.
  		 *
  		 * @type {Node<vec2>}
  		 */
  		this.uvNode = uvNode;

  		/**
  		 *  The level node.
  		 *
  		 * @type {Node<float>}
  		 */
  		this.levelNode = levelNode;

  		/**
  		 * Reference to a PMREM generator.
  		 *
  		 * @private
  		 * @type {?PMREMGenerator}
  		 * @default null
  		 */
  		this._generator = null;

  		const defaultTexture = new Texture();
  		defaultTexture.isRenderTargetTexture = true;

  		/**
  		 * The texture node holding the generated PMREM.
  		 *
  		 * @private
  		 * @type {TextureNode}
  		 */
  		this._texture = texture( defaultTexture );

  		/**
  		 * A uniform representing the PMREM's width.
  		 *
  		 * @private
  		 * @type {UniformNode<float>}
  		 */
  		this._width = uniform( 0 );

  		/**
  		 * A uniform representing the PMREM's height.
  		 *
  		 * @private
  		 * @type {UniformNode<float>}
  		 */
  		this._height = uniform( 0 );

  		/**
  		 * A uniform representing the PMREM's max Mip.
  		 *
  		 * @private
  		 * @type {UniformNode<float>}
  		 */
  		this._maxMip = uniform( 0 );

  		/**
  		 * The `updateBeforeType` is set to `NodeUpdateType.RENDER`.
  		 *
  		 * @type {string}
  		 * @default 'render'
  		 */
  		this.updateBeforeType = NodeUpdateType.RENDER;

  	}

  	set value( value ) {

  		this._value = value;
  		this._pmrem = null;

  	}

  	/**
  	 * The node's texture value.
  	 *
  	 * @type {Texture}
  	 */
  	get value() {

  		return this._value;

  	}

  	/**
  	 * Uses the given PMREM texture to update internal values.
  	 *
  	 * @param {Texture} texture - The PMREM texture.
  	 */
  	updateFromTexture( texture ) {

  		const cubeUVSize = _generateCubeUVSize( texture.image.height );

  		this._texture.value = texture;
  		this._width.value = cubeUVSize.texelWidth;
  		this._height.value = cubeUVSize.texelHeight;
  		this._maxMip.value = cubeUVSize.maxMip;

  	}

  	updateBefore( frame ) {

  		let pmrem = this._pmrem;

  		const pmremVersion = pmrem ? pmrem.pmremVersion : -1;
  		const texture = this._value;

  		if ( pmremVersion !== texture.pmremVersion ) {

  			if ( texture.isPMREMTexture === true ) {

  				pmrem = texture;

  			} else {

  				pmrem = _getPMREMFromTexture( texture, frame.renderer, this._generator );

  			}

  			if ( pmrem !== null ) {

  				this._pmrem = pmrem;

  				this.updateFromTexture( pmrem );

  			}

  		}

  	}

  	setup( builder ) {

  		if ( this._generator === null ) {

  			this._generator = new PMREMGenerator( builder.renderer );

  		}

  		this.updateBefore( builder );

  		//

  		let uvNode = this.uvNode;

  		if ( uvNode === null && builder.context.getUV ) {

  			uvNode = builder.context.getUV( this, builder );

  		}

  		//

  		uvNode = materialEnvRotation.mul( vec3( uvNode.x, uvNode.y.negate(), uvNode.z ) );

  		//

  		let levelNode = this.levelNode;

  		if ( levelNode === null && builder.context.getTextureLevel ) {

  			levelNode = builder.context.getTextureLevel( this );

  		}

  		//

  		return textureCubeUV( this._texture, uvNode, levelNode, this._width, this._height, this._maxMip );

  	}

  	dispose() {

  		super.dispose();

  		if ( this._generator !== null ) this._generator.dispose();

  	}

  }

  /**
   * Returns `true` if the given cube map image has been fully loaded.
   *
   * @private
   * @param {?Array<(Image|Object)>} [image] - The cube map image.
   * @return {boolean} Whether the given cube map is ready or not.
   */
  function isCubeMapReady( image ) {

  	if ( image === null || image === undefined ) return false;

  	let count = 0;
  	const length = 6;

  	for ( let i = 0; i < length; i ++ ) {

  		if ( image[ i ] !== undefined ) count ++;

  	}

  	return count === length;


  }

  /**
   * Returns `true` if the given equirectangular image has been fully loaded.
   *
   * @private
   * @param {(Image|Object)} image - The equirectangular image.
   * @return {boolean} Whether the given cube map is ready or not.
   */
  function isEquirectangularMapReady( image ) {

  	if ( image === null || image === undefined ) return false;

  	return image.height > 0;

  }

  /**
   * TSL function for creating a PMREM node.
   *
   * @tsl
   * @function
   * @param {Texture} value - The input texture.
   * @param {?Node<vec2>} [uvNode=null] - The uv node.
   * @param {?Node<float>} [levelNode=null] - The level node.
   * @returns {PMREMNode}
   */
  const pmremTexture = /*@__PURE__*/ nodeProxy( PMREMNode ).setParameterLength( 1, 3 );

  const _rendererCache = new WeakMap();

  /**
   * Represents a physical model for Image-based lighting (IBL). The environment
   * is defined via environment maps in the equirectangular, cube map or cubeUV (PMREM) format.
   * `EnvironmentNode` is intended for PBR materials like {@link MeshStandardNodeMaterial}.
   *
   * @augments LightingNode
   */
  class EnvironmentNode extends LightingNode {

  	static get type() {

  		return 'EnvironmentNode';

  	}

  	/**
  	 * Constructs a new environment node.
  	 *
  	 * @param {Node} [envNode=null] - A node representing the environment.
  	 */
  	constructor( envNode = null ) {

  		super();

  		/**
  		 * A node representing the environment.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.envNode = envNode;

  	}

  	setup( builder ) {

  		const { material } = builder;

  		let envNode = this.envNode;

  		if ( envNode.isTextureNode || envNode.isMaterialReferenceNode ) {

  			const value = ( envNode.isTextureNode ) ? envNode.value : material[ envNode.property ];

  			const cache = this._getPMREMNodeCache( builder.renderer );

  			let cacheEnvNode = cache.get( value );

  			if ( cacheEnvNode === undefined ) {

  				cacheEnvNode = pmremTexture( value );

  				cache.set( value, cacheEnvNode );

  			}

  			envNode	= cacheEnvNode;

  		}

  		//

  		const useAnisotropy = material.useAnisotropy === true || material.anisotropy > 0;
  		const radianceNormalView = useAnisotropy ? bentNormalView : normalView;

  		const radiance = envNode.context( createRadianceContext( roughness, radianceNormalView ) ).mul( materialEnvIntensity );
  		const irradiance = envNode.context( createIrradianceContext( normalWorld ) ).mul( Math.PI ).mul( materialEnvIntensity );

  		const isolateRadiance = isolate( radiance );
  		const isolateIrradiance = isolate( irradiance );

  		//

  		builder.context.radiance.addAssign( isolateRadiance );

  		builder.context.iblIrradiance.addAssign( isolateIrradiance );

  		//

  		const clearcoatRadiance = builder.context.lightingModel.clearcoatRadiance;

  		if ( clearcoatRadiance ) {

  			const clearcoatRadianceContext = envNode.context( createRadianceContext( clearcoatRoughness, clearcoatNormalView ) ).mul( materialEnvIntensity );
  			const isolateClearcoatRadiance = isolate( clearcoatRadianceContext );

  			clearcoatRadiance.addAssign( isolateClearcoatRadiance );

  		}

  	}

  	/**
  	 * Returns the PMREM node cache of the current renderer.
  	 *
  	 * @private
  	 * @param {Renderer} renderer - The current renderer.
  	 * @return {WeakMap} The node cache.
  	 */
  	_getPMREMNodeCache( renderer ) {

  		let pmremCache = _rendererCache.get( renderer );

  		if ( pmremCache === undefined ) {

  			pmremCache = new WeakMap();

  			_rendererCache.set( renderer, pmremCache );

  		}

  		return pmremCache;

  	}

  }

  const createRadianceContext = ( roughnessNode, normalViewNode ) => {

  	let reflectVec = null;

  	return {
  		getUV: () => {

  			if ( reflectVec === null ) {

  				reflectVec = positionViewDirection.negate().reflect( normalViewNode );

  				// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
  				reflectVec = pow4( roughnessNode ).mix( reflectVec, normalViewNode ).normalize();

  				reflectVec = reflectVec.transformDirection( cameraViewMatrix );

  			}

  			return reflectVec;

  		},
  		getTextureLevel: () => {

  			return roughnessNode;

  		}
  	};

  };

  const createIrradianceContext = ( normalWorldNode ) => {

  	return {
  		getUV: () => {

  			return normalWorldNode;

  		},
  		getTextureLevel: () => {

  			return float( 1.0 );

  		}
  	};

  };

  const _defaultValues$6 = /*@__PURE__*/ new MeshStandardMaterial();

  /**
   * Node material version of {@link MeshStandardMaterial}.
   *
   * @augments NodeMaterial
   */
  class MeshStandardNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'MeshStandardNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh standard node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshStandardNodeMaterial = true;

  		/**
  		 * Set to `true` because standard materials react on lights.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.lights = true;

  		/**
  		 * The emissive color of standard materials is by default inferred from the `emissive`,
  		 * `emissiveIntensity` and `emissiveMap` properties. This node property allows to
  		 * overwrite the default and define the emissive color with a node instead.
  		 *
  		 * If you don't want to overwrite the emissive color but modify the existing
  		 * value instead, use {@link materialEmissive}.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.emissiveNode = null;

  		/**
  		 * The metalness of standard materials is by default inferred from the `metalness`,
  		 * and `metalnessMap` properties. This node property allows to
  		 * overwrite the default and define the metalness with a node instead.
  		 *
  		 * If you don't want to overwrite the metalness but modify the existing
  		 * value instead, use {@link materialMetalness}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.metalnessNode = null;

  		/**
  		 * The roughness of standard materials is by default inferred from the `roughness`,
  		 * and `roughnessMap` properties. This node property allows to
  		 * overwrite the default and define the roughness with a node instead.
  		 *
  		 * If you don't want to overwrite the roughness but modify the existing
  		 * value instead, use {@link materialRoughness}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.roughnessNode = null;

  		this.setDefaultValues( _defaultValues$6 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Overwritten since this type of material uses {@link EnvironmentNode}
  	 * to implement the PBR (PMREM based) environment mapping. Besides, the
  	 * method honors `Scene.environment`.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {?EnvironmentNode<vec3>} The environment node.
  	 */
  	setupEnvironment( builder ) {

  		let envNode = super.setupEnvironment( builder );

  		if ( envNode === null && builder.environmentNode ) {

  			envNode = builder.environmentNode;

  		}

  		return envNode ? new EnvironmentNode( envNode ) : null;

  	}

  	/**
  	 * Setups the lighting model.
  	 *
  	 * @return {PhysicalLightingModel} The lighting model.
  	 */
  	setupLightingModel( /*builder*/ ) {

  		return new PhysicalLightingModel();

  	}

  	/**
  	 * Setups the specular related node variables.
  	 */
  	setupSpecular() {

  		const specularColorNode = mix$2( vec3( 0.04 ), diffuseColor.rgb, metalness );

  		specularColor.assign( vec3( 0.04 ) );
  		specularColorBlended.assign( specularColorNode );
  		specularF90.assign( 1.0 );

  	}

  	/**
  	 * Setups the standard specific node variables.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupVariants() {

  		// METALNESS

  		const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;

  		metalness.assign( metalnessNode );

  		// ROUGHNESS

  		let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
  		roughnessNode = getRoughness( { roughness: roughnessNode } );

  		roughness.assign( roughnessNode );

  		// SPECULAR COLOR

  		this.setupSpecular();

  		// DIFFUSE COLOR

  		diffuseContribution.assign( diffuseColor.rgb.mul( metalnessNode.oneMinus() ) );

  	}

  	copy( source ) {

  		this.emissiveNode = source.emissiveNode;

  		this.metalnessNode = source.metalnessNode;
  		this.roughnessNode = source.roughnessNode;

  		return super.copy( source );

  	}

  }

  const _defaultValues$5 = /*@__PURE__*/ new MeshPhysicalMaterial();

  /**
   * Node material version of {@link MeshPhysicalMaterial}.
   *
   * @augments MeshStandardNodeMaterial
   */
  class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {

  	static get type() {

  		return 'MeshPhysicalNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh physical node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshPhysicalNodeMaterial = true;

  		/**
  		 * The clearcoat of physical materials is by default inferred from the `clearcoat`
  		 * and `clearcoatMap` properties. This node property allows to overwrite the default
  		 * and define the clearcoat with a node instead.
  		 *
  		 * If you don't want to overwrite the clearcoat but modify the existing
  		 * value instead, use {@link materialClearcoat}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.clearcoatNode = null;

  		/**
  		 * The clearcoat roughness of physical materials is by default inferred from the `clearcoatRoughness`
  		 * and `clearcoatRoughnessMap` properties. This node property allows to overwrite the default
  		 * and define the clearcoat roughness with a node instead.
  		 *
  		 * If you don't want to overwrite the clearcoat roughness but modify the existing
  		 * value instead, use {@link materialClearcoatRoughness}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.clearcoatRoughnessNode = null;

  		/**
  		 * The clearcoat normal of physical materials is by default inferred from the `clearcoatNormalMap`
  		 * property. This node property allows to overwrite the default
  		 * and define the clearcoat normal with a node instead.
  		 *
  		 * If you don't want to overwrite the clearcoat normal but modify the existing
  		 * value instead, use {@link materialClearcoatNormal}.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.clearcoatNormalNode = null;

  		/**
  		 * The sheen of physical materials is by default inferred from the `sheen`, `sheenColor`
  		 * and `sheenColorMap` properties. This node property allows to overwrite the default
  		 * and define the sheen with a node instead.
  		 *
  		 * If you don't want to overwrite the sheen but modify the existing
  		 * value instead, use {@link materialSheen}.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.sheenNode = null;

  		/**
  		 * The sheen roughness of physical materials is by default inferred from the `sheenRoughness` and
  		 * `sheenRoughnessMap` properties. This node property allows to overwrite the default
  		 * and define the sheen roughness with a node instead.
  		 *
  		 * If you don't want to overwrite the sheen roughness but modify the existing
  		 * value instead, use {@link materialSheenRoughness}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.sheenRoughnessNode = null;

  		/**
  		 * The iridescence of physical materials is by default inferred from the `iridescence`
  		 * property. This node property allows to overwrite the default
  		 * and define the iridescence with a node instead.
  		 *
  		 * If you don't want to overwrite the iridescence but modify the existing
  		 * value instead, use {@link materialIridescence}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.iridescenceNode = null;

  		/**
  		 * The iridescence IOR of physical materials is by default inferred from the `iridescenceIOR`
  		 * property. This node property allows to overwrite the default
  		 * and define the iridescence IOR with a node instead.
  		 *
  		 * If you don't want to overwrite the iridescence IOR but modify the existing
  		 * value instead, use {@link materialIridescenceIOR}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.iridescenceIORNode = null;

  		/**
  		 * The iridescence thickness of physical materials is by default inferred from the `iridescenceThicknessRange`
  		 * and `iridescenceThicknessMap` properties. This node property allows to overwrite the default
  		 * and define the iridescence thickness with a node instead.
  		 *
  		 * If you don't want to overwrite the iridescence thickness but modify the existing
  		 * value instead, use {@link materialIridescenceThickness}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.iridescenceThicknessNode = null;

  		/**
  		 * The specular intensity of physical materials is by default inferred from the `specularIntensity`
  		 * and `specularIntensityMap` properties. This node property allows to overwrite the default
  		 * and define the specular intensity with a node instead.
  		 *
  		 * If you don't want to overwrite the specular intensity but modify the existing
  		 * value instead, use {@link materialSpecularIntensity}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.specularIntensityNode = null;

  		/**
  		 * The specular color of physical materials is by default inferred from the `specularColor`
  		 * and `specularColorMap` properties. This node property allows to overwrite the default
  		 * and define the specular color with a node instead.
  		 *
  		 * If you don't want to overwrite the specular color but modify the existing
  		 * value instead, use {@link materialSpecularColor}.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.specularColorNode = null;

  		/**
  		 * The ior of physical materials is by default inferred from the `ior`
  		 * property. This node property allows to overwrite the default
  		 * and define the ior with a node instead.
  		 *
  		 * If you don't want to overwrite the ior but modify the existing
  		 * value instead, use {@link materialIOR}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.iorNode = null;

  		/**
  		 * The transmission of physical materials is by default inferred from the `transmission` and
  		 * `transmissionMap` properties. This node property allows to overwrite the default
  		 * and define the transmission with a node instead.
  		 *
  		 * If you don't want to overwrite the transmission but modify the existing
  		 * value instead, use {@link materialTransmission}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.transmissionNode = null;

  		/**
  		 * The thickness of physical materials is by default inferred from the `thickness` and
  		 * `thicknessMap` properties. This node property allows to overwrite the default
  		 * and define the thickness with a node instead.
  		 *
  		 * If you don't want to overwrite the thickness but modify the existing
  		 * value instead, use {@link materialThickness}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.thicknessNode = null;

  		/**
  		 * The attenuation distance of physical materials is by default inferred from the
  		 * `attenuationDistance` property. This node property allows to overwrite the default
  		 * and define the attenuation distance with a node instead.
  		 *
  		 * If you don't want to overwrite the attenuation distance but modify the existing
  		 * value instead, use {@link materialAttenuationDistance}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.attenuationDistanceNode = null;

  		/**
  		 * The attenuation color of physical materials is by default inferred from the
  		 * `attenuationColor` property. This node property allows to overwrite the default
  		 * and define the attenuation color with a node instead.
  		 *
  		 * If you don't want to overwrite the attenuation color but modify the existing
  		 * value instead, use {@link materialAttenuationColor}.
  		 *
  		 * @type {?Node<vec3>}
  		 * @default null
  		 */
  		this.attenuationColorNode = null;

  		/**
  		 * The dispersion of physical materials is by default inferred from the
  		 * `dispersion` property. This node property allows to overwrite the default
  		 * and define the dispersion with a node instead.
  		 *
  		 * If you don't want to overwrite the dispersion but modify the existing
  		 * value instead, use {@link materialDispersion}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.dispersionNode = null;

  		/**
  		 * The anisotropy of physical materials is by default inferred from the
  		 * `anisotropy` property. This node property allows to overwrite the default
  		 * and define the anisotropy with a node instead.
  		 *
  		 * If you don't want to overwrite the anisotropy but modify the existing
  		 * value instead, use {@link materialAnisotropy}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.anisotropyNode = null;

  		this.setDefaultValues( _defaultValues$5 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Whether the lighting model should use clearcoat or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get useClearcoat() {

  		return this.clearcoat > 0 || this.clearcoatNode !== null;

  	}

  	/**
  	 * Whether the lighting model should use iridescence or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get useIridescence() {

  		return this.iridescence > 0 || this.iridescenceNode !== null;

  	}

  	/**
  	 * Whether the lighting model should use sheen or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get useSheen() {

  		return this.sheen > 0 || this.sheenNode !== null;

  	}

  	/**
  	 * Whether the lighting model should use anisotropy or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get useAnisotropy() {

  		return this.anisotropy > 0 || this.anisotropyNode !== null;

  	}

  	/**
  	 * Whether the lighting model should use transmission or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get useTransmission() {

  		return this.transmission > 0 || this.transmissionNode !== null;

  	}

  	/**
  	 * Whether the lighting model should use dispersion or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get useDispersion() {

  		return this.dispersion > 0 || this.dispersionNode !== null;

  	}

  	/**
  	 * Setups the specular related node variables.
  	 */
  	setupSpecular() {

  		const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;

  		ior.assign( iorNode );
  		specularColor.assign( min$1( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ) );
  		specularColorBlended.assign( mix$2( specularColor, diffuseColor.rgb, metalness ) );
  		specularF90.assign( mix$2( materialSpecularIntensity, 1.0, metalness ) );

  	}

  	/**
  	 * Setups the lighting model.
  	 *
  	 * @return {PhysicalLightingModel} The lighting model.
  	 */
  	setupLightingModel( /*builder*/ ) {

  		return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );

  	}

  	/**
  	 * Setups the physical specific node variables.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupVariants( builder ) {

  		super.setupVariants( builder );

  		// CLEARCOAT

  		if ( this.useClearcoat ) {

  			const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
  			const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;

  			clearcoat.assign( clearcoatNode );
  			clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );

  		}

  		// SHEEN

  		if ( this.useSheen ) {

  			const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
  			const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;

  			sheen.assign( sheenNode );
  			sheenRoughness.assign( sheenRoughnessNode );

  		}

  		// IRIDESCENCE

  		if ( this.useIridescence ) {

  			const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
  			const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
  			const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;

  			iridescence.assign( iridescenceNode );
  			iridescenceIOR.assign( iridescenceIORNode );
  			iridescenceThickness.assign( iridescenceThicknessNode );

  		}

  		// ANISOTROPY

  		if ( this.useAnisotropy ) {

  			const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();

  			anisotropy.assign( anisotropyV.length() );

  			If( anisotropy.equal( 0.0 ), () => {

  				anisotropyV.assign( vec2( 1.0, 0.0 ) );

  			} ).Else( () => {

  				anisotropyV.divAssign( vec2( anisotropy ) );
  				anisotropy.assign( anisotropy.saturate() );

  			} );

  			// Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
  			alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );

  			anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
  			anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );

  		}

  		// TRANSMISSION

  		if ( this.useTransmission ) {

  			const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
  			const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
  			const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
  			const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;

  			transmission.assign( transmissionNode );
  			thickness.assign( thicknessNode );
  			attenuationDistance.assign( attenuationDistanceNode );
  			attenuationColor.assign( attenuationColorNode );

  			if ( this.useDispersion ) {

  				const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;

  				dispersion.assign( dispersionNode );

  			}

  		}

  	}

  	/**
  	 * Setups the clearcoat normal node.
  	 *
  	 * @return {Node<vec3>} The clearcoat normal.
  	 */
  	setupClearcoatNormal() {

  		return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;

  	}

  	setup( builder ) {

  		builder.context.setupClearcoatNormal = () => subBuild( this.setupClearcoatNormal( builder ), 'NORMAL', 'vec3' );

  		super.setup( builder );

  	}

  	copy( source ) {

  		this.clearcoatNode = source.clearcoatNode;
  		this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
  		this.clearcoatNormalNode = source.clearcoatNormalNode;

  		this.sheenNode = source.sheenNode;
  		this.sheenRoughnessNode = source.sheenRoughnessNode;

  		this.iridescenceNode = source.iridescenceNode;
  		this.iridescenceIORNode = source.iridescenceIORNode;
  		this.iridescenceThicknessNode = source.iridescenceThicknessNode;

  		this.specularIntensityNode = source.specularIntensityNode;
  		this.specularColorNode = source.specularColorNode;

  		this.iorNode = source.iorNode;

  		this.transmissionNode = source.transmissionNode;
  		this.thicknessNode = source.thicknessNode;
  		this.attenuationDistanceNode = source.attenuationDistanceNode;
  		this.attenuationColorNode = source.attenuationColorNode;
  		this.dispersionNode = source.dispersionNode;

  		this.anisotropyNode = source.anisotropyNode;

  		return super.copy( source );

  	}

  }

  const getGradientIrradiance = /*@__PURE__*/ Fn( ( { normal, lightDirection, builder } ) => {

  	// dotNL will be from -1.0 to 1.0
  	const dotNL = normal.dot( lightDirection );
  	const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 );

  	if ( builder.material.gradientMap ) {

  		const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } );

  		return vec3( gradientMap.r );

  	} else {

  		const fw = coord.fwidth().mul( 0.5 );

  		return mix$2( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) );

  	}

  } );

  /**
   * Represents the lighting model for a toon material. Used in {@link MeshToonNodeMaterial}.
   *
   * @augments LightingModel
   */
  class ToonLightingModel extends LightingModel {

  	/**
  	 * Implements the direct lighting. Instead of using a conventional smooth irradiance, the irradiance is
  	 * reduced to a small number of discrete shades to create a comic-like, flat look.
  	 *
  	 * @param {Object} lightData - The light data.
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	direct( { lightDirection, lightColor, reflectedLight }, builder ) {

  		const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor );

  		reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) );

  	}

  	/**
  	 * Implements the indirect lighting.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	indirect( builder ) {

  		const { ambientOcclusion, irradiance, reflectedLight } = builder.context;

  		reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) );

  		reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion );

  	}

  }

  const _defaultValues$4 = /*@__PURE__*/ new MeshToonMaterial();

  /**
   * Node material version of {@link MeshToonMaterial}.
   *
   * @augments NodeMaterial
   */
  class MeshToonNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'MeshToonNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh toon node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshToonNodeMaterial = true;

  		/**
  		 * Set to `true` because toon materials react on lights.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.lights = true;

  		this.setDefaultValues( _defaultValues$4 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Setups the lighting model.
  	 *
  	 * @return {ToonLightingModel} The lighting model.
  	 */
  	setupLightingModel( /*builder*/ ) {

  		return new ToonLightingModel();

  	}

  }

  /**
   * TSL function for creating a matcap uv node.
   *
   * Can be used to compute texture coordinates for projecting a
   * matcap onto a mesh. Used by {@link MeshMatcapNodeMaterial}.
   *
   * @tsl
   * @function
   * @returns {Node<vec2>} The matcap UV coordinates.
   */
  const matcapUV = /*@__PURE__*/ Fn( () => {

  	const x = vec3( positionViewDirection.z, 0, positionViewDirection.x.negate() ).normalize();
  	const y = positionViewDirection.cross( x );

  	return vec2( x.dot( normalView ), y.dot( normalView ) ).mul( 0.495 ).add( 0.5 ); // 0.495 to remove artifacts caused by undersized matcap disks

  } ).once( [ 'NORMAL', 'VERTEX' ] )().toVar( 'matcapUV' );

  const _defaultValues$3 = /*@__PURE__*/ new MeshMatcapMaterial();

  /**
   * Node material version of {@link MeshMatcapMaterial}.
   *
   * @augments NodeMaterial
   */
  class MeshMatcapNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'MeshMatcapNodeMaterial';

  	}

  	/**
  	 * Constructs a new mesh normal node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMeshMatcapNodeMaterial = true;

  		this.setDefaultValues( _defaultValues$3 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Setups the matcap specific node variables.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupVariants( builder ) {

  		const uv = matcapUV;

  		let matcapColor;

  		if ( builder.material.matcap ) {

  			matcapColor = materialReference( 'matcap', 'texture' ).context( { getUV: () => uv } );

  		} else {

  			matcapColor = vec3( mix$2( 0.2, 0.8, uv.y ) ); // default if matcap is missing

  		}

  		diffuseColor.rgb.mulAssign( matcapColor.rgb );

  	}

  }

  /**
   * Applies a rotation to the given position node.
   *
   * @augments TempNode
   */
  class RotateNode extends TempNode {

  	static get type() {

  		return 'RotateNode';

  	}

  	/**
  	 * Constructs a new rotate node.
  	 *
  	 * @param {Node} positionNode - The position node.
  	 * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
  	 * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
  	 */
  	constructor( positionNode, rotationNode ) {

  		super();

  		/**
  		 * The position node.
  		 *
  		 * @type {Node}
  		 */
  		this.positionNode = positionNode;

  		/**
  		 *  Represents the rotation that is applied to the position node.
  		 *  Depending on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
  		 *
  		 * @type {Node}
  		 */
  		this.rotationNode = rotationNode;

  	}

  	/**
  	 * The type of the {@link RotateNode#positionNode} defines the node's type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node's type.
  	 */
  	getNodeType( builder ) {

  		return this.positionNode.getNodeType( builder );

  	}

  	setup( builder ) {

  		const { rotationNode, positionNode } = this;

  		const nodeType = this.getNodeType( builder );

  		if ( nodeType === 'vec2' ) {

  			const cosAngle = rotationNode.cos();
  			const sinAngle = rotationNode.sin();

  			const rotationMatrix = mat2(
  				cosAngle, sinAngle,
  				sinAngle.negate(), cosAngle
  			);

  			return rotationMatrix.mul( positionNode );

  		} else {

  			const rotation = rotationNode;
  			const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  			const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
  			const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );

  			return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;

  		}

  	}

  }

  /**
   * TSL function for creating a rotate node.
   *
   * @tsl
   * @function
   * @param {Node} positionNode - The position node.
   * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
   * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
   * @returns {RotateNode}
   */
  const rotate = /*@__PURE__*/ nodeProxy( RotateNode ).setParameterLength( 2 );

  const _defaultValues$2 = /*@__PURE__*/ new SpriteMaterial();

  /**
   * Node material version of {@link SpriteMaterial}.
   *
   * @augments NodeMaterial
   */
  class SpriteNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'SpriteNodeMaterial';

  	}

  	/**
  	 * Constructs a new sprite node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSpriteNodeMaterial = true;

  		this._useSizeAttenuation = true;

  		/**
  		 * This property makes it possible to define the position of the sprite with a
  		 * node. That can be useful when the material is used with instanced rendering
  		 * and node data are defined with an instanced attribute node:
  		 * ```js
  		 * const positionAttribute = new InstancedBufferAttribute( new Float32Array( positions ), 3 );
  		 * material.positionNode = instancedBufferAttribute( positionAttribute );
  		 * ```
  		 * Another possibility is to compute the instanced data with a compute shader:
  		 * ```js
  		 * const positionBuffer = instancedArray( particleCount, 'vec3' );
  		 * particleMaterial.positionNode = positionBuffer.toAttribute();
  		 * ```
  		 *
  		 * @type {?Node<vec2>}
  		 * @default null
  		 */
  		this.positionNode = null;

  		/**
  		 * The rotation of sprite materials is by default inferred from the `rotation`,
  		 * property. This node property allows to overwrite the default and define
  		 * the rotation with a node instead.
  		 *
  		 * If you don't want to overwrite the rotation but modify the existing
  		 * value instead, use {@link materialRotation}.
  		 *
  		 * @type {?Node<float>}
  		 * @default null
  		 */
  		this.rotationNode = null;

  		/**
  		 * This node property provides an additional way to scale sprites next to
  		 * `Object3D.scale`. The scale transformation based in `Object3D.scale`
  		 * is multiplied with the scale value of this node in the vertex shader.
  		 *
  		 * @type {?Node<vec2>}
  		 * @default null
  		 */
  		this.scaleNode = null;

  		/**
  		 * In Sprites, the transparent property is enabled by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.transparent = true;

  		this.setDefaultValues( _defaultValues$2 );

  		this.setValues( parameters );

  	}

  	/**
  	 * Setups the position node in view space. This method implements
  	 * the sprite specific vertex shader.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Node<vec3>} The position in view space.
  	 */
  	setupPositionView( builder ) {

  		const { object, camera } = builder;

  		const { positionNode, rotationNode, scaleNode, sizeAttenuation } = this;

  		const mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );

  		let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );

  		if ( scaleNode !== null ) {

  			scale = scale.mul( vec2( scaleNode ) );

  		}

  		if ( camera.isPerspectiveCamera && sizeAttenuation === false ) {

  			scale = scale.mul( mvPosition.z.negate() );

  		}

  		let alignedPosition = positionGeometry.xy;

  		if ( object.center && object.center.isVector2 === true ) {

  			const center = reference$1( 'center', 'vec2', object );

  			alignedPosition = alignedPosition.sub( center.sub( 0.5 ) );

  		}

  		alignedPosition = alignedPosition.mul( scale );

  		const rotation = float( rotationNode || materialRotation );

  		const rotatedPosition = rotate( alignedPosition, rotation );

  		return vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );

  	}

  	copy( source ) {

  		this.positionNode = source.positionNode;
  		this.rotationNode = source.rotationNode;
  		this.scaleNode = source.scaleNode;

  		return super.copy( source );

  	}

  	/**
  	 * Whether to use size attenuation or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get sizeAttenuation() {

  		return this._useSizeAttenuation;

  	}

  	set sizeAttenuation( value ) {

  		if ( this._useSizeAttenuation !== value ) {

  			this._useSizeAttenuation = value;
  			this.needsUpdate = true;

  		}

  	}

  }

  const _defaultValues$1 = /*@__PURE__*/ new PointsMaterial();
  const _size$4 = /*@__PURE__*/ new Vector2();

  /**
   * Node material version of {@link PointsMaterial}.
   *
   * This material can be used in two ways:
   *
   * - By rendering point primitives with {@link Points}. Since WebGPU only supports point primitives
   * with a pixel size of `1`, it's not possible to define a size.
   *
   * ```js
   * const pointCloud = new THREE.Points( geometry, new THREE.PointsNodeMaterial() );
   * ```
   *
   * - By rendering point primitives with {@link Sprites}. In this case, size is honored,
   * see {@link PointsNodeMaterial#sizeNode}.
   *
   * ```js
   * const instancedPoints = new THREE.Sprite( new THREE.PointsNodeMaterial( { positionNode: instancedBufferAttribute( positionAttribute ) } ) );
   * ```
   *
   * @augments SpriteNodeMaterial
   */
  class PointsNodeMaterial extends SpriteNodeMaterial {

  	static get type() {

  		return 'PointsNodeMaterial';

  	}

  	/**
  	 * Constructs a new points node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This node property provides an additional way to set the point size.
  		 *
  		 * Note that WebGPU only supports point primitives with 1 pixel size. Consequently,
  		 * this node has no effect when the material is used with {@link Points} and a WebGPU
  		 * backend. If an application wants to render points with a size larger than 1 pixel,
  		 * the material should be used with {@link Sprite} and instancing.
  		 *
  		 * @type {?Node<vec2>}
  		 * @default null
  		 */
  		this.sizeNode = null;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPointsNodeMaterial = true;

  		this.setDefaultValues( _defaultValues$1 );

  		this.setValues( parameters );

  	}

  	setupPositionView() {

  		const { positionNode } = this;

  		return modelViewMatrix.mul( vec3( positionNode || positionLocal ) ).xyz;

  	}

  	setupVertexSprite( builder ) {

  		const { material, camera } = builder;

  		const { rotationNode, scaleNode, sizeNode, sizeAttenuation } = this;

  		let mvp = super.setupVertex( builder );

  		// skip further processing if the material is not a node material

  		if ( material.isNodeMaterial !== true ) {

  			return mvp;

  		}

  		// point size

  		let pointSize = sizeNode !== null ? vec2( sizeNode ) : materialPointSize;

  		pointSize = pointSize.mul( screenDPR );

  		// size attenuation

  		if ( camera.isPerspectiveCamera && sizeAttenuation === true ) {

  			// follow WebGLRenderer's implementation, and scale by half the canvas height in logical units

  			pointSize = pointSize.mul( scale.div( positionView.z.negate() ) );

  		}

  		// scale

  		if ( scaleNode && scaleNode.isNode ) {

  			pointSize = pointSize.mul( vec2( scaleNode ) );

  		}

  		// compute offset

  		let offset = positionGeometry.xy;

  		// apply rotation

  		if ( rotationNode && rotationNode.isNode ) {

  			const rotation = float( rotationNode );

  			offset = rotate( offset, rotation );

  		}

  		// account for point size

  		offset = offset.mul( pointSize );

  		// scale by viewport size

  		offset = offset.div( viewportSize.div( 2 ) );

  		// compensate for the perspective divide

  		offset = offset.mul( mvp.w );

  		// add offset

  		mvp = mvp.add( vec4( offset, 0, 0 ) );

  		return mvp;

  	}

  	setupVertex( builder ) {

  		if ( builder.object.isPoints ) {

  			return super.setupVertex( builder );


  		} else {

  			return this.setupVertexSprite( builder );

  		}

  	}

  	/**
  	 * Whether alpha to coverage should be used or not.
  	 *
  	 * @type {boolean}
  	 * @default true
  	 */
  	get alphaToCoverage() {

  		return this._useAlphaToCoverage;

  	}

  	set alphaToCoverage( value ) {

  		if ( this._useAlphaToCoverage !== value ) {

  			this._useAlphaToCoverage = value;
  			this.needsUpdate = true;

  		}

  	}

  }

  const scale = /*@__PURE__*/ uniform( 1 ).onFrameUpdate( function ( { renderer } ) {

  	const size = renderer.getSize( _size$4 ); // logical units

  	this.value = 0.5 * size.y;

  } );

  /**
   * Represents lighting model for a shadow material. Used in {@link ShadowNodeMaterial}.
   *
   * @augments LightingModel
   */
  class ShadowMaskModel extends LightingModel {

  	/**
  	 * Constructs a new shadow mask model.
  	 */
  	constructor() {

  		super();

  		/**
  		 * The shadow mask node.
  		 *
  		 * @type {Node}
  		 */
  		this.shadowNode = float( 1 ).toVar( 'shadowMask' );

  	}

  	/**
  	 * Only used to save the shadow mask.
  	 *
  	 * @param {Object} input - The input data.
  	 */
  	direct( { lightNode } ) {

  		if ( lightNode.shadowNode !== null ) {

  			this.shadowNode.mulAssign( lightNode.shadowNode );

  		}

  	}

  	/**
  	 * Uses the shadow mask to produce the final color.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	finish( { context } ) {

  		diffuseColor.a.mulAssign( this.shadowNode.oneMinus() );

  		context.outgoingLight.rgb.assign( diffuseColor.rgb ); // TODO: Optimize LightsNode to avoid this assignment

  	}

  }

  const _defaultValues = /*@__PURE__*/ new ShadowMaterial();

  /**
   * Node material version of {@link ShadowMaterial}.
   *
   * @augments NodeMaterial
   */
  class ShadowNodeMaterial extends NodeMaterial {

  	static get type() {

  		return 'ShadowNodeMaterial';

  	}

  	/**
  	 * Constructs a new shadow node material.
  	 *
  	 * @param {Object} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters ) {

  		super();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isShadowNodeMaterial = true;

  		/**
  		 * Set to `true` because so it's possible to implement
  		 * the shadow mask effect.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.lights = true;

  		/**
  		 * Overwritten since shadow materials are transparent
  		 * by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.transparent = true;

  		this.setDefaultValues( _defaultValues );

  		this.setValues( parameters );

  	}

  	/**
  	 * Setups the lighting model.
  	 *
  	 * @return {ShadowMaskModel} The lighting model.
  	 */
  	setupLightingModel( /*builder*/ ) {

  		return new ShadowMaskModel();

  	}

  }

  property( 'vec3' );
  property( 'vec3' );
  property( 'vec3' );

  /**
   * This module manages the internal animation loop of the renderer.
   *
   * @private
   */
  class Animation {

  	/**
  	 * Constructs a new animation loop management component.
  	 *
  	 * @param {Renderer} renderer - A reference to the main renderer.
  	 * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  	 * @param {Info} info - Renderer component for managing metrics and monitoring data.
  	 */
  	constructor( renderer, nodes, info ) {

  		/**
  		 * A reference to the main renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * Renderer component for managing nodes related logic.
  		 *
  		 * @type {Nodes}
  		 */
  		this.nodes = nodes;

  		/**
  		 * Renderer component for managing metrics and monitoring data.
  		 *
  		 * @type {Info}
  		 */
  		this.info = info;

  		/**
  		 * A reference to the context from `requestAnimationFrame()` can
  		 * be called (usually `window`).
  		 *
  		 * @type {?(Window|XRSession)}
  		 */
  		this._context = typeof self !== 'undefined' ? self : null;

  		/**
  		 * The user-defined animation loop.
  		 *
  		 * @type {?Function}
  		 * @default null
  		 */
  		this._animationLoop = null;

  		/**
  		 * The requestId which is returned from the `requestAnimationFrame()` call.
  		 * Can be used to cancel the stop the animation loop.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this._requestId = null;

  	}

  	/**
  	 * Starts the internal animation loop.
  	 */
  	start() {

  		const update = ( time, xrFrame ) => {

  			this._requestId = this._context.requestAnimationFrame( update );

  			if ( this.info.autoReset === true ) this.info.reset();

  			this.nodes.nodeFrame.update();

  			this.info.frame = this.nodes.nodeFrame.frameId;

  			this.renderer._inspector.begin();

  			if ( this._animationLoop !== null ) this._animationLoop( time, xrFrame );

  			this.renderer._inspector.finish();

  		};

  		update();

  	}

  	/**
  	 * Stops the internal animation loop.
  	 */
  	stop() {

  		this._context.cancelAnimationFrame( this._requestId );

  		this._requestId = null;

  	}

  	/**
  	 * Returns the user-level animation loop.
  	 *
  	 * @return {?Function} The animation loop.
  	 */
  	getAnimationLoop() {

  		return this._animationLoop;

  	}

  	/**
  	 * Defines the user-level animation loop.
  	 *
  	 * @param {?Function} callback - The animation loop.
  	 */
  	setAnimationLoop( callback ) {

  		this._animationLoop = callback;

  	}

  	/**
  	 * Returns the animation context.
  	 *
  	 * @return {Window|XRSession} The animation context.
  	 */
  	getContext() {

  		return this._context;

  	}

  	/**
  	 * Defines the context in which `requestAnimationFrame()` is executed.
  	 *
  	 * @param {Window|XRSession} context - The context to set.
  	 */
  	setContext( context ) {

  		this._context = context;

  	}

  	/**
  	 * Frees all internal resources and stops the animation loop.
  	 */
  	dispose() {

  		this.stop();

  	}

  }

  /**
   * Data structure for the renderer. It allows defining values
   * with chained, hierarchical keys. Keys are meant to be
   * objects since the module internally works with Weak Maps
   * for performance reasons.
   *
   * @private
   */
  class ChainMap {

  	/**
  	 * Constructs a new Chain Map.
  	 */
  	constructor() {

  		/**
  		 * A map of Weak Maps by their key length.
  		 *
  		 * @type {Object<number, WeakMap>}
  		 */
  		this.weakMaps = {};


  	}

  	/**
  	 * Returns the Weak Map for the given keys.
  	 *
  	 * @param {Array<Object>} keys - List of keys.
  	 * @return {WeakMap} The weak map.
  	 */
  	_getWeakMap( keys ) {

  		const length = keys.length;

  		let weakMap = this.weakMaps[ length ];

  		if ( weakMap === undefined ) {

  			weakMap = new WeakMap();
  			this.weakMaps[ length ] = weakMap;

  		}

  		return weakMap;

  	}

  	/**
  	 * Returns the value for the given array of keys.
  	 *
  	 * @param {Array<Object>} keys - List of keys.
  	 * @return {any} The value. Returns `undefined` if no value was found.
  	 */
  	get( keys ) {

  		let map = this._getWeakMap( keys );

  		for ( let i = 0; i < keys.length - 1; i ++ ) {

  			map = map.get( keys[ i ] );

  			if ( map === undefined ) return undefined;

  		}

  		return map.get( keys[ keys.length - 1 ] );

  	}

  	/**
  	 * Sets the value for the given keys.
  	 *
  	 * @param {Array<Object>} keys - List of keys.
  	 * @param {any} value - The value to set.
  	 * @return {ChainMap} A reference to this Chain Map.
  	 */
  	set( keys, value ) {

  		let map = this._getWeakMap( keys );

  		for ( let i = 0; i < keys.length - 1; i ++ ) {

  			const key = keys[ i ];

  			if ( map.has( key ) === false ) map.set( key, new WeakMap() );

  			map = map.get( key );

  		}

  		map.set( keys[ keys.length - 1 ], value );

  		return this;

  	}

  	/**
  	 * Deletes a value for the given keys.
  	 *
  	 * @param {Array<Object>} keys - The keys.
  	 * @return {boolean} Returns `true` if the value has been removed successfully and `false` if the value has not be found.
  	 */
  	delete( keys ) {

  		let map = this._getWeakMap( keys );

  		for ( let i = 0; i < keys.length - 1; i ++ ) {

  			map = map.get( keys[ i ] );

  			if ( map === undefined ) return false;

  		}

  		return map.delete( keys[ keys.length - 1 ] );

  	}

  }

  let _id$a = 0;

  function getKeys( obj ) {

  	const keys = Object.keys( obj );

  	let proto = Object.getPrototypeOf( obj );

  	while ( proto ) {

  		const descriptors = Object.getOwnPropertyDescriptors( proto );

  		for ( const key in descriptors ) {

  			if ( descriptors[ key ] !== undefined ) {

  				const descriptor = descriptors[ key ];

  				if ( descriptor && typeof descriptor.get === 'function' ) {

  					keys.push( key );

  				}

  			}

  		}

  		proto = Object.getPrototypeOf( proto );

  	}

  	return keys;

  }

  /**
   * A render object is the renderer's representation of single entity that gets drawn
   * with a draw command. There is no unique mapping of render objects to 3D objects in the
   * scene since render objects also depend from the used material, the current render context
   * and the current scene's lighting.
   *
   * In general, the basic process of the renderer is:
   *
   * - Analyze the 3D objects in the scene and generate render lists containing render items.
   * - Process the render lists by calling one or more render commands for each render item.
   * - For each render command, request a render object and perform the draw.
   *
   * The module provides an interface to get data required for the draw command like the actual
   * draw parameters or vertex buffers. It also holds a series of caching related methods since
   * creating render objects should only be done when necessary.
   *
   * @private
   */
  class RenderObject {

  	/**
  	 * Constructs a new render object.
  	 *
  	 * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  	 * @param {Geometries} geometries - Renderer component for managing geometries.
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Material} material - The 3D object's material.
  	 * @param {Scene} scene - The scene the 3D object belongs to.
  	 * @param {Camera} camera - The camera the object should be rendered with.
  	 * @param {LightsNode} lightsNode - The lights node.
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {ClippingContext} clippingContext - The clipping context.
  	 */
  	constructor( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext ) {

  		this.id = _id$a ++;

  		/**
  		 * Renderer component for managing nodes related logic.
  		 *
  		 * @type {Nodes}
  		 * @private
  		 */
  		this._nodes = nodes;

  		/**
  		 * Renderer component for managing geometries.
  		 *
  		 * @type {Geometries}
  		 * @private
  		 */
  		this._geometries = geometries;

  		/**
  		 * The renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * The 3D object.
  		 *
  		 * @type {Object3D}
  		 */
  		this.object = object;

  		/**
  		 * The 3D object's material.
  		 *
  		 * @type {Material}
  		 */
  		this.material = material;

  		/**
  		 * The scene the 3D object belongs to.
  		 *
  		 * @type {Scene}
  		 */
  		this.scene = scene;

  		/**
  		 * The camera the 3D object should be rendered with.
  		 *
  		 * @type {Camera}
  		 */
  		this.camera = camera;

  		/**
  		 * The lights node.
  		 *
  		 * @type {LightsNode}
  		 */
  		this.lightsNode = lightsNode;

  		/**
  		 * The render context.
  		 *
  		 * @type {RenderContext}
  		 */
  		this.context = renderContext;

  		/**
  		 * The 3D object's geometry.
  		 *
  		 * @type {BufferGeometry}
  		 */
  		this.geometry = object.geometry;

  		/**
  		 * The render object's version.
  		 *
  		 * @type {number}
  		 */
  		this.version = material.version;

  		/**
  		 * The draw range of the geometry.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.drawRange = null;

  		/**
  		 * An array holding the buffer attributes
  		 * of the render object. This entails attribute
  		 * definitions on geometry and node level.
  		 *
  		 * @type {?Array<BufferAttribute>}
  		 * @default null
  		 */
  		this.attributes = null;

  		/**
  		 * An object holding the version of the
  		 * attributes. The keys are the attribute names
  		 * and the values are the attribute versions.
  		 *
  		 * @type {?Object<string, number>}
  		 * @default null
  		 */
  		this.attributesId = null;

  		/**
  		 * A reference to a render pipeline the render
  		 * object is processed with.
  		 *
  		 * @type {RenderPipeline}
  		 * @default null
  		 */
  		this.pipeline = null;

  		/**
  		 * Only relevant for objects using
  		 * multiple materials. This represents a group entry
  		 * from the respective `BufferGeometry`.
  		 *
  		 * @type {?{start: number, count: number}}
  		 * @default null
  		 */
  		this.group = null;

  		/**
  		 * An array holding the vertex buffers which can
  		 * be buffer attributes but also interleaved buffers.
  		 *
  		 * @type {?Array<BufferAttribute|InterleavedBuffer>}
  		 * @default null
  		 */
  		this.vertexBuffers = null;

  		/**
  		 * The parameters for the draw command.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.drawParams = null;

  		/**
  		 * If this render object is used inside a render bundle,
  		 * this property points to the respective bundle group.
  		 *
  		 * @type {?BundleGroup}
  		 * @default null
  		 */
  		this.bundle = null;

  		/**
  		 * The clipping context.
  		 *
  		 * @type {ClippingContext}
  		 */
  		this.clippingContext = clippingContext;

  		/**
  		 * The clipping context's cache key.
  		 *
  		 * @type {string}
  		 */
  		this.clippingContextCacheKey = clippingContext !== null ? clippingContext.cacheKey : '';

  		/**
  		 * The initial node cache key.
  		 *
  		 * @type {number}
  		 */
  		this.initialNodesCacheKey = this.getDynamicCacheKey();

  		/**
  		 * The initial cache key.
  		 *
  		 * @type {number}
  		 */
  		this.initialCacheKey = this.getCacheKey();

  		/**
  		 * The node builder state.
  		 *
  		 * @type {?NodeBuilderState}
  		 * @private
  		 * @default null
  		 */
  		this._nodeBuilderState = null;

  		/**
  		 * An array of bindings.
  		 *
  		 * @type {?Array<BindGroup>}
  		 * @private
  		 * @default null
  		 */
  		this._bindings = null;

  		/**
  		 * Reference to the node material observer.
  		 *
  		 * @type {?NodeMaterialObserver}
  		 * @private
  		 * @default null
  		 */
  		this._monitor = null;

  		/**
  		 * An event listener which is defined by `RenderObjects`. It performs
  		 * clean up tasks when `dispose()` on this render object.
  		 *
  		 * @method
  		 */
  		this.onDispose = null;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRenderObject = true;

  		/**
  		 * An event listener which is executed when `dispose()` is called on
  		 * the material of this render object.
  		 *
  		 * @method
  		 */
  		this.onMaterialDispose = () => {

  			this.dispose();

  		};

  		/**
  		 * An event listener which is executed when `dispose()` is called on
  		 * the geometry of this render object.
  		 *
  		 * @method
  		 */
  		this.onGeometryDispose = () => {

  			// clear geometry cache attributes

  			this.attributes = null;
  			this.attributesId = null;

  		};

  		this.material.addEventListener( 'dispose', this.onMaterialDispose );
  		this.geometry.addEventListener( 'dispose', this.onGeometryDispose );

  	}

  	/**
  	 * Updates the clipping context.
  	 *
  	 * @param {ClippingContext} context - The clipping context to set.
  	 */
  	updateClipping( context ) {

  		this.clippingContext = context;

  	}

  	/**
  	 * Whether the clipping requires an update or not.
  	 *
  	 * @type {boolean}
  	 * @readonly
  	 */
  	get clippingNeedsUpdate() {

  		if ( this.clippingContext === null || this.clippingContext.cacheKey === this.clippingContextCacheKey ) return false;

  		this.clippingContextCacheKey = this.clippingContext.cacheKey;

  		return true;

  	}

  	/**
  	 * The number of clipping planes defined in context of hardware clipping.
  	 *
  	 * @type {number}
  	 * @readonly
  	 */
  	get hardwareClippingPlanes() {

  		return this.material.hardwareClipping === true ? this.clippingContext.unionClippingCount : 0;

  	}

  	/**
  	 * Returns the node builder state of this render object.
  	 *
  	 * @return {NodeBuilderState} The node builder state.
  	 */
  	getNodeBuilderState() {

  		return this._nodeBuilderState || ( this._nodeBuilderState = this._nodes.getForRender( this ) );

  	}

  	/**
  	 * Returns the node material observer of this render object.
  	 *
  	 * @return {NodeMaterialObserver} The node material observer.
  	 */
  	getMonitor() {

  		return this._monitor || ( this._monitor = this.getNodeBuilderState().observer );

  	}

  	/**
  	 * Returns an array of bind groups of this render object.
  	 *
  	 * @return {Array<BindGroup>} The bindings.
  	 */
  	getBindings() {

  		return this._bindings || ( this._bindings = this.getNodeBuilderState().createBindings() );

  	}

  	/**
  	 * Returns a binding group by group name of this render object.
  	 *
  	 * @param {string} name - The name of the binding group.
  	 * @return {?BindGroup} The bindings.
  	 */
  	getBindingGroup( name ) {

  		for ( const bindingGroup of this.getBindings() ) {

  			if ( bindingGroup.name === name ) {

  				return bindingGroup;

  			}

  		}

  	}

  	/**
  	 * Returns the index of the render object's geometry.
  	 *
  	 * @return {?BufferAttribute} The index. Returns `null` for non-indexed geometries.
  	 */
  	getIndex() {

  		return this._geometries.getIndex( this );

  	}

  	/**
  	 * Returns the indirect buffer attribute.
  	 *
  	 * @return {?BufferAttribute} The indirect attribute. `null` if no indirect drawing is used.
  	 */
  	getIndirect() {

  		return this._geometries.getIndirect( this );

  	}

  	/**
  	 * Returns the byte offset into the indirect attribute buffer.
  	 *
  	 * @return {number|Array<number>} The byte offset into the indirect attribute buffer.
  	 */
  	getIndirectOffset() {

  		return this._geometries.getIndirectOffset( this );

  	}

  	/**
  	 * Returns an array that acts as a key for identifying the render object in a chain map.
  	 *
  	 * @return {Array<Object>} An array with object references.
  	 */
  	getChainArray() {

  		return [ this.object, this.material, this.context, this.lightsNode ];

  	}

  	/**
  	 * This method is used when the geometry of a 3D object has been exchanged and the
  	 * respective render object now requires an update.
  	 *
  	 * @param {BufferGeometry} geometry - The geometry to set.
  	 */
  	setGeometry( geometry ) {

  		this.geometry = geometry;
  		this.attributes = null;
  		this.attributesId = null;

  	}

  	/**
  	 * Returns the buffer attributes of the render object. The returned array holds
  	 * attribute definitions on geometry and node level.
  	 *
  	 * @return {Array<BufferAttribute>} An array with buffer attributes.
  	 */
  	getAttributes() {

  		if ( this.attributes !== null ) return this.attributes;

  		const nodeAttributes = this.getNodeBuilderState().nodeAttributes;
  		const geometry = this.geometry;

  		const attributes = [];
  		const vertexBuffers = new Set();

  		const attributesId = {};

  		for ( const nodeAttribute of nodeAttributes ) {

  			let attribute;

  			if ( nodeAttribute.node && nodeAttribute.node.attribute ) {

  				// node attribute
  				attribute = nodeAttribute.node.attribute;

  			} else {

  				// geometry attribute
  				attribute = geometry.getAttribute( nodeAttribute.name );
  				attributesId[ nodeAttribute.name ] = attribute.id;

  			}

  			if ( attribute === undefined ) continue;

  			attributes.push( attribute );

  			const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  			vertexBuffers.add( bufferAttribute );

  		}

  		this.attributes = attributes;
  		this.attributesId = attributesId;
  		this.vertexBuffers = Array.from( vertexBuffers.values() );

  		return attributes;

  	}

  	/**
  	 * Returns the vertex buffers of the render object.
  	 *
  	 * @return {Array<BufferAttribute|InterleavedBuffer>} An array with buffer attribute or interleaved buffers.
  	 */
  	getVertexBuffers() {

  		if ( this.vertexBuffers === null ) this.getAttributes();

  		return this.vertexBuffers;

  	}

  	/**
  	 * Returns the draw parameters for the render object.
  	 *
  	 * @return {?{vertexCount: number, firstVertex: number, instanceCount: number, firstInstance: number}} The draw parameters.
  	 */
  	getDrawParameters() {

  		const { object, material, geometry, group, drawRange } = this;

  		const drawParams = this.drawParams || ( this.drawParams = {
  			vertexCount: 0,
  			firstVertex: 0,
  			instanceCount: 0,
  			firstInstance: 0
  		} );

  		const index = this.getIndex();
  		const hasIndex = ( index !== null );

  		let instanceCount = 1;

  		if ( geometry.isInstancedBufferGeometry === true ) {

  			instanceCount = geometry.instanceCount;

  		} else if ( object.count !== undefined ) {

  			instanceCount = Math.max( 0, object.count );

  		}

  		if ( instanceCount === 0 ) return null;

  		drawParams.instanceCount = instanceCount;

  		if ( object.isBatchedMesh === true ) return drawParams;

  		let rangeFactor = 1;

  		if ( material.wireframe === true && ! object.isPoints && ! object.isLineSegments && ! object.isLine && ! object.isLineLoop ) {

  			rangeFactor = 2;

  		}

  		let firstVertex = drawRange.start * rangeFactor;
  		let lastVertex = ( drawRange.start + drawRange.count ) * rangeFactor;

  		if ( group !== null ) {

  			firstVertex = Math.max( firstVertex, group.start * rangeFactor );
  			lastVertex = Math.min( lastVertex, ( group.start + group.count ) * rangeFactor );

  		}

  		const position = geometry.attributes.position;
  		let itemCount = Infinity;

  		if ( hasIndex ) {

  			itemCount = index.count;

  		} else if ( position !== undefined && position !== null ) {

  			itemCount = position.count;

  		}

  		firstVertex = Math.max( firstVertex, 0 );
  		lastVertex = Math.min( lastVertex, itemCount );

  		const count = lastVertex - firstVertex;

  		if ( count < 0 || count === Infinity ) return null;

  		drawParams.vertexCount = count;
  		drawParams.firstVertex = firstVertex;

  		return drawParams;

  	}

  	/**
  	 * Returns the render object's geometry cache key.
  	 *
  	 * The geometry cache key is part of the material cache key.
  	 *
  	 * @return {string} The geometry cache key.
  	 */
  	getGeometryCacheKey() {

  		const { geometry } = this;

  		let cacheKey = '';

  		for ( const name of Object.keys( geometry.attributes ).sort() ) {

  			const attribute = geometry.attributes[ name ];

  			cacheKey += name + ',';

  			if ( attribute.data ) cacheKey += attribute.data.stride + ',';
  			if ( attribute.offset ) cacheKey += attribute.offset + ',';
  			if ( attribute.itemSize ) cacheKey += attribute.itemSize + ',';
  			if ( attribute.normalized ) cacheKey += 'n,';

  		}

  		// structural equality isn't sufficient for morph targets since the
  		// data are maintained in textures. only if the targets are all equal
  		// the texture and thus the instance of `MorphNode` can be shared.

  		for ( const name of Object.keys( geometry.morphAttributes ).sort() ) {

  			const targets = geometry.morphAttributes[ name ];

  			cacheKey += 'morph-' + name + ',';

  			for ( let i = 0, l = targets.length; i < l; i ++ ) {

  				const attribute = targets[ i ];

  				cacheKey += attribute.id + ',';

  			}

  		}

  		if ( geometry.index ) {

  			cacheKey += 'index,';

  		}

  		return cacheKey;

  	}

  	/**
  	 * Returns the render object's material cache key.
  	 *
  	 * The material cache key is part of the render object cache key.
  	 *
  	 * @return {number} The material cache key.
  	 */
  	getMaterialCacheKey() {

  		const { object, material, renderer } = this;

  		let cacheKey = material.customProgramCacheKey();

  		for ( const property of getKeys( material ) ) {

  			if ( /^(is[A-Z]|_)|^(visible|version|uuid|name|opacity|userData)$/.test( property ) ) continue;

  			const value = material[ property ];

  			let valueKey;

  			if ( value !== null ) {

  				// some material values require a formatting

  				const type = typeof value;

  				if ( type === 'number' ) {

  					valueKey = value !== 0 ? '1' : '0'; // Convert to on/off, important for clearcoat, transmission, etc

  				} else if ( type === 'object' ) {

  					valueKey = '{';

  					if ( value.isTexture ) {

  						valueKey += value.mapping;

  						// WebGPU must honor the sampler data because they are part of the bindings

  						if ( renderer.backend.isWebGPUBackend === true ) {

  							valueKey += value.magFilter;
  							valueKey += value.minFilter;
  							valueKey += value.wrapS;
  							valueKey += value.wrapT;
  							valueKey += value.wrapR;

  						}

  					}

  					valueKey += '}';

  				} else {

  					valueKey = String( value );

  				}

  			} else {

  				valueKey = String( value );

  			}

  			cacheKey += /*property + ':' +*/ valueKey + ',';

  		}

  		cacheKey += this.clippingContextCacheKey + ',';

  		if ( object.geometry ) {

  			cacheKey += this.getGeometryCacheKey();

  		}

  		if ( object.skeleton ) {

  			cacheKey += object.skeleton.bones.length + ',';

  		}

  		if ( object.isBatchedMesh ) {

  			cacheKey += object._matricesTexture.uuid + ',';

  			if ( object._colorsTexture !== null ) {

  				cacheKey += object._colorsTexture.uuid + ',';

  			}

  		}

  		if ( object.isInstancedMesh || object.count > 1 || Array.isArray( object.morphTargetInfluences ) ) {

  			// TODO: https://github.com/mrdoob/three.js/pull/29066#issuecomment-2269400850

  			cacheKey += object.uuid + ',';

  		}

  		cacheKey += this.context.id + ',';

  		cacheKey += object.receiveShadow + ',';

  		return hashString( cacheKey );

  	}

  	/**
  	 * Whether the geometry requires an update or not.
  	 *
  	 * @type {boolean}
  	 * @readonly
  	 */
  	get needsGeometryUpdate() {

  		if ( this.geometry.id !== this.object.geometry.id ) return true;

  		if ( this.attributes !== null ) {

  			const attributesId = this.attributesId;

  			for ( const name in attributesId ) {

  				const attribute = this.geometry.getAttribute( name );

  				if ( attribute === undefined || attributesId[ name ] !== attribute.id ) {

  					return true;

  				}

  			}

  		}

  		return false;

  	}

  	/**
  	 * Whether the render object requires an update or not.
  	 *
  	 * Note: There are two distinct places where render objects are checked for an update.
  	 *
  	 * 1. In `RenderObjects.get()` which is executed when the render object is request. This
  	 * method checks the `needsUpdate` flag and recreates the render object if necessary.
  	 * 2. In `Renderer._renderObjectDirect()` right after getting the render object via
  	 * `RenderObjects.get()`. The render object's NodeMaterialObserver is then used to detect
  	 * a need for a refresh due to material, geometry or object related value changes.
  	 *
  	 * TODO: Investigate if it's possible to merge both steps so there is only a single place
  	 * that performs the 'needsUpdate' check.
  	 *
  	 * @type {boolean}
  	 * @readonly
  	 */
  	get needsUpdate() {

  		return /*this.object.static !== true &&*/ ( this.initialNodesCacheKey !== this.getDynamicCacheKey() || this.clippingNeedsUpdate );

  	}

  	/**
  	 * Returns the dynamic cache key which represents a key that is computed per draw command.
  	 *
  	 * @return {number} The cache key.
  	 */
  	getDynamicCacheKey() {

  		let cacheKey = 0;

  		// `Nodes.getCacheKey()` returns an environment cache key which is not relevant when
  		// the renderer is inside a shadow pass.

  		if ( this.material.isShadowPassMaterial !== true ) {

  			cacheKey = this._nodes.getCacheKey( this.scene, this.lightsNode );

  		}

  		if ( this.camera.isArrayCamera ) {

  			cacheKey = hash$1( cacheKey, this.camera.cameras.length );

  		}

  		if ( this.object.receiveShadow ) {

  			cacheKey = hash$1( cacheKey, 1 );

  		}

  		cacheKey = hash$1( cacheKey, this.renderer.contextNode.id, this.renderer.contextNode.version );

  		return cacheKey;

  	}

  	/**
  	 * Returns the render object's cache key.
  	 *
  	 * @return {number} The cache key.
  	 */
  	getCacheKey() {

  		return this.getMaterialCacheKey() + this.getDynamicCacheKey();

  	}

  	/**
  	 * Frees internal resources.
  	 */
  	dispose() {

  		this.material.removeEventListener( 'dispose', this.onMaterialDispose );
  		this.geometry.removeEventListener( 'dispose', this.onGeometryDispose );

  		this.onDispose();

  	}

  }

  const _chainKeys$3 = [];

  /**
   * This module manages the render objects of the renderer.
   *
   * @private
   */
  class RenderObjects {

  	/**
  	 * Constructs a new render object management component.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  	 * @param {Geometries} geometries - Renderer component for managing geometries.
  	 * @param {Pipelines} pipelines - Renderer component for managing pipelines.
  	 * @param {Bindings} bindings - Renderer component for managing bindings.
  	 * @param {Info} info - Renderer component for managing metrics and monitoring data.
  	 */
  	constructor( renderer, nodes, geometries, pipelines, bindings, info ) {

  		/**
  		 * The renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * Renderer component for managing nodes related logic.
  		 *
  		 * @type {Nodes}
  		 */
  		this.nodes = nodes;

  		/**
  		 * Renderer component for managing geometries.
  		 *
  		 * @type {Geometries}
  		 */
  		this.geometries = geometries;

  		/**
  		 * Renderer component for managing pipelines.
  		 *
  		 * @type {Pipelines}
  		 */
  		this.pipelines = pipelines;

  		/**
  		 * Renderer component for managing bindings.
  		 *
  		 * @type {Bindings}
  		 */
  		this.bindings = bindings;

  		/**
  		 * Renderer component for managing metrics and monitoring data.
  		 *
  		 * @type {Info}
  		 */
  		this.info = info;

  		/**
  		 * A dictionary that manages render contexts in chain maps
  		 * for each pass ID.
  		 *
  		 * @type {Object<string,ChainMap>}
  		 */
  		this.chainMaps = {};

  	}

  	/**
  	 * Returns a render object for the given object and state data.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Material} material - The 3D object's material.
  	 * @param {Scene} scene - The scene the 3D object belongs to.
  	 * @param {Camera} camera - The camera the 3D object should be rendered with.
  	 * @param {LightsNode} lightsNode - The lights node.
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {ClippingContext} clippingContext - The clipping context.
  	 * @param {string} [passId] - An optional ID for identifying the pass.
  	 * @return {RenderObject} The render object.
  	 */
  	get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {

  		const chainMap = this.getChainMap( passId );

  		// set chain keys

  		_chainKeys$3[ 0 ] = object;
  		_chainKeys$3[ 1 ] = material;
  		_chainKeys$3[ 2 ] = renderContext;
  		_chainKeys$3[ 3 ] = lightsNode;

  		//

  		let renderObject = chainMap.get( _chainKeys$3 );

  		if ( renderObject === undefined ) {

  			renderObject = this.createRenderObject( this.nodes, this.geometries, this.renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );

  			chainMap.set( _chainKeys$3, renderObject );

  		} else {

  			// update references

  			renderObject.camera = camera;

  			//

  			renderObject.updateClipping( clippingContext );

  			if ( renderObject.needsGeometryUpdate ) {

  				renderObject.setGeometry( object.geometry );

  			}

  			if ( renderObject.version !== material.version || renderObject.needsUpdate ) {

  				if ( renderObject.initialCacheKey !== renderObject.getCacheKey() ) {

  					renderObject.dispose();

  					renderObject = this.get( object, material, scene, camera, lightsNode, renderContext, clippingContext, passId );

  				} else {

  					renderObject.version = material.version;

  				}

  			}

  		}

  		// reset chain array

  		_chainKeys$3[ 0 ] = null;
  		_chainKeys$3[ 1 ] = null;
  		_chainKeys$3[ 2 ] = null;
  		_chainKeys$3[ 3 ] = null;

  		//

  		return renderObject;

  	}

  	/**
  	 * Returns a chain map for the given pass ID.
  	 *
  	 * @param {string} [passId='default'] - The pass ID.
  	 * @return {ChainMap} The chain map.
  	 */
  	getChainMap( passId = 'default' ) {

  		return this.chainMaps[ passId ] || ( this.chainMaps[ passId ] = new ChainMap() );

  	}

  	/**
  	 * Frees internal resources.
  	 */
  	dispose() {

  		this.chainMaps = {};

  	}

  	/**
  	 * Factory method for creating render objects with the given list of parameters.
  	 *
  	 * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  	 * @param {Geometries} geometries - Renderer component for managing geometries.
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Material} material - The object's material.
  	 * @param {Scene} scene - The scene the 3D object belongs to.
  	 * @param {Camera} camera - The camera the object should be rendered with.
  	 * @param {LightsNode} lightsNode - The lights node.
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {ClippingContext} clippingContext - The clipping context.
  	 * @param {string} [passId] - An optional ID for identifying the pass.
  	 * @return {RenderObject} The render object.
  	 */
  	createRenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext, passId ) {

  		const chainMap = this.getChainMap( passId );

  		const renderObject = new RenderObject( nodes, geometries, renderer, object, material, scene, camera, lightsNode, renderContext, clippingContext );

  		renderObject.onDispose = () => {

  			this.pipelines.delete( renderObject );
  			this.bindings.deleteForRender( renderObject );
  			this.nodes.delete( renderObject );

  			chainMap.delete( renderObject.getChainArray() );

  		};

  		return renderObject;

  	}


  }

  /**
   * Data structure for the renderer. It is intended to manage
   * data of objects in dictionaries.
   *
   * @private
   */
  class DataMap {

  	/**
  	 * Constructs a new data map.
  	 */
  	constructor() {

  		/**
  		 * `DataMap` internally uses a weak map
  		 * to manage its data.
  		 *
  		 * @type {WeakMap<Object, Object>}
  		 */
  		this.data = new WeakMap();

  	}

  	/**
  	 * Returns the dictionary for the given object.
  	 *
  	 * @param {Object} object - The object.
  	 * @return {Object} The dictionary.
  	 */
  	get( object ) {

  		let map = this.data.get( object );

  		if ( map === undefined ) {

  			map = {};
  			this.data.set( object, map );

  		}

  		return map;

  	}

  	/**
  	 * Deletes the dictionary for the given object.
  	 *
  	 * @param {Object} object - The object.
  	 * @return {?Object} The deleted dictionary.
  	 */
  	delete( object ) {

  		let map = null;

  		if ( this.data.has( object ) ) {

  			map = this.data.get( object );

  			this.data.delete( object );

  		}

  		return map;

  	}

  	/**
  	 * Returns `true` if the given object has a dictionary defined.
  	 *
  	 * @param {Object} object - The object to test.
  	 * @return {boolean} Whether a dictionary is defined or not.
  	 */
  	has( object ) {

  		return this.data.has( object );

  	}

  	/**
  	 * Frees internal resources.
  	 */
  	dispose() {

  		this.data = new WeakMap();

  	}

  }

  const AttributeType = {
  	VERTEX: 1,
  	INDEX: 2,
  	STORAGE: 3,
  	INDIRECT: 4
  };

  // size of a chunk in bytes (STD140 layout)

  const GPU_CHUNK_BYTES = 16;

  // @TODO: Move to src/constants.js

  const BlendColorFactor = 211;
  const OneMinusBlendColorFactor = 212;

  /**
   * This renderer module manages geometry attributes.
   *
   * @private
   * @augments DataMap
   */
  class Attributes extends DataMap {

  	/**
  	 * Constructs a new attribute management component.
  	 *
  	 * @param {Backend} backend - The renderer's backend.
  	 */
  	constructor( backend ) {

  		super();

  		/**
  		 * The renderer's backend.
  		 *
  		 * @type {Backend}
  		 */
  		this.backend = backend;

  	}

  	/**
  	 * Deletes the data for the given attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The attribute.
  	 * @return {?Object} The deleted attribute data.
  	 */
  	delete( attribute ) {

  		const attributeData = super.delete( attribute );

  		if ( attributeData !== null ) {

  			this.backend.destroyAttribute( attribute );

  		}

  		return attributeData;

  	}

  	/**
  	 * Updates the given attribute. This method creates attribute buffers
  	 * for new attributes and updates data for existing ones.
  	 *
  	 * @param {BufferAttribute} attribute - The attribute to update.
  	 * @param {number} type - The attribute type.
  	 */
  	update( attribute, type ) {

  		const data = this.get( attribute );

  		if ( data.version === undefined ) {

  			if ( type === AttributeType.VERTEX ) {

  				this.backend.createAttribute( attribute );

  			} else if ( type === AttributeType.INDEX ) {

  				this.backend.createIndexAttribute( attribute );

  			} else if ( type === AttributeType.STORAGE ) {

  				this.backend.createStorageAttribute( attribute );

  			} else if ( type === AttributeType.INDIRECT ) {

  				this.backend.createIndirectStorageAttribute( attribute );

  			}

  			data.version = this._getBufferAttribute( attribute ).version;

  		} else {

  			const bufferAttribute = this._getBufferAttribute( attribute );

  			if ( data.version < bufferAttribute.version || bufferAttribute.usage === DynamicDrawUsage ) {

  				this.backend.updateAttribute( attribute );

  				data.version = bufferAttribute.version;

  			}

  		}

  	}

  	/**
  	 * Utility method for handling interleaved buffer attributes correctly.
  	 * To process them, their `InterleavedBuffer` is returned.
  	 *
  	 * @param {BufferAttribute} attribute - The attribute.
  	 * @return {BufferAttribute|InterleavedBuffer}
  	 */
  	_getBufferAttribute( attribute ) {

  		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

  		return attribute;

  	}

  }

  /**
   * Returns the wireframe version for the given geometry.
   *
   * @private
   * @function
   * @param {BufferGeometry} geometry - The geometry.
   * @return {number} The version.
   */
  function getWireframeVersion( geometry ) {

  	return ( geometry.index !== null ) ? geometry.index.version : geometry.attributes.position.version;

  }

  /**
   * Returns the wireframe ID for the given geometry.
   *
   * @private
   * @function
   * @param {BufferGeometry} geometry - The geometry.
   * @return {number} The ID.
   */
  function getWireframeId( geometry ) {

  	return ( geometry.index !== null ) ? geometry.index.id : geometry.attributes.position.id;

  }

  /**
   * Returns a wireframe index attribute for the given geometry.
   *
   * @private
   * @function
   * @param {BufferGeometry} geometry - The geometry.
   * @return {BufferAttribute} The wireframe index attribute.
   */
  function getWireframeIndex( geometry ) {

  	const indices = [];

  	const geometryIndex = geometry.index;
  	const geometryPosition = geometry.attributes.position;

  	if ( geometryIndex !== null ) {

  		const array = geometryIndex.array;

  		for ( let i = 0, l = array.length; i < l; i += 3 ) {

  			const a = array[ i + 0 ];
  			const b = array[ i + 1 ];
  			const c = array[ i + 2 ];

  			indices.push( a, b, b, c, c, a );

  		}

  	} else {

  		const array = geometryPosition.array;

  		for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

  			const a = i + 0;
  			const b = i + 1;
  			const c = i + 2;

  			indices.push( a, b, b, c, c, a );

  		}

  	}

  	const attribute = new ( geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  	attribute.version = getWireframeVersion( geometry );
  	attribute.__id = getWireframeId( geometry );

  	return attribute;

  }

  /**
   * This renderer module manages geometries.
   *
   * @private
   * @augments DataMap
   */
  class Geometries extends DataMap {

  	/**
  	 * Constructs a new geometry management component.
  	 *
  	 * @param {Attributes} attributes - Renderer component for managing attributes.
  	 * @param {Info} info - Renderer component for managing metrics and monitoring data.
  	 */
  	constructor( attributes, info ) {

  		super();

  		/**
  		 * Renderer component for managing attributes.
  		 *
  		 * @type {Attributes}
  		 */
  		this.attributes = attributes;

  		/**
  		 * Renderer component for managing metrics and monitoring data.
  		 *
  		 * @type {Info}
  		 */
  		this.info = info;

  		/**
  		 * Weak Map for managing attributes for wireframe rendering.
  		 *
  		 * @type {WeakMap<BufferGeometry,BufferAttribute>}
  		 */
  		this.wireframes = new WeakMap();

  		/**
  		 * This Weak Map is used to make sure buffer attributes are
  		 * updated only once per render call.
  		 *
  		 * @type {WeakMap<BufferAttribute,number>}
  		 */
  		this.attributeCall = new WeakMap();

  		/**
  		 * Stores the event listeners attached to geometries.
  		 *
  		 * @private
  		 * @type {Map<BufferGeometry,Function>}
  		 */
  		this._geometryDisposeListeners = new Map();

  	}

  	/**
  	 * Returns `true` if the given render object has an initialized geometry.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {boolean} Whether if the given render object has an initialized geometry or not.
  	 */
  	has( renderObject ) {

  		const geometry = renderObject.geometry;

  		return super.has( geometry ) && this.get( geometry ).initialized === true;

  	}

  	/**
  	 * Prepares the geometry of the given render object for rendering.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	updateForRender( renderObject ) {

  		if ( this.has( renderObject ) === false ) this.initGeometry( renderObject );

  		this.updateAttributes( renderObject );

  	}

  	/**
  	 * Initializes the geometry of the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	initGeometry( renderObject ) {

  		const geometry = renderObject.geometry;
  		const geometryData = this.get( geometry );

  		geometryData.initialized = true;

  		this.info.memory.geometries ++;

  		const onDispose = () => {

  			this.info.memory.geometries --;

  			const index = geometry.index;
  			const geometryAttributes = renderObject.getAttributes();

  			if ( index !== null ) {

  				this.attributes.delete( index );

  			}

  			for ( const geometryAttribute of geometryAttributes ) {

  				this.attributes.delete( geometryAttribute );

  			}

  			const wireframeAttribute = this.wireframes.get( geometry );

  			if ( wireframeAttribute !== undefined ) {

  				this.attributes.delete( wireframeAttribute );

  			}

  			geometry.removeEventListener( 'dispose', onDispose );

  			this._geometryDisposeListeners.delete( geometry );

  		};

  		geometry.addEventListener( 'dispose', onDispose );

  		// see #31798 why tracking separate remove listeners is required right now
  		// TODO: Re-evaluate how onDispose() is managed in this component
  		this._geometryDisposeListeners.set( geometry, onDispose );

  	}

  	/**
  	 * Updates the geometry attributes of the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	updateAttributes( renderObject ) {

  		// attributes

  		const attributes = renderObject.getAttributes();

  		for ( const attribute of attributes ) {

  			if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {

  				this.updateAttribute( attribute, AttributeType.STORAGE );

  			} else {

  				this.updateAttribute( attribute, AttributeType.VERTEX );

  			}

  		}

  		// indexes

  		const index = this.getIndex( renderObject );

  		if ( index !== null ) {

  			this.updateAttribute( index, AttributeType.INDEX );

  		}

  		// indirect

  		const indirect = renderObject.geometry.indirect;

  		if ( indirect !== null ) {

  			this.updateAttribute( indirect, AttributeType.INDIRECT );

  		}

  	}

  	/**
  	 * Updates the given attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The attribute to update.
  	 * @param {number} type - The attribute type.
  	 */
  	updateAttribute( attribute, type ) {

  		const callId = this.info.render.calls;

  		if ( ! attribute.isInterleavedBufferAttribute ) {

  			if ( this.attributeCall.get( attribute ) !== callId ) {

  				this.attributes.update( attribute, type );

  				this.attributeCall.set( attribute, callId );

  			}

  		} else {

  			if ( this.attributeCall.get( attribute ) === undefined ) {

  				this.attributes.update( attribute, type );

  				this.attributeCall.set( attribute, callId );

  			} else if ( this.attributeCall.get( attribute.data ) !== callId ) {

  				this.attributes.update( attribute, type );

  				this.attributeCall.set( attribute.data, callId );

  				this.attributeCall.set( attribute, callId );

  			}

  		}

  	}

  	/**
  	 * Returns the indirect buffer attribute of the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {?BufferAttribute} The indirect attribute. `null` if no indirect drawing is used.
  	 */
  	getIndirect( renderObject ) {

  		return renderObject.geometry.indirect;

  	}

  	/**
  	 * Returns the byte offset into the indirect attribute buffer of the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {number} The byte offset into the indirect attribute buffer.
  	 */
  	getIndirectOffset( renderObject ) {

  		return renderObject.geometry.indirectOffset;

  	}

  	/**
  	 * Returns the index of the given render object's geometry. This is implemented
  	 * in a method to return a wireframe index if necessary.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {?BufferAttribute} The index. Returns `null` for non-indexed geometries.
  	 */
  	getIndex( renderObject ) {

  		const { geometry, material } = renderObject;

  		let index = geometry.index;

  		if ( material.wireframe === true ) {

  			const wireframes = this.wireframes;

  			let wireframeAttribute = wireframes.get( geometry );

  			if ( wireframeAttribute === undefined ) {

  				wireframeAttribute = getWireframeIndex( geometry );

  				wireframes.set( geometry, wireframeAttribute );

  			} else if ( wireframeAttribute.version !== getWireframeVersion( geometry ) || wireframeAttribute.__id !== getWireframeId( geometry ) ) {

  				this.attributes.delete( wireframeAttribute );

  				wireframeAttribute = getWireframeIndex( geometry );

  				wireframes.set( geometry, wireframeAttribute );

  			}

  			index = wireframeAttribute;

  		}

  		return index;

  	}

  	dispose() {

  		for ( const [ geometry, onDispose ] of this._geometryDisposeListeners.entries() ) {

  			geometry.removeEventListener( 'dispose', onDispose );

  		}

  		this._geometryDisposeListeners.clear();

  	}

  }

  /**
   * This renderer module provides a series of statistical information
   * about the GPU memory and the rendering process. Useful for debugging
   * and monitoring.
   */
  class Info {

  	/**
  	 * Constructs a new info component.
  	 */
  	constructor() {

  		/**
  		 * Whether frame related metrics should automatically
  		 * be resetted or not. This property should be set to `false`
  		 * by apps which manage their own animation loop. They must
  		 * then call `renderer.info.reset()` once per frame manually.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoReset = true;

  		/**
  		 * The current frame ID. This ID is managed
  		 * by `NodeFrame`.
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default 0
  		 */
  		this.frame = 0;

  		/**
  		 * The number of render calls since the
  		 * app has been started.
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default 0
  		 */
  		this.calls = 0;

  		/**
  		 * Render related metrics.
  		 *
  		 * @type {Object}
  		 * @readonly
  		 * @property {number} calls - The number of render calls since the app has been started.
  		 * @property {number} frameCalls - The number of render calls of the current frame.
  		 * @property {number} drawCalls - The number of draw calls of the current frame.
  		 * @property {number} triangles - The number of rendered triangle primitives of the current frame.
  		 * @property {number} points - The number of rendered point primitives of the current frame.
  		 * @property {number} lines - The number of rendered line primitives of the current frame.
  		 * @property {number} timestamp - The timestamp of the frame.
  		 */
  		this.render = {
  			calls: 0,
  			frameCalls: 0,
  			drawCalls: 0,
  			triangles: 0,
  			points: 0,
  			lines: 0,
  			timestamp: 0,
  		};

  		/**
  		 * Compute related metrics.
  		 *
  		 * @type {Object}
  		 * @readonly
  		 * @property {number} calls - The number of compute calls since the app has been started.
  		 * @property {number} frameCalls - The number of compute calls of the current frame.
  		 * @property {number} timestamp - The timestamp of the frame when using `renderer.computeAsync()`.
  		 */
  		this.compute = {
  			calls: 0,
  			frameCalls: 0,
  			timestamp: 0
  		};

  		/**
  		 * Memory related metrics.
  		 *
  		 * @type {Object}
  		 * @readonly
  		 * @property {number} geometries - The number of active geometries.
  		 * @property {number} frameCalls - The number of active textures.
  		 */
  		this.memory = {
  			geometries: 0,
  			textures: 0
  		};

  	}

  	/**
  	 * This method should be executed per draw call and updates the corresponding metrics.
  	 *
  	 * @param {Object3D} object - The 3D object that is going to be rendered.
  	 * @param {number} count - The vertex or index count.
  	 * @param {number} instanceCount - The instance count.
  	 */
  	update( object, count, instanceCount ) {

  		this.render.drawCalls ++;

  		if ( object.isMesh || object.isSprite ) {

  			this.render.triangles += instanceCount * ( count / 3 );

  		} else if ( object.isPoints ) {

  			this.render.points += instanceCount * count;

  		} else if ( object.isLineSegments ) {

  			this.render.lines += instanceCount * ( count / 2 );

  		} else if ( object.isLine ) {

  			this.render.lines += instanceCount * ( count - 1 );

  		} else {

  			error( 'WebGPUInfo: Unknown object type.' );

  		}

  	}

  	/**
  	 * Resets frame related metrics.
  	 */
  	reset() {

  		this.render.drawCalls = 0;
  		this.render.frameCalls = 0;
  		this.compute.frameCalls = 0;

  		this.render.triangles = 0;
  		this.render.points = 0;
  		this.render.lines = 0;


  	}

  	/**
  	 * Performs a complete reset of the object.
  	 */
  	dispose() {

  		this.reset();

  		this.calls = 0;

  		this.render.calls = 0;
  		this.compute.calls = 0;

  		this.render.timestamp = 0;
  		this.compute.timestamp = 0;
  		this.memory.geometries = 0;
  		this.memory.textures = 0;

  	}

  }

  /**
   * Abstract class for representing pipelines.
   *
   * @private
   * @abstract
   */
  class Pipeline {

  	/**
  	 * Constructs a new pipeline.
  	 *
  	 * @param {string} cacheKey - The pipeline's cache key.
  	 */
  	constructor( cacheKey ) {

  		/**
  		 * The pipeline's cache key.
  		 *
  		 * @type {string}
  		 */
  		this.cacheKey = cacheKey;

  		/**
  		 * How often the pipeline is currently in use.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.usedTimes = 0;

  	}

  }

  /**
   * Class for representing render pipelines.
   *
   * @private
   * @augments Pipeline
   */
  class RenderObjectPipeline extends Pipeline {

  	/**
  	 * Constructs a new render object pipeline.
  	 *
  	 * @param {string} cacheKey - The pipeline's cache key.
  	 * @param {ProgrammableStage} vertexProgram - The pipeline's vertex shader.
  	 * @param {ProgrammableStage} fragmentProgram - The pipeline's fragment shader.
  	 */
  	constructor( cacheKey, vertexProgram, fragmentProgram ) {

  		super( cacheKey );

  		/**
  		 * The pipeline's vertex shader.
  		 *
  		 * @type {ProgrammableStage}
  		 */
  		this.vertexProgram = vertexProgram;

  		/**
  		 * The pipeline's fragment shader.
  		 *
  		 * @type {ProgrammableStage}
  		 */
  		this.fragmentProgram = fragmentProgram;

  	}

  }

  /**
   * Class for representing compute pipelines.
   *
   * @private
   * @augments Pipeline
   */
  class ComputePipeline extends Pipeline {

  	/**
  	 * Constructs a new render pipeline.
  	 *
  	 * @param {string} cacheKey - The pipeline's cache key.
  	 * @param {ProgrammableStage} computeProgram - The pipeline's compute shader.
  	 */
  	constructor( cacheKey, computeProgram ) {

  		super( cacheKey );

  		/**
  		 * The pipeline's compute shader.
  		 *
  		 * @type {ProgrammableStage}
  		 */
  		this.computeProgram = computeProgram;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isComputePipeline = true;

  	}

  }

  let _id$9 = 0;

  /**
   * Class for representing programmable stages which are vertex,
   * fragment or compute shaders. Unlike fixed-function states (like blending),
   * they represent the programmable part of a pipeline.
   *
   * @private
   */
  class ProgrammableStage {

  	/**
  	 * Constructs a new programmable stage.
  	 *
  	 * @param {string} code - The shader code.
  	 * @param {('vertex'|'fragment'|'compute')} stage - The type of stage.
  	 * @param {string} name - The name of the shader.
  	 * @param {?Array<Object>} [transforms=null] - The transforms (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  	 * @param {?Array<Object>} [attributes=null] - The attributes (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  	 */
  	constructor( code, stage, name, transforms = null, attributes = null ) {

  		/**
  		 * The id of the programmable stage.
  		 *
  		 * @type {number}
  		 */
  		this.id = _id$9 ++;

  		/**
  		 * The shader code.
  		 *
  		 * @type {string}
  		 */
  		this.code = code;

  		/**
  		 * The type of stage.
  		 *
  		 * @type {string}
  		 */
  		this.stage = stage;

  		/**
  		 * The name of the stage.
  		 * This is used for debugging purposes.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * The transforms (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  		 *
  		 * @type {?Array<Object>}
  		 */
  		this.transforms = transforms;

  		/**
  		 * The attributes (only relevant for compute stages with WebGL 2 which uses Transform Feedback).
  		 *
  		 * @type {?Array<Object>}
  		 */
  		this.attributes = attributes;

  		/**
  		 * How often the programmable stage is currently in use.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.usedTimes = 0;

  	}

  }

  /**
   * This renderer module manages the pipelines of the renderer.
   *
   * @private
   * @augments DataMap
   */
  class Pipelines extends DataMap {

  	/**
  	 * Constructs a new pipeline management component.
  	 *
  	 * @param {Backend} backend - The renderer's backend.
  	 * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  	 */
  	constructor( backend, nodes ) {

  		super();

  		/**
  		 * The renderer's backend.
  		 *
  		 * @type {Backend}
  		 */
  		this.backend = backend;

  		/**
  		 * Renderer component for managing nodes related logic.
  		 *
  		 * @type {Nodes}
  		 */
  		this.nodes = nodes;

  		/**
  		 * A references to the bindings management component.
  		 * This reference will be set inside the `Bindings`
  		 * constructor.
  		 *
  		 * @type {?Bindings}
  		 * @default null
  		 */
  		this.bindings = null;

  		/**
  		 * Internal cache for maintaining pipelines.
  		 * The key of the map is a cache key, the value the pipeline.
  		 *
  		 * @type {Map<string,Pipeline>}
  		 */
  		this.caches = new Map();

  		/**
  		 * This dictionary maintains for each shader stage type (vertex,
  		 * fragment and compute) the programmable stage objects which
  		 * represent the actual shader code.
  		 *
  		 * @type {Object<string,Map<string, ProgrammableStage>>}
  		 */
  		this.programs = {
  			vertex: new Map(),
  			fragment: new Map(),
  			compute: new Map()
  		};

  	}

  	/**
  	 * Returns a compute pipeline for the given compute node.
  	 *
  	 * @param {Node} computeNode - The compute node.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 * @return {ComputePipeline} The compute pipeline.
  	 */
  	getForCompute( computeNode, bindings ) {

  		const { backend } = this;

  		const data = this.get( computeNode );

  		if ( this._needsComputeUpdate( computeNode ) ) {

  			const previousPipeline = data.pipeline;

  			if ( previousPipeline ) {

  				previousPipeline.usedTimes --;
  				previousPipeline.computeProgram.usedTimes --;

  			}

  			// get shader

  			const nodeBuilderState = this.nodes.getForCompute( computeNode );

  			// programmable stage

  			let stageCompute = this.programs.compute.get( nodeBuilderState.computeShader );

  			if ( stageCompute === undefined ) {

  				if ( previousPipeline && previousPipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.computeProgram );

  				stageCompute = new ProgrammableStage( nodeBuilderState.computeShader, 'compute', computeNode.name, nodeBuilderState.transforms, nodeBuilderState.nodeAttributes );
  				this.programs.compute.set( nodeBuilderState.computeShader, stageCompute );

  				backend.createProgram( stageCompute );

  			}

  			// determine compute pipeline

  			const cacheKey = this._getComputeCacheKey( computeNode, stageCompute );

  			let pipeline = this.caches.get( cacheKey );

  			if ( pipeline === undefined ) {

  				if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );

  				pipeline = this._getComputePipeline( computeNode, stageCompute, cacheKey, bindings );

  			}

  			// keep track of all used times

  			pipeline.usedTimes ++;
  			stageCompute.usedTimes ++;

  			//

  			data.version = computeNode.version;
  			data.pipeline = pipeline;

  		}

  		return data.pipeline;

  	}

  	/**
  	 * Returns a render pipeline for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {?Array<Promise>} [promises=null] - An array of compilation promises which is only relevant in context of `Renderer.compileAsync()`.
  	 * @return {RenderObjectPipeline} The render pipeline.
  	 */
  	getForRender( renderObject, promises = null ) {

  		const { backend } = this;

  		const data = this.get( renderObject );

  		if ( this._needsRenderUpdate( renderObject ) ) {

  			const previousPipeline = data.pipeline;

  			if ( previousPipeline ) {

  				previousPipeline.usedTimes --;
  				previousPipeline.vertexProgram.usedTimes --;
  				previousPipeline.fragmentProgram.usedTimes --;

  			}

  			// get shader

  			const nodeBuilderState = renderObject.getNodeBuilderState();

  			const name = renderObject.material ? renderObject.material.name : '';

  			// programmable stages

  			let stageVertex = this.programs.vertex.get( nodeBuilderState.vertexShader );

  			if ( stageVertex === undefined ) {

  				if ( previousPipeline && previousPipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.vertexProgram );

  				stageVertex = new ProgrammableStage( nodeBuilderState.vertexShader, 'vertex', name );
  				this.programs.vertex.set( nodeBuilderState.vertexShader, stageVertex );

  				backend.createProgram( stageVertex );

  			}

  			let stageFragment = this.programs.fragment.get( nodeBuilderState.fragmentShader );

  			if ( stageFragment === undefined ) {

  				if ( previousPipeline && previousPipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( previousPipeline.fragmentProgram );

  				stageFragment = new ProgrammableStage( nodeBuilderState.fragmentShader, 'fragment', name );
  				this.programs.fragment.set( nodeBuilderState.fragmentShader, stageFragment );

  				backend.createProgram( stageFragment );

  			}

  			// determine render pipeline

  			const cacheKey = this._getRenderCacheKey( renderObject, stageVertex, stageFragment );

  			let pipeline = this.caches.get( cacheKey );

  			if ( pipeline === undefined ) {

  				if ( previousPipeline && previousPipeline.usedTimes === 0 ) this._releasePipeline( previousPipeline );

  				pipeline = this._getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises );

  			} else {

  				renderObject.pipeline = pipeline;

  			}

  			// keep track of all used times

  			pipeline.usedTimes ++;
  			stageVertex.usedTimes ++;
  			stageFragment.usedTimes ++;

  			//

  			data.pipeline = pipeline;

  		}

  		return data.pipeline;

  	}

  	/**
  	 * Deletes the pipeline for the given render object.
  	 *
  	 * @param {RenderObject} object - The render object.
  	 * @return {?Object} The deleted dictionary.
  	 */
  	delete( object ) {

  		const pipeline = this.get( object ).pipeline;

  		if ( pipeline ) {

  			// pipeline

  			pipeline.usedTimes --;

  			if ( pipeline.usedTimes === 0 ) this._releasePipeline( pipeline );

  			// programs

  			if ( pipeline.isComputePipeline ) {

  				pipeline.computeProgram.usedTimes --;

  				if ( pipeline.computeProgram.usedTimes === 0 ) this._releaseProgram( pipeline.computeProgram );

  			} else {

  				pipeline.fragmentProgram.usedTimes --;
  				pipeline.vertexProgram.usedTimes --;

  				if ( pipeline.vertexProgram.usedTimes === 0 ) this._releaseProgram( pipeline.vertexProgram );
  				if ( pipeline.fragmentProgram.usedTimes === 0 ) this._releaseProgram( pipeline.fragmentProgram );

  			}

  		}

  		return super.delete( object );

  	}

  	/**
  	 * Frees internal resources.
  	 */
  	dispose() {

  		super.dispose();

  		this.caches = new Map();
  		this.programs = {
  			vertex: new Map(),
  			fragment: new Map(),
  			compute: new Map()
  		};

  	}

  	/**
  	 * Updates the pipeline for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	updateForRender( renderObject ) {

  		this.getForRender( renderObject );

  	}

  	/**
  	 * Returns a compute pipeline for the given parameters.
  	 *
  	 * @private
  	 * @param {Node} computeNode - The compute node.
  	 * @param {ProgrammableStage} stageCompute - The programmable stage representing the compute shader.
  	 * @param {string} cacheKey - The cache key.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 * @return {ComputePipeline} The compute pipeline.
  	 */
  	_getComputePipeline( computeNode, stageCompute, cacheKey, bindings ) {

  		// check for existing pipeline

  		cacheKey = cacheKey || this._getComputeCacheKey( computeNode, stageCompute );

  		let pipeline = this.caches.get( cacheKey );

  		if ( pipeline === undefined ) {

  			pipeline = new ComputePipeline( cacheKey, stageCompute );

  			this.caches.set( cacheKey, pipeline );

  			this.backend.createComputePipeline( pipeline, bindings );

  		}

  		return pipeline;

  	}

  	/**
  	 * Returns a render pipeline for the given parameters.
  	 *
  	 * @private
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {ProgrammableStage} stageVertex - The programmable stage representing the vertex shader.
  	 * @param {ProgrammableStage} stageFragment - The programmable stage representing the fragment shader.
  	 * @param {string} cacheKey - The cache key.
  	 * @param {?Array<Promise>} promises - An array of compilation promises which is only relevant in context of `Renderer.compileAsync()`.
  	 * @return {RenderObjectPipeline} The render pipeline.
  	 */
  	_getRenderPipeline( renderObject, stageVertex, stageFragment, cacheKey, promises ) {

  		// check for existing pipeline

  		cacheKey = cacheKey || this._getRenderCacheKey( renderObject, stageVertex, stageFragment );

  		let pipeline = this.caches.get( cacheKey );

  		if ( pipeline === undefined ) {

  			pipeline = new RenderObjectPipeline( cacheKey, stageVertex, stageFragment );

  			this.caches.set( cacheKey, pipeline );

  			renderObject.pipeline = pipeline;

  			// The `promises` array is `null` by default and only set to an empty array when
  			// `Renderer.compileAsync()` is used. The next call actually fills the array with
  			// pending promises that resolve when the render pipelines are ready for rendering.

  			this.backend.createRenderPipeline( renderObject, promises );

  		}

  		return pipeline;

  	}

  	/**
  	 * Computes a cache key representing a compute pipeline.
  	 *
  	 * @private
  	 * @param {Node} computeNode - The compute node.
  	 * @param {ProgrammableStage} stageCompute - The programmable stage representing the compute shader.
  	 * @return {string} The cache key.
  	 */
  	_getComputeCacheKey( computeNode, stageCompute ) {

  		return computeNode.id + ',' + stageCompute.id;

  	}

  	/**
  	 * Computes a cache key representing a render pipeline.
  	 *
  	 * @private
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {ProgrammableStage} stageVertex - The programmable stage representing the vertex shader.
  	 * @param {ProgrammableStage} stageFragment - The programmable stage representing the fragment shader.
  	 * @return {string} The cache key.
  	 */
  	_getRenderCacheKey( renderObject, stageVertex, stageFragment ) {

  		return stageVertex.id + ',' + stageFragment.id + ',' + this.backend.getRenderCacheKey( renderObject );

  	}

  	/**
  	 * Releases the given pipeline.
  	 *
  	 * @private
  	 * @param {Pipeline} pipeline - The pipeline to release.
  	 */
  	_releasePipeline( pipeline ) {

  		this.caches.delete( pipeline.cacheKey );

  	}

  	/**
  	 * Releases the shader program.
  	 *
  	 * @private
  	 * @param {Object} program - The shader program to release.
  	 */
  	_releaseProgram( program ) {

  		const code = program.code;
  		const stage = program.stage;

  		this.programs[ stage ].delete( code );

  	}

  	/**
  	 * Returns `true` if the compute pipeline for the given compute node requires an update.
  	 *
  	 * @private
  	 * @param {Node} computeNode - The compute node.
  	 * @return {boolean} Whether the compute pipeline for the given compute node requires an update or not.
  	 */
  	_needsComputeUpdate( computeNode ) {

  		const data = this.get( computeNode );

  		return data.pipeline === undefined || data.version !== computeNode.version;

  	}

  	/**
  	 * Returns `true` if the render pipeline for the given render object requires an update.
  	 *
  	 * @private
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {boolean} Whether the render object for the given render object requires an update or not.
  	 */
  	_needsRenderUpdate( renderObject ) {

  		const data = this.get( renderObject );

  		return data.pipeline === undefined || this.backend.needsRenderUpdate( renderObject );

  	}

  }

  /**
   * This renderer module manages the bindings of the renderer.
   *
   * @private
   * @augments DataMap
   */
  class Bindings extends DataMap {

  	/**
  	 * Constructs a new bindings management component.
  	 *
  	 * @param {Backend} backend - The renderer's backend.
  	 * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  	 * @param {Textures} textures - Renderer component for managing textures.
  	 * @param {Attributes} attributes - Renderer component for managing attributes.
  	 * @param {Pipelines} pipelines - Renderer component for managing pipelines.
  	 * @param {Info} info - Renderer component for managing metrics and monitoring data.
  	 */
  	constructor( backend, nodes, textures, attributes, pipelines, info ) {

  		super();

  		/**
  		 * The renderer's backend.
  		 *
  		 * @type {Backend}
  		 */
  		this.backend = backend;

  		/**
  		 * Renderer component for managing textures.
  		 *
  		 * @type {Textures}
  		 */
  		this.textures = textures;

  		/**
  		 * Renderer component for managing pipelines.
  		 *
  		 * @type {Pipelines}
  		 */
  		this.pipelines = pipelines;

  		/**
  		 * Renderer component for managing attributes.
  		 *
  		 * @type {Attributes}
  		 */
  		this.attributes = attributes;

  		/**
  		 * Renderer component for managing nodes related logic.
  		 *
  		 * @type {Nodes}
  		 */
  		this.nodes = nodes;

  		/**
  		 * Renderer component for managing metrics and monitoring data.
  		 *
  		 * @type {Info}
  		 */
  		this.info = info;

  		this.pipelines.bindings = this; // assign bindings to pipelines

  	}

  	/**
  	 * Returns the bind groups for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {Array<BindGroup>} The bind groups.
  	 */
  	getForRender( renderObject ) {

  		const bindings = renderObject.getBindings();

  		for ( const bindGroup of bindings ) {

  			const groupData = this.get( bindGroup );

  			if ( groupData.bindGroup === undefined ) {

  				// each object defines an array of bindings (ubos, textures, samplers etc.)

  				this._init( bindGroup );

  				this.backend.createBindings( bindGroup, bindings, 0 );

  				groupData.bindGroup = bindGroup;

  			}

  		}

  		return bindings;

  	}

  	/**
  	 * Returns the bind groups for the given compute node.
  	 *
  	 * @param {Node} computeNode - The compute node.
  	 * @return {Array<BindGroup>} The bind groups.
  	 */
  	getForCompute( computeNode ) {

  		const bindings = this.nodes.getForCompute( computeNode ).bindings;

  		for ( const bindGroup of bindings ) {

  			const groupData = this.get( bindGroup );

  			if ( groupData.bindGroup === undefined ) {

  				this._init( bindGroup );

  				this.backend.createBindings( bindGroup, bindings, 0 );

  				groupData.bindGroup = bindGroup;

  			}

  		}

  		return bindings;

  	}

  	/**
  	 * Updates the bindings for the given compute node.
  	 *
  	 * @param {Node} computeNode - The compute node.
  	 */
  	updateForCompute( computeNode ) {

  		this._updateBindings( this.getForCompute( computeNode ) );

  	}

  	/**
  	 * Updates the bindings for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	updateForRender( renderObject ) {

  		this._updateBindings( this.getForRender( renderObject ) );

  	}

  	/**
  	 * Deletes the bindings for the given compute node.
  	 *
  	 * @param {Node} computeNode - The compute node.
  	 */
  	deleteForCompute( computeNode ) {

  		const bindings = this.nodes.getForCompute( computeNode ).bindings;

  		for ( const bindGroup of bindings ) {

  			this.backend.deleteBindGroupData( bindGroup );
  			this.delete( bindGroup );

  		}

  	}

  	/**
  	 * Deletes the bindings for the given renderObject node.
  	 *
  	 * @param {RenderObject} renderObject - The renderObject.
  	 */
  	deleteForRender( renderObject ) {

  		const bindings = renderObject.getBindings();

  		for ( const bindGroup of bindings ) {

  			this.backend.deleteBindGroupData( bindGroup );
  			this.delete( bindGroup );

  		}

  	}

  	/**
  	 * Updates the given array of bindings.
  	 *
  	 * @param {Array<BindGroup>} bindings - The bind groups.
  	 */
  	_updateBindings( bindings ) {

  		for ( const bindGroup of bindings ) {

  			this._update( bindGroup, bindings );

  		}

  	}

  	/**
  	 * Initializes the given bind group.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group to initialize.
  	 */
  	_init( bindGroup ) {

  		for ( const binding of bindGroup.bindings ) {

  			if ( binding.isSampledTexture ) {

  				this.textures.updateTexture( binding.texture );

  			} else if ( binding.isSampler ) {

  				this.textures.updateSampler( binding.texture );

  			} else if ( binding.isStorageBuffer ) {

  				const attribute = binding.attribute;
  				const attributeType = attribute.isIndirectStorageBufferAttribute ? AttributeType.INDIRECT : AttributeType.STORAGE;

  				this.attributes.update( attribute, attributeType );

  			}

  		}

  	}

  	/**
  	 * Updates the given bind group.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group to update.
  	 * @param {Array<BindGroup>} bindings - The bind groups.
  	 */
  	_update( bindGroup, bindings ) {

  		const { backend } = this;

  		let needsBindingsUpdate = false;
  		let cacheBindings = true;
  		let cacheIndex = 0;
  		let version = 0;

  		// iterate over all bindings and check if buffer updates or a new binding group is required

  		for ( const binding of bindGroup.bindings ) {

  			const updatedGroup = this.nodes.updateGroup( binding );

  			// every uniforms group is a uniform buffer. So if no update is required,
  			// we move one with the next binding. Otherwise the next if block will update the group.

  			if ( updatedGroup === false ) continue;

  			//

  			if ( binding.isStorageBuffer ) {

  				const attribute = binding.attribute;
  				const attributeType = attribute.isIndirectStorageBufferAttribute ? AttributeType.INDIRECT : AttributeType.STORAGE;

  				const bindingData = backend.get( binding );

  				this.attributes.update( attribute, attributeType );

  				if ( bindingData.attribute !== attribute ) {

  					bindingData.attribute = attribute;

  					needsBindingsUpdate = true;

  				}

  			}

  			if ( binding.isUniformBuffer ) {

  				const updated = binding.update();

  				if ( updated ) {

  					backend.updateBinding( binding );

  				}

  			} else if ( binding.isSampledTexture ) {

  				const updated = binding.update();

  				// get the texture data after the update, to sync the texture reference from node

  				const texture = binding.texture;
  				const texturesTextureData = this.textures.get( texture );

  				if ( updated ) {

  					// version: update the texture data or create a new one

  					this.textures.updateTexture( texture );

  					// generation: update the bindings if the binding refers to a different texture object

  					if ( binding.generation !== texturesTextureData.generation ) {

  						binding.generation = texturesTextureData.generation;

  						needsBindingsUpdate = true;

  					}

  					// keep track which bind groups refer to the current texture (this is needed for dispose)

  					texturesTextureData.bindGroups.add( bindGroup );

  				}

  				const textureData = backend.get( texture );

  				if ( textureData.externalTexture !== undefined || texturesTextureData.isDefaultTexture ) {

  					cacheBindings = false;

  				} else {

  					cacheIndex = cacheIndex * 10 + texture.id;
  					version += texture.version;

  				}

  				if ( texture.isStorageTexture === true && texture.mipmapsAutoUpdate === true ) {

  					const textureData = this.get( texture );

  					if ( binding.store === true ) {

  						textureData.needsMipmap = true;

  					} else if ( this.textures.needsMipmaps( texture ) && textureData.needsMipmap === true ) {

  						this.backend.generateMipmaps( texture );

  						textureData.needsMipmap = false;

  					}

  				}

  			} else if ( binding.isSampler ) {

  				const updated = binding.update();

  				if ( updated ) {

  					const samplerKey = this.textures.updateSampler( binding.texture );

  					if ( binding.samplerKey !== samplerKey ) {

  						binding.samplerKey = samplerKey;

  						needsBindingsUpdate = true;

  					}

  				}

  			}

  			if ( binding.isBuffer && binding.updateRanges.length > 0 ) {

  				binding.clearUpdateRanges();

  			}

  		}

  		if ( needsBindingsUpdate === true ) {

  			this.backend.updateBindings( bindGroup, bindings, cacheBindings ? cacheIndex : 0, version );

  		}

  	}

  }

  /**
   * Default sorting function for opaque render items.
   *
   * @private
   * @function
   * @param {Object} a - The first render item.
   * @param {Object} b - The second render item.
   * @return {number} A numeric value which defines the sort order.
   */
  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.z !== b.z ) {

  		return a.z - b.z;

  	} else {

  		return a.id - b.id;

  	}

  }

  /**
   * Default sorting function for transparent render items.
   *
   * @private
   * @function
   * @param {Object} a - The first render item.
   * @param {Object} b - The second render item.
   * @return {number} A numeric value which defines the sort order.
   */
  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;

  	}

  }

  /**
   * Returns `true` if the given transparent material requires a double pass.
   *
   * @private
   * @function
   * @param {Material} material - The transparent material.
   * @return {boolean} Whether the given material requires a double pass or not.
   */
  function needsDoublePass( material ) {

  	const hasTransmission = material.transmission > 0 || ( material.transmissionNode && material.transmissionNode.isNode );

  	return hasTransmission && material.side === DoubleSide && material.forceSinglePass === false;

  }

  /**
   * When the renderer analyzes the scene at the beginning of a render call,
   * it stores 3D object for further processing in render lists. Depending on the
   * properties of a 3D objects (like their transformation or material state), the
   * objects are maintained in ordered lists for the actual rendering.
   *
   * Render lists are unique per scene and camera combination.
   *
   * @private
   * @augments Pipeline
   */
  class RenderList {

  	/**
  	 * Constructs a render list.
  	 *
  	 * @param {Lighting} lighting - The lighting management component.
  	 * @param {Scene} scene - The scene.
  	 * @param {Camera} camera - The camera the scene is rendered with.
  	 */
  	constructor( lighting, scene, camera ) {

  		/**
  		 * 3D objects are transformed into render items and stored in this array.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.renderItems = [];

  		/**
  		 * The current render items index.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.renderItemsIndex = 0;

  		/**
  		 * A list with opaque render items.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.opaque = [];

  		/**
  		 * A list with transparent render items which require
  		 * double pass rendering (e.g. transmissive objects).
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.transparentDoublePass = [];

  		/**
  		 * A list with transparent render items.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.transparent = [];

  		/**
  		 * A list with transparent render bundle data.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.bundles = [];

  		/**
  		 * The render list's lights node. This node is later
  		 * relevant for the actual analytical light nodes which
  		 * compute the scene's lighting in the shader.
  		 *
  		 * @type {LightsNode}
  		 */
  		this.lightsNode = lighting.getNode( scene, camera );

  		/**
  		 * The scene's lights stored in an array. This array
  		 * is used to setup the lights node.
  		 *
  		 * @type {Array<Light>}
  		 */
  		this.lightsArray = [];

  		/**
  		 * The scene.
  		 *
  		 * @type {Scene}
  		 */
  		this.scene = scene;

  		/**
  		 * The camera the scene is rendered with.
  		 *
  		 * @type {Camera}
  		 */
  		this.camera = camera;

  		/**
  		 * How many objects perform occlusion query tests.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.occlusionQueryCount = 0;

  	}

  	/**
  	 * This method is called right at the beginning of a render call
  	 * before the scene is analyzed. It prepares the internal data
  	 * structures for the upcoming render lists generation.
  	 *
  	 * @return {RenderList} A reference to this render list.
  	 */
  	begin() {

  		this.renderItemsIndex = 0;

  		this.opaque.length = 0;
  		this.transparentDoublePass.length = 0;
  		this.transparent.length = 0;
  		this.bundles.length = 0;

  		this.lightsArray.length = 0;

  		this.occlusionQueryCount = 0;

  		return this;

  	}

  	/**
  	 * Returns a render item for the giving render item state. The state is defined
  	 * by a series of object-related parameters.
  	 *
  	 * The method avoids object creation by holding render items and reusing them in
  	 * subsequent render calls (just with different property values).
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Material} material - The 3D object's material.
  	 * @param {number} groupOrder - The current group order.
  	 * @param {number} z - Th 3D object's depth value (z value in clip space).
  	 * @param {?number} group - {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  	 * @param {ClippingContext} clippingContext - The current clipping context.
  	 * @return {Object} The render item.
  	 */
  	getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext ) {

  		let renderItem = this.renderItems[ this.renderItemsIndex ];

  		if ( renderItem === undefined ) {

  			renderItem = {
  				id: object.id,
  				object: object,
  				geometry: geometry,
  				material: material,
  				groupOrder: groupOrder,
  				renderOrder: object.renderOrder,
  				z: z,
  				group: group,
  				clippingContext: clippingContext
  			};

  			this.renderItems[ this.renderItemsIndex ] = renderItem;

  		} else {

  			renderItem.id = object.id;
  			renderItem.object = object;
  			renderItem.geometry = geometry;
  			renderItem.material = material;
  			renderItem.groupOrder = groupOrder;
  			renderItem.renderOrder = object.renderOrder;
  			renderItem.z = z;
  			renderItem.group = group;
  			renderItem.clippingContext = clippingContext;

  		}

  		this.renderItemsIndex ++;

  		return renderItem;

  	}

  	/**
  	 * Pushes the given object as a render item to the internal render lists.
  	 * The selected lists depend on the object properties.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Material} material - The 3D object's material.
  	 * @param {number} groupOrder - The current group order.
  	 * @param {number} z - Th 3D object's depth value (z value in clip space).
  	 * @param {?number} group - {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  	 * @param {ClippingContext} clippingContext - The current clipping context.
  	 */
  	push( object, geometry, material, groupOrder, z, group, clippingContext ) {

  		const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );

  		if ( object.occlusionTest === true ) this.occlusionQueryCount ++;

  		if ( material.transparent === true || material.transmission > 0 ||
  			( material.transmissionNode && material.transmissionNode.isNode ) ||
  			( material.backdropNode && material.backdropNode.isNode ) ) {

  			if ( needsDoublePass( material ) ) this.transparentDoublePass.push( renderItem );

  			this.transparent.push( renderItem );

  		} else {

  			this.opaque.push( renderItem );

  		}

  	}

  	/**
  	 * Inserts the given object as a render item at the start of the internal render lists.
  	 * The selected lists depend on the object properties.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {BufferGeometry} geometry - The 3D object's geometry.
  	 * @param {Material} material - The 3D object's material.
  	 * @param {number} groupOrder - The current group order.
  	 * @param {number} z - Th 3D object's depth value (z value in clip space).
  	 * @param {?number} group - {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  	 * @param {ClippingContext} clippingContext - The current clipping context.
  	 */
  	unshift( object, geometry, material, groupOrder, z, group, clippingContext ) {

  		const renderItem = this.getNextRenderItem( object, geometry, material, groupOrder, z, group, clippingContext );

  		if ( material.transparent === true || material.transmission > 0 ||
  			( material.transmissionNode && material.transmissionNode.isNode ) ||
  			( material.backdropNode && material.backdropNode.isNode ) ) {

  			if ( needsDoublePass( material ) ) this.transparentDoublePass.unshift( renderItem );

  			this.transparent.unshift( renderItem );

  		} else {

  			this.opaque.unshift( renderItem );

  		}

  	}

  	/**
  	 * Pushes render bundle group data into the render list.
  	 *
  	 * @param {Object} group - Bundle group data.
  	 */
  	pushBundle( group ) {

  		this.bundles.push( group );

  	}

  	/**
  	 * Pushes a light into the render list.
  	 *
  	 * @param {Light} light - The light.
  	 */
  	pushLight( light ) {

  		this.lightsArray.push( light );

  	}

  	/**
  	 * Sorts the internal render lists.
  	 *
  	 * @param {?function(any, any): number} customOpaqueSort - A custom sort function for opaque objects.
  	 * @param {?function(any, any): number} customTransparentSort -  A custom sort function for transparent objects.
  	 */
  	sort( customOpaqueSort, customTransparentSort ) {

  		if ( this.opaque.length > 1 ) this.opaque.sort( customOpaqueSort || painterSortStable );
  		if ( this.transparentDoublePass.length > 1 ) this.transparentDoublePass.sort( customTransparentSort || reversePainterSortStable );
  		if ( this.transparent.length > 1 ) this.transparent.sort( customTransparentSort || reversePainterSortStable );

  	}

  	/**
  	 * This method performs finalizing tasks right after the render lists
  	 * have been generated.
  	 */
  	finish() {

  		// update lights

  		this.lightsNode.setLights( this.lightsArray );

  		// Clear references from inactive renderItems in the list

  		for ( let i = this.renderItemsIndex, il = this.renderItems.length; i < il; i ++ ) {

  			const renderItem = this.renderItems[ i ];

  			if ( renderItem.id === null ) break;

  			renderItem.id = null;
  			renderItem.object = null;
  			renderItem.geometry = null;
  			renderItem.material = null;
  			renderItem.groupOrder = null;
  			renderItem.renderOrder = null;
  			renderItem.z = null;
  			renderItem.group = null;
  			renderItem.clippingContext = null;

  		}

  	}

  }

  const _chainKeys$2 = [];

  /**
   * This renderer module manages the render lists which are unique
   * per scene and camera combination.
   *
   * @private
   */
  class RenderLists {

  	/**
  	 * Constructs a render lists management component.
  	 *
  	 * @param {Lighting} lighting - The lighting management component.
  	 */
  	constructor( lighting ) {

  		/**
  		 * The lighting management component.
  		 *
  		 * @type {Lighting}
  		 */
  		this.lighting = lighting;

  		/**
  		 * The internal chain map which holds the render lists.
  		 *
  		 * @type {ChainMap}
  		 */
  		this.lists = new ChainMap();

  	}

  	/**
  	 * Returns a render list for the given scene and camera.
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @param {Camera} camera - The camera.
  	 * @return {RenderList} The render list.
  	 */
  	get( scene, camera ) {

  		const lists = this.lists;

  		_chainKeys$2[ 0 ] = scene;
  		_chainKeys$2[ 1 ] = camera;

  		let list = lists.get( _chainKeys$2 );

  		if ( list === undefined ) {

  			list = new RenderList( this.lighting, scene, camera );
  			lists.set( _chainKeys$2, list );

  		}

  		_chainKeys$2[ 0 ] = null;
  		_chainKeys$2[ 1 ] = null;

  		return list;

  	}

  	/**
  	 * Frees all internal resources.
  	 */
  	dispose() {

  		this.lists = new ChainMap();

  	}

  }

  let _id$8 = 0;

  /**
   * Any render or compute command is executed in a specific context that defines
   * the state of the renderer and its backend. Typical examples for such context
   * data are the current clear values or data from the active framebuffer. This
   * module is used to represent these contexts as objects.
   *
   * @private
   */
  class RenderContext {

  	/**
  	 * Constructs a new render context.
  	 */
  	constructor() {

  		/**
  		 * The context's ID.
  		 *
  		 * @type {number}
  		 */
  		this.id = _id$8 ++;

  		/**
  		 * The MRT configuration.
  		 *
  		 * @type {?MRTNode}
  		 * @default null
  		 */
  		this.mrt = null;

  		/**
  		 * Whether the current active framebuffer has a color attachment.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.color = true;

  		/**
  		 * Whether the color attachment should be cleared or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.clearColor = true;

  		/**
  		 * The clear color value.
  		 *
  		 * @type {Object}
  		 * @default true
  		 */
  		this.clearColorValue = { r: 0, g: 0, b: 0, a: 1 };

  		/**
  		 * Whether the current active framebuffer has a depth attachment.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.depth = true;

  		/**
  		 * Whether the depth attachment should be cleared or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.clearDepth = true;

  		/**
  		 * The clear depth value.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.clearDepthValue = 1;

  		/**
  		 * Whether the current active framebuffer has a stencil attachment.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.stencil = false;

  		/**
  		 * Whether the stencil attachment should be cleared or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.clearStencil = true;

  		/**
  		 * The clear stencil value.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.clearStencilValue = 1;

  		/**
  		 * By default the viewport encloses the entire framebuffer If a smaller
  		 * viewport is manually defined, this property is to `true` by the renderer.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.viewport = false;

  		/**
  		 * The viewport value. This value is in physical pixels meaning it incorporates
  		 * the renderer's pixel ratio. The viewport property of render targets or
  		 * the renderer is in logical pixels.
  		 *
  		 * @type {Vector4}
  		 */
  		this.viewportValue = new Vector4();

  		/**
  		 * When the scissor test is active and scissor rectangle smaller than the
  		 * framebuffers dimensions, this property is to `true` by the renderer.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.scissor = false;

  		/**
  		 * The scissor rectangle.
  		 *
  		 * @type {Vector4}
  		 */
  		this.scissorValue = new Vector4();

  		/**
  		 * The active render target.
  		 *
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this.renderTarget = null;

  		/**
  		 * The textures of the active render target.
  		 * `null` when no render target is set.
  		 *
  		 * @type {?Array<Texture>}
  		 * @default null
  		 */
  		this.textures = null;

  		/**
  		 * The depth texture of the active render target.
  		 * `null` when no render target is set.
  		 *
  		 * @type {?DepthTexture}
  		 * @default null
  		 */
  		this.depthTexture = null;

  		/**
  		 * The active cube face.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.activeCubeFace = 0;

  		/**
  		 * The active mipmap level.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.activeMipmapLevel = 0;

  		/**
  		 * The number of MSAA samples. This value is always `1` when
  		 * MSAA isn't used.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.sampleCount = 1;

  		/**
  		 * The active render target's width in physical pixels.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.width = 0;

  		/**
  		 * The active render target's height in physical pixels.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.height = 0;

  		/**
  		 * The occlusion query count.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.occlusionQueryCount = 0;

  		/**
  		 * The current clipping context.
  		 *
  		 * @type {?ClippingContext}
  		 * @default null
  		 */
  		this.clippingContext = null;

  		/**
  		 * The current camera.
  		 *
  		 * @type {?Camera}
  		 * @default null
  		 */
  		this.camera = null;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRenderContext = true;

  	}

  	/**
  	 * Returns the cache key of this render context.
  	 *
  	 * @return {number} The cache key.
  	 */
  	getCacheKey() {

  		return getCacheKey( this );

  	}

  }

  /**
   * Computes a cache key for the given render context. This key
   * should identify the render target state so it is possible to
   * configure the correct attachments in the respective backend.
   *
   * @param {RenderContext} renderContext - The render context.
   * @return {number} The cache key.
   */
  function getCacheKey( renderContext ) {

  	const { textures, activeCubeFace, activeMipmapLevel } = renderContext;

  	const values = [ activeCubeFace, activeMipmapLevel ];

  	for ( const texture of textures ) {

  		values.push( texture.id );

  	}

  	return hashArray( values );

  }

  /**
   * This module manages the render contexts of the renderer.
   *
   * @private
   */
  class RenderContexts {

  	/**
  	 * Constructs a new render context management component.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 */
  	constructor( renderer ) {

  		/**
  		 * The renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * A dictionary that manages render contexts.
  		 *
  		 * @type {Object<string,RenderContext>}
  		 */
  		this._renderContexts = {};

  	}

  	/**
  	 * Returns a render context for the given scene, camera and render target.
  	 *
  	 * @param {?RenderTarget} [renderTarget=null] - The active render target.
  	 * @param {?MRTNode} [mrt=null] - The MRT configuration
  	 * @param {?number} [callDepth=0] - The call depth of the renderer.
  	 * @return {RenderContext} The render context.
  	 */
  	get( renderTarget = null, mrt = null, callDepth = 0 ) {

  		//

  		let attachmentState;

  		if ( renderTarget === null ) {

  			attachmentState = 'default';

  		} else {

  			const format = renderTarget.texture.format;
  			const type = renderTarget.texture.type;
  			const count = renderTarget.textures.length;

  			attachmentState = `${ count }:${ format }:${ type }:${ renderTarget.samples }:${ renderTarget.depthBuffer }:${ renderTarget.stencilBuffer }`;

  		}

  		//

  		const mrtState = ( mrt !== null ) ? mrt.id : 'default';

  		//

  		const renderStateKey = attachmentState + '-' + mrtState + '-' + callDepth;

  		let renderState = this._renderContexts[ renderStateKey ];

  		if ( renderState === undefined ) {

  			renderState = new RenderContext();
  			renderState.mrt = mrt;

  			this._renderContexts[ renderStateKey ] = renderState;

  		}

  		if ( renderTarget !== null ) renderState.sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;

  		renderState.clearDepthValue = this.renderer.getClearDepth();
  		renderState.clearStencilValue = this.renderer.getClearStencil();

  		return renderState;

  	}

  	/**
  	 * Frees internal resources.
  	 */
  	dispose() {

  		this._renderContexts = {};

  	}

  }

  const _size$3 = /*@__PURE__*/ new Vector3();

  /**
   * This module manages the textures of the renderer.
   *
   * @private
   * @augments DataMap
   */
  class Textures extends DataMap {

  	/**
  	 * Constructs a new texture management component.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {Backend} backend - The renderer's backend.
  	 * @param {Info} info - Renderer component for managing metrics and monitoring data.
  	 */
  	constructor( renderer, backend, info ) {

  		super();

  		/**
  		 * The renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * The backend.
  		 *
  		 * @type {Backend}
  		 */
  		this.backend = backend;

  		/**
  		 * Renderer component for managing metrics and monitoring data.
  		 *
  		 * @type {Info}
  		 */
  		this.info = info;

  	}

  	/**
  	 * Updates the given render target. Based on the given render target configuration,
  	 * it updates the texture states representing the attachments of the framebuffer.
  	 *
  	 * @param {RenderTarget} renderTarget - The render target to update.
  	 * @param {number} [activeMipmapLevel=0] - The active mipmap level.
  	 */
  	updateRenderTarget( renderTarget, activeMipmapLevel = 0 ) {

  		const renderTargetData = this.get( renderTarget );

  		const sampleCount = renderTarget.samples === 0 ? 1 : renderTarget.samples;
  		const depthTextureMips = renderTargetData.depthTextureMips || ( renderTargetData.depthTextureMips = {} );

  		const textures = renderTarget.textures;

  		const size = this.getSize( textures[ 0 ] );

  		const mipWidth = size.width >> activeMipmapLevel;
  		const mipHeight = size.height >> activeMipmapLevel;

  		let depthTexture = renderTarget.depthTexture || depthTextureMips[ activeMipmapLevel ];
  		const useDepthTexture = renderTarget.depthBuffer === true || renderTarget.stencilBuffer === true;

  		let textureNeedsUpdate = false;

  		if ( depthTexture === undefined && useDepthTexture ) {

  			depthTexture = new DepthTexture();

  			depthTexture.format = renderTarget.stencilBuffer ? DepthStencilFormat : DepthFormat;
  			depthTexture.type = renderTarget.stencilBuffer ? UnsignedInt248Type : UnsignedIntType; // FloatType
  			depthTexture.image.width = mipWidth;
  			depthTexture.image.height = mipHeight;
  			depthTexture.image.depth = size.depth;
  			depthTexture.renderTarget = renderTarget;
  			depthTexture.isArrayTexture = renderTarget.multiview === true && size.depth > 1;

  			depthTextureMips[ activeMipmapLevel ] = depthTexture;

  		}

  		if ( renderTargetData.width !== size.width || size.height !== renderTargetData.height ) {

  			textureNeedsUpdate = true;

  			if ( depthTexture ) {

  				depthTexture.needsUpdate = true;
  				depthTexture.image.width = mipWidth;
  				depthTexture.image.height = mipHeight;
  				depthTexture.image.depth = depthTexture.isArrayTexture ? depthTexture.image.depth : 1;

  			}

  		}

  		renderTargetData.width = size.width;
  		renderTargetData.height = size.height;
  		renderTargetData.textures = textures;
  		renderTargetData.depthTexture = depthTexture || null;
  		renderTargetData.depth = renderTarget.depthBuffer;
  		renderTargetData.stencil = renderTarget.stencilBuffer;
  		renderTargetData.renderTarget = renderTarget;

  		if ( renderTargetData.sampleCount !== sampleCount ) {

  			textureNeedsUpdate = true;

  			if ( depthTexture ) {

  				depthTexture.needsUpdate = true;

  			}

  			renderTargetData.sampleCount = sampleCount;

  		}

  		//


  		const options = { sampleCount };

  		// XR render targets require no texture updates

  		if ( renderTarget.isXRRenderTarget !== true ) {

  			for ( let i = 0; i < textures.length; i ++ ) {

  				const texture = textures[ i ];

  				if ( textureNeedsUpdate ) texture.needsUpdate = true;

  				this.updateTexture( texture, options );

  			}

  			if ( depthTexture ) {

  				this.updateTexture( depthTexture, options );

  			}

  		}

  		// dispose handler

  		if ( renderTargetData.initialized !== true ) {

  			renderTargetData.initialized = true;

  			// dispose

  			renderTargetData.onDispose = () => {

  				this._destroyRenderTarget( renderTarget );

  			};

  			renderTarget.addEventListener( 'dispose', renderTargetData.onDispose );

  		}

  	}

  	/**
  	 * Updates the given texture. Depending on the texture state, this method
  	 * triggers the upload of texture data to the GPU memory. If the texture data are
  	 * not yet ready for the upload, it uses default texture data for as a placeholder.
  	 *
  	 * @param {Texture} texture - The texture to update.
  	 * @param {Object} [options={}] - The options.
  	 */
  	updateTexture( texture, options = {} ) {

  		const textureData = this.get( texture );
  		if ( textureData.initialized === true && textureData.version === texture.version ) return;

  		const isRenderTarget = texture.isRenderTargetTexture || texture.isDepthTexture || texture.isFramebufferTexture;
  		const backend = this.backend;

  		if ( isRenderTarget && textureData.initialized === true ) {

  			// it's an update

  			backend.destroyTexture( texture );

  		}

  		//

  		if ( texture.isFramebufferTexture ) {

  			const renderTarget = this.renderer.getRenderTarget();

  			if ( renderTarget ) {

  				texture.type = renderTarget.texture.type;

  			} else {

  				texture.type = UnsignedByteType;

  			}

  		}

  		//

  		const { width, height, depth } = this.getSize( texture );

  		options.width = width;
  		options.height = height;
  		options.depth = depth;
  		options.needsMipmaps = this.needsMipmaps( texture );
  		options.levels = options.needsMipmaps ? this.getMipLevels( texture, width, height ) : 1;

  		// TODO: Uniformly handle mipmap definitions
  		// Normal textures and compressed cube textures define base level + mips with their mipmap array
  		// Uncompressed cube textures use their mipmap array only for mips (no base level)

  		if ( texture.isCubeTexture && texture.mipmaps.length > 0 ) options.levels ++;

  		//

  		if ( isRenderTarget || texture.isStorageTexture === true || texture.isExternalTexture === true ) {

  			backend.createTexture( texture, options );

  			textureData.generation = texture.version;

  		} else {

  			if ( texture.version > 0 ) {

  				const image = texture.image;

  				if ( image === undefined ) {

  					warn( 'Renderer: Texture marked for update but image is undefined.' );

  				} else if ( image.complete === false ) {

  					warn( 'Renderer: Texture marked for update but image is incomplete.' );

  				} else {

  					if ( texture.images ) {

  						const images = [];

  						for ( const image of texture.images ) {

  							images.push( image );

  						}

  						options.images = images;

  					} else {

  						options.image = image;

  					}

  					if ( textureData.isDefaultTexture === undefined || textureData.isDefaultTexture === true ) {

  						backend.createTexture( texture, options );

  						textureData.isDefaultTexture = false;
  						textureData.generation = texture.version;

  					}

  					if ( texture.source.dataReady === true ) backend.updateTexture( texture, options );

  					const skipAutoGeneration = texture.isStorageTexture === true && texture.mipmapsAutoUpdate === false;

  					if ( options.needsMipmaps && texture.mipmaps.length === 0 && ! skipAutoGeneration ) {

  						backend.generateMipmaps( texture );

  					}

  					if ( texture.onUpdate ) texture.onUpdate( texture );

  				}

  			} else {

  				// async update

  				backend.createDefaultTexture( texture );

  				textureData.isDefaultTexture = true;
  				textureData.generation = texture.version;

  			}

  		}

  		// dispose handler

  		if ( textureData.initialized !== true ) {

  			textureData.initialized = true;
  			textureData.generation = texture.version;
  			textureData.bindGroups = new Set();

  			//

  			this.info.memory.textures ++;

  			//

  			if ( texture.isVideoTexture && ColorManagement.enabled === true && ColorManagement.getTransfer( texture.colorSpace ) !== SRGBTransfer ) {

  				warn( 'WebGPURenderer: Video textures must use a color space with a sRGB transfer function, e.g. SRGBColorSpace.' );

  			}

  			// dispose

  			textureData.onDispose = () => {

  				this._destroyTexture( texture );

  			};

  			texture.addEventListener( 'dispose', textureData.onDispose );

  		}

  		//

  		textureData.version = texture.version;

  	}

  	/**
  	 * Updates the sampler for the given texture. This method has no effect
  	 * for the WebGL backend since it has no concept of samplers. Texture
  	 * parameters are configured with the `texParameter()` command for each
  	 * texture.
  	 *
  	 * In WebGPU, samplers are objects like textures and it's possible to share
  	 * them when the texture parameters match.
  	 *
  	 * @param {Texture} texture - The texture to update the sampler for.
  	 * @return {string} The current sampler key.
  	 */
  	updateSampler( texture ) {

  		return this.backend.updateSampler( texture );

  	}

  	/**
  	 * Computes the size of the given texture and writes the result
  	 * into the target vector. This vector is also returned by the
  	 * method.
  	 *
  	 * If no texture data are available for the compute yet, the method
  	 * returns default size values.
  	 *
  	 * @param {Texture} texture - The texture to compute the size for.
  	 * @param {Vector3} target - The target vector.
  	 * @return {Vector3} The target vector.
  	 */
  	getSize( texture, target = _size$3 ) {

  		let image = texture.images ? texture.images[ 0 ] : texture.image;

  		if ( image ) {

  			if ( image.image !== undefined ) image = image.image;

  			if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( image instanceof HTMLVideoElement ) ) {

  				target.width = image.videoWidth || 1;
  				target.height = image.videoHeight || 1;
  				target.depth = 1;

  			} else if ( ( typeof VideoFrame !== 'undefined' ) && ( image instanceof VideoFrame ) ) {

  				target.width = image.displayWidth || 1;
  				target.height = image.displayHeight || 1;
  				target.depth = 1;

  			} else {

  				target.width = image.width || 1;
  				target.height = image.height || 1;
  				target.depth = texture.isCubeTexture ? 6 : ( image.depth || 1 );

  			}

  		} else {

  			target.width = target.height = target.depth = 1;

  		}

  		return target;

  	}

  	/**
  	 * Computes the number of mipmap levels for the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {number} width - The texture's width.
  	 * @param {number} height - The texture's height.
  	 * @return {number} The number of mipmap levels.
  	 */
  	getMipLevels( texture, width, height ) {

  		let mipLevelCount;

  		if ( texture.mipmaps.length > 0 ) {

  			mipLevelCount = texture.mipmaps.length;

  		} else {

  			if ( texture.isCompressedTexture === true ) {

  				// it is not possible to compute mipmaps for compressed textures. So
  				// when no mipmaps are defined in "texture.mipmaps", force a texture
  				// level of 1

  				mipLevelCount = 1;

  			} else {

  				mipLevelCount = Math.floor( Math.log2( Math.max( width, height ) ) ) + 1;

  			}

  		}

  		return mipLevelCount;

  	}

  	/**
  	 * Returns `true` if the given texture makes use of mipmapping.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @return {boolean} Whether mipmaps are required or not.
  	 */
  	needsMipmaps( texture ) {

  		return texture.generateMipmaps === true || texture.mipmaps.length > 0;

  	}

  	/**
  	 * Frees internal resources when the given render target isn't
  	 * required anymore.
  	 *
  	 * @param {RenderTarget} renderTarget - The render target to destroy.
  	 */
  	_destroyRenderTarget( renderTarget ) {

  		if ( this.has( renderTarget ) === true ) {

  			const renderTargetData = this.get( renderTarget );

  			const textures = renderTargetData.textures;
  			const depthTexture = renderTargetData.depthTexture;

  			//

  			renderTarget.removeEventListener( 'dispose', renderTargetData.onDispose );

  			//

  			for ( let i = 0; i < textures.length; i ++ ) {

  				this._destroyTexture( textures[ i ] );

  			}

  			if ( depthTexture ) {

  				this._destroyTexture( depthTexture );

  			}

  			this.delete( renderTarget );
  			this.backend.delete( renderTarget );

  		}

  	}

  	/**
  	 * Frees internal resource when the given texture isn't
  	 * required anymore.
  	 *
  	 * @param {Texture} texture - The texture to destroy.
  	 */
  	_destroyTexture( texture ) {

  		if ( this.has( texture ) === true ) {

  			const textureData = this.get( texture );

  			//

  			texture.removeEventListener( 'dispose', textureData.onDispose );

  			// if a texture is not ready for use, it falls back to a default texture so it's possible
  			// to use it for rendering. If a texture in this state is disposed, it's important to
  			// not destroy/delete the underlying GPU texture object since it is cached and shared with
  			// other textures.

  			const isDefaultTexture = textureData.isDefaultTexture;
  			this.backend.destroyTexture( texture, isDefaultTexture );

  			// delete cached bind groups so they don't point to destroyed textures

  			if ( textureData.bindGroups ) {

  				for ( const bindGroup of textureData.bindGroups ) {

  					const bindingsData = this.backend.get( bindGroup );

  					bindingsData.groups = undefined;
  					bindingsData.versions = undefined;

  				}

  			}

  			this.delete( texture );

  			this.info.memory.textures --;

  		}

  	}

  }

  /**
   * A four-component version of {@link Color} which is internally
   * used by the renderer to represents clear color with alpha as
   * one object.
   *
   * @private
   * @augments Color
   */
  class Color4 extends Color {

  	/**
  	 * Constructs a new four-component color.
  	 * You can also pass a single THREE.Color, hex or
  	 * string argument to this constructor.
  	 *
  	 * @param {number|string} [r=1] - The red value.
  	 * @param {number} [g=1] - The green value.
  	 * @param {number} [b=1] - The blue value.
  	 * @param {number} [a=1] - The alpha value.
  	 */
  	constructor( r, g, b, a = 1 ) {

  		super( r, g, b );

  		this.a = a;

  	}

  	/**
  	 * Overwrites the default to honor alpha.
  	 * You can also pass a single THREE.Color, hex or
  	 * string argument to this method.
  	 *
  	 * @param {number|string|Color} r - The red value.
  	 * @param {number} [g] - The green value.
  	 * @param {number} [b] - The blue value.
  	 * @param {number} [a=1] - The alpha value.
  	 * @return {Color4} A reference to this object.
  	 */
  	set( r, g, b, a = 1 ) {

  		this.a = a;

  		return super.set( r, g, b );

  	}

  	/**
  	 * Overwrites the default to honor alpha.
  	 *
  	 * @param {Color4} color - The color to copy.
  	 * @return {Color4} A reference to this object.
  	 */
  	copy( color ) {

  		if ( color.a !== undefined ) this.a = color.a;

  		return super.copy( color );

  	}

  	/**
  	 * Overwrites the default to honor alpha.
  	 *
  	 * @return {Color4} The cloned color.
  	 */
  	clone() {

  		return new this.constructor( this.r, this.g, this.b, this.a );

  	}

  }

  /**
   * Special version of {@link PropertyNode} which is used for parameters.
   *
   * @augments PropertyNode
   */
  class ParameterNode extends PropertyNode {

  	static get type() {

  		return 'ParameterNode';

  	}

  	/**
  	 * Constructs a new parameter node.
  	 *
  	 * @param {string} nodeType - The type of the node.
  	 * @param {?string} [name=null] - The name of the parameter in the shader.
  	 */
  	constructor( nodeType, name = null ) {

  		super( nodeType, name );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isParameterNode = true;

  	}

  	/**
  	 * Gets the type of a member variable in the parameter node.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @param {string} name - The name of the member variable.
  	 * @returns {string}
  	 */
  	getMemberType( builder, name ) {

  		const type = this.getNodeType( builder );
  		const struct = builder.getStructTypeNode( type );

  		let memberType;

  		if ( struct !== null ) {

  			memberType = struct.getMemberType( builder, name );

  		} else {

  			error( `TSL: Member "${ name }" not found in struct "${ type }".`, new StackTrace() );

  			memberType = 'float';

  		}

  		return memberType;

  	}

  	getHash() {

  		return this.uuid;

  	}

  	generate() {

  		return this.name;

  	}

  }

  /**
   * Stack is a helper for Nodes that need to produce stack-based code instead of continuous flow.
   * They are usually needed in cases like `If`, `Else`.
   *
   * @augments Node
   */
  class StackNode extends Node {

  	static get type() {

  		return 'StackNode';

  	}

  	/**
  	 * Constructs a new stack node.
  	 *
  	 * @param {?StackNode} [parent=null] - The parent stack node.
  	 */
  	constructor( parent = null ) {

  		super();

  		/**
  		 * List of nodes.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.nodes = [];

  		/**
  		 * The output node.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.outputNode = null;

  		/**
  		 * The parent stack node.
  		 *
  		 * @type {?StackNode}
  		 * @default null
  		 */
  		this.parent = parent;

  		/**
  		 * The current conditional node.
  		 *
  		 * @private
  		 * @type {ConditionalNode}
  		 * @default null
  		 */
  		this._currentCond = null;

  		/**
  		 * The expression node. Only
  		 * relevant for Switch/Case.
  		 *
  		 * @private
  		 * @type {Node}
  		 * @default null
  		 */
  		this._expressionNode = null;

  		/**
  		 * The current node being processed.
  		 *
  		 * @private
  		 * @type {Node}
  		 * @default null
  		 */
  		this._currentNode = null;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isStackNode = true;

  	}

  	getElementType( builder ) {

  		return this.hasOutput( builder ) ? this.outputNode.getElementType( builder ) : 'void';

  	}

  	getNodeType( builder ) {

  		return this.hasOutput( builder ) ? this.outputNode.getNodeType( builder ) : 'void';

  	}

  	getMemberType( builder, name ) {

  		return this.hasOutput( builder ) ? this.outputNode.getMemberType( builder, name ) : 'void';

  	}

  	/**
  	 * Adds a node to this stack.
  	 *
  	 * @param {Node} node - The node to add.
  	 * @param {number} [index=this.nodes.length] - The index where the node should be added.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	addToStack( node, index = this.nodes.length ) {

  		if ( node.isNode !== true ) {

  			error( 'TSL: Invalid node added to stack.', new StackTrace() );
  			return this;

  		}

  		this.nodes.splice( index, 0, node );

  		return this;

  	}

  	/**
  	 * Adds a node to the stack before the current node.
  	 *
  	 * @param {Node} node - The node to add.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	addToStackBefore( node ) {

  		const index = this._currentNode ? this.nodes.indexOf( this._currentNode ) : 0;

  		return this.addToStack( node, index );

  	}

  	/**
  	 * Represent an `if` statement in TSL.
  	 *
  	 * @param {Node} boolNode - Represents the condition.
  	 * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	If( boolNode, method ) {

  		const methodNode = new ShaderNode( method );
  		this._currentCond = select$1( boolNode, methodNode );

  		return this.addToStack( this._currentCond );

  	}

  	/**
  	 * Represent an `elseif` statement in TSL.
  	 *
  	 * @param {Node} boolNode - Represents the condition.
  	 * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	ElseIf( boolNode, method ) {

  		const methodNode = new ShaderNode( method );
  		const ifNode = select$1( boolNode, methodNode );

  		this._currentCond.elseNode = ifNode;
  		this._currentCond = ifNode;

  		return this;

  	}

  	/**
  	 * Represent an `else` statement in TSL.
  	 *
  	 * @param {Function} method - TSL code which is executed in the `else` case.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	Else( method ) {

  		this._currentCond.elseNode = new ShaderNode( method );

  		return this;

  	}

  	/**
  	 * Represents a `switch` statement in TSL.
  	 *
  	 * @param {any} expression - Represents the expression.
  	 * @param {Function} method - TSL code which is executed if the condition evaluates to `true`.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	Switch( expression ) {

  		this._expressionNode = nodeObject( expression );

  		return this;

  	}

  	/**
  	 * Represents a `case` statement in TSL. The TSL version accepts an arbitrary numbers of values.
  	 * The last parameter must be the callback method that should be executed in the `true` case.
  	 *
  	 * @param {...any} params - The values of the `Case()` statement as well as the callback method.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	Case( ...params ) {

  		const caseNodes = [];

  		// extract case nodes from the parameter list

  		if ( params.length >= 2 ) {

  			for ( let i = 0; i < params.length - 1; i ++ ) {

  				caseNodes.push( this._expressionNode.equal( nodeObject( params[ i ] ) ) );

  			}

  		} else {

  			error( 'TSL: Invalid parameter length. Case() requires at least two parameters.', new StackTrace() );

  		}

  		// extract method

  		const method = params[ params.length - 1 ];
  		const methodNode = new ShaderNode( method );

  		// chain multiple cases when using Case( 1, 2, 3, () => {} )

  		let caseNode = caseNodes[ 0 ];

  		for ( let i = 1; i < caseNodes.length; i ++ ) {

  			caseNode = caseNode.or( caseNodes[ i ] );

  		}

  		// build condition

  		const condNode = select$1( caseNode, methodNode );

  		if ( this._currentCond === null ) {

  			this._currentCond = condNode;

  			return this.addToStack( this._currentCond );

  		} else {

  			this._currentCond.elseNode = condNode;
  			this._currentCond = condNode;

  			return this;

  		}

  	}

  	/**
  	 * Represents the default code block of a Switch/Case statement.
  	 *
  	 * @param {Function} method - TSL code which is executed in the `else` case.
  	 * @return {StackNode} A reference to this stack node.
  	 */
  	Default( method ) {

  		this.Else( method );

  		return this;

  	}

  	setup( builder ) {

  		const nodeProperties = builder.getNodeProperties( this );

  		let index = 0;

  		for ( const childNode of this.getChildren() ) {

  			if ( childNode.isVarNode && childNode.isIntent( builder ) ) {

  				if ( childNode.isAssign( builder ) !== true ) {

  					continue;

  				}

  			}

  			nodeProperties[ 'node' + index ++ ] = childNode;

  		}

  		// return a outputNode if exists or null

  		return nodeProperties.outputNode || null;

  	}

  	hasOutput( builder ) {

  		return this.outputNode && this.outputNode.isNode && this.outputNode.getNodeType( builder ) !== 'void';

  	}

  	build( builder, ...params ) {

  		const previousStack = getCurrentStack();

  		const buildStage = builder.buildStage;

  		setCurrentStack( this );

  		builder.setActiveStack( this );

  		//

  		const buildNode = ( node ) => {

  			this._currentNode = node;

  			if ( node.isVarNode && node.isIntent( builder ) ) {

  				if ( node.isAssign( builder ) !== true ) {

  					return;

  				}

  			}

  			if ( buildStage === 'setup' ) {

  				node.build( builder );

  			} else if ( buildStage === 'analyze' ) {

  				node.build( builder, this );

  			} else if ( buildStage === 'generate' ) {

  				const stages = builder.getDataFromNode( node, 'any' ).stages;
  				const parents = stages && stages[ builder.shaderStage ];

  				if ( node.isVarNode && parents && parents.length === 1 && parents[ 0 ] && parents[ 0 ].isStackNode ) {

  					return; // skip var nodes that are only used in .toVarying()

  				}

  				node.build( builder, 'void' );

  			}

  		};

  		//

  		const nodes = [ ...this.nodes ];

  		for ( const node of nodes ) {

  			buildNode( node );

  		}

  		this._currentNode = null;

  		const newNodes = this.nodes.filter( ( node ) => nodes.indexOf( node ) === -1 );

  		for ( const node of newNodes ) {

  			buildNode( node );

  		}

  		//

  		let result;

  		if ( this.hasOutput( builder ) ) {

  			result = this.outputNode.build( builder, ...params );

  		} else {

  			result = super.build( builder, ...params );

  		}

  		setCurrentStack( previousStack );

  		builder.removeActiveStack( this );

  		return result;

  	}

  }

  /**
   * TSL function for creating a stack node.
   *
   * @tsl
   * @function
   * @param {?StackNode} [parent=null] - The parent stack node.
   * @returns {StackNode}
   */
  const stack = /*@__PURE__*/ nodeProxy( StackNode ).setParameterLength( 0, 1 );

  /**
   * This node represents an operation that reinterprets the bit representation of a value
   * in one type as a value in another type.
   *
   * @augments TempNode
   */
  class BitcastNode extends TempNode {

  	static get type() {

  		return 'BitcastNode';

  	}

  	/**
  	 * Constructs a new bitcast node.
  	 *
  	 * @param {Node} valueNode - The value to convert.
  	 * @param {string} conversionType - The type to convert to.
  	 * @param {?string} [inputType = null] - The expected input data type of the bitcast operation.
  	 */
  	constructor( valueNode, conversionType, inputType = null ) {

  		super();

  		/**
  		 * The data to bitcast to a new type.
  		 *
  		 * @type {Node}
  		 */
  		this.valueNode = valueNode;

  		/**
  		 * The type the value will be converted to.
  		 *
  		 * @type {string}
  		 */
  		this.conversionType = conversionType;


  		/**
  		 * The expected input data type of the bitcast operation.
  		 *
  		 *
  		 * @type {string}
  		 * @default null
  		 */
  		this.inputType = inputType;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBitcastNode = true;

  	}

  	getNodeType( builder ) {

  		// GLSL aliasing
  		if ( this.inputType !== null ) {

  			const valueType = this.valueNode.getNodeType( builder );
  			const valueLength = builder.getTypeLength( valueType );

  			return builder.getTypeFromLength( valueLength, this.conversionType );

  		}

  		return this.conversionType;

  	}


  	generate( builder ) {

  		const type = this.getNodeType( builder );
  		let inputType = '';

  		if ( this.inputType !== null ) {

  			const valueType = this.valueNode.getNodeType( builder );
  			const valueTypeLength = builder.getTypeLength( valueType );

  			inputType = valueTypeLength === 1 ? this.inputType : builder.changeComponentType( valueType, this.inputType );

  		} else {

  			inputType = this.valueNode.getNodeType( builder );

  		}

  		return `${ builder.getBitcastMethod( type, inputType ) }( ${ this.valueNode.build( builder, inputType ) } )`;


  	}

  }

  /**
   * Reinterpret the bit representation of a value in one type as a value in another type.
   *
   * @tsl
   * @function
   * @param {Node | number} x - The parameter.
   * @param {string} y - The new type.
   * @returns {Node}
   */
  const bitcast = /*@__PURE__*/ nodeProxyIntent( BitcastNode ).setParameterLength( 2 );

  /**
   * Bitcasts a float or a vector of floats to a corresponding unsigned integer type with the same element size.
   *
   * @tsl
   * @function
   * @param {Node<float>} value - The float or vector of floats to bitcast.
   * @returns {BitcastNode}
   */
  const floatBitsToUint = ( value ) => new BitcastNode( value, 'uint', 'float' );

  const registeredBitcountFunctions = {};

  /**
   * This node represents an operation that counts the bits of a piece of shader data.
   *
   * @augments MathNode
   */
  class BitcountNode extends MathNode {

  	static get type() {

  		return 'BitcountNode';

  	}

  	/**
  	 * Constructs a new math node.
  	 *
  	 * @param {'countTrailingZeros'|'countLeadingZeros'|'countOneBits'} method - The method name.
  	 * @param {Node} aNode - The first input.
  	 */
  	constructor( method, aNode ) {

  		super( method, aNode );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBitcountNode = true;

  	}

  	/**
  	 * Casts the input value of the function to an integer if necessary.
  	 *
  	 * @private
  	 * @param {Node<uint>|Node<int>} inputNode - The input value.
  	 * @param {Node<uint>} outputNode - The output value.
  	 * @param {string} elementType - The type of the input value.
  	 */
  	_resolveElementType( inputNode, outputNode, elementType ) {

  		if ( elementType === 'int' ) {

  			outputNode.assign( bitcast( inputNode, 'uint' ) );

  		} else {

  			outputNode.assign( inputNode );

  		}

  	}

  	_returnDataNode( inputType ) {

  		switch ( inputType ) {

  			case 'uint': {

  				return uint;

  			}

  			case 'int': {

  				return int;

  			}

  			case 'uvec2': {

  				return uvec2;

  			}

  			case 'uvec3': {

  				return uvec3;

  			}

  			case 'uvec4': {

  				return uvec4;

  			}

  			case 'ivec2': {

  				return ivec2;

  			}

  			case 'ivec3': {

  				return ivec3;

  			}

  			case 'ivec4': {

  				return ivec4;

  			}

  		}

  	}

  	/**
  	 * Creates and registers a reusable GLSL function that emulates the behavior of countTrailingZeros.
  	 *
  	 * @private
  	 * @param {string} method - The name of the function to create.
  	 * @param {string} elementType - The type of the input value.
  	 * @returns {Function} - The generated function
  	 */
  	_createTrailingZerosBaseLayout( method, elementType ) {

  		const outputConvertNode = this._returnDataNode( elementType );

  		const fnDef = Fn( ( [ value ] ) => {

  			const v = uint( 0.0 );

  			this._resolveElementType( value, v, elementType );

  			const f = float( v.bitAnd( negate( v ) ) );
  			const uintBits = floatBitsToUint( f );

  			const numTrailingZeros = ( uintBits.shiftRight( 23 ) ).sub( 127 );

  			return outputConvertNode( numTrailingZeros );

  		} ).setLayout( {
  			name: method,
  			type: elementType,
  			inputs: [
  				{ name: 'value', type: elementType }
  			]
  		} );

  		return fnDef;

  	}

  	/**
  	 * Creates and registers a reusable GLSL function that emulates the behavior of countLeadingZeros.
  	 *
  	 * @private
  	 * @param {string} method - The name of the function to create.
  	 * @param {string} elementType - The type of the input value.
  	 * @returns {Function} - The generated function
  	 */
  	_createLeadingZerosBaseLayout( method, elementType ) {

  		const outputConvertNode = this._returnDataNode( elementType );

  		const fnDef = Fn( ( [ value ] ) => {

  			If( value.equal( uint( 0 ) ), () => {

  				return uint( 32 );

  			} );

  			const v = uint( 0 );
  			const n = uint( 0 );
  			this._resolveElementType( value, v, elementType );

  			If( v.shiftRight( 16 ).equal( 0 ), () => {

  				n.addAssign( 16 );
  				v.shiftLeftAssign( 16 );

  			} );

  			If( v.shiftRight( 24 ).equal( 0 ), () => {

  				n.addAssign( 8 );
  				v.shiftLeftAssign( 8 );

  			} );

  			If( v.shiftRight( 28 ).equal( 0 ), () => {

  				n.addAssign( 4 );
  				v.shiftLeftAssign( 4 );

  			} );

  			If( v.shiftRight( 30 ).equal( 0 ), () => {

  				n.addAssign( 2 );
  				v.shiftLeftAssign( 2 );

  			} );

  			If( v.shiftRight( 31 ).equal( 0 ), () => {

  				n.addAssign( 1 );

  			} );

  			return outputConvertNode( n );

  		} ).setLayout( {
  			name: method,
  			type: elementType,
  			inputs: [
  				{ name: 'value', type: elementType }
  			]
  		} );

  		return fnDef;

  	}

  	/**
  	 * Creates and registers a reusable GLSL function that emulates the behavior of countOneBits.
  	 *
  	 * @private
  	 * @param {string} method - The name of the function to create.
  	 * @param {string} elementType - The type of the input value.
  	 * @returns {Function} - The generated function
  	 */
  	_createOneBitsBaseLayout( method, elementType ) {

  		const outputConvertNode = this._returnDataNode( elementType );

  		const fnDef = Fn( ( [ value ] ) => {

  			const v = uint( 0.0 );

  			this._resolveElementType( value, v, elementType );

  			v.assign( v.sub( v.shiftRight( uint( 1 ) ).bitAnd( uint( 0x55555555 ) ) ) );
  			v.assign( v.bitAnd( uint( 0x33333333 ) ).add( v.shiftRight( uint( 2 ) ).bitAnd( uint( 0x33333333 ) ) ) );

  			const numBits = v.add( v.shiftRight( uint( 4 ) ) ).bitAnd( uint( 0xF0F0F0F ) ).mul( uint( 0x1010101 ) ).shiftRight( uint( 24 ) );

  			return outputConvertNode( numBits );

  		} ).setLayout( {
  			name: method,
  			type: elementType,
  			inputs: [
  				{ name: 'value', type: elementType }
  			]
  		} );

  		return fnDef;

  	}

  	/**
  	 * Creates and registers a reusable GLSL function that emulates the behavior of the specified bitcount function.
  	 * including considerations for component-wise bitcounts on vector type inputs.
  	 *
  	 * @private
  	 * @param {string} method - The name of the function to create.
  	 * @param {string} inputType - The type of the input value.
  	 * @param {number} typeLength - The vec length of the input value.
  	 * @param {Function} baseFn - The base function that operates on an individual component of the vector.
  	 * @returns {Function} - The alias function for the specified bitcount method.
  	 */
  	_createMainLayout( method, inputType, typeLength, baseFn ) {

  		const outputConvertNode = this._returnDataNode( inputType );

  		const fnDef = Fn( ( [ value ] ) => {

  			if ( typeLength === 1 ) {

  				return outputConvertNode( baseFn( value ) );

  			} else {

  				const vec = outputConvertNode( 0 );

  				const components = [ 'x', 'y', 'z', 'w' ];
  				for ( let i = 0; i < typeLength; i ++ ) {

  					const component = components[ i ];

  					vec[ component ].assign( baseFn( value[ component ] ) );

  				}

  				return vec;

  			}

  		} ).setLayout( {
  			name: method,
  			type: inputType,
  			inputs: [
  				{ name: 'value', type: inputType }
  			]
  		} );

  		return fnDef;

  	}

  	setup( builder ) {

  		const { method, aNode } = this;

  		const { renderer } = builder;

  		if ( renderer.backend.isWebGPUBackend ) {

  			// use built-in WGSL functions for WebGPU

  			return super.setup( builder );

  		}

  		const inputType = this.getInputType( builder );
  		const elementType = builder.getElementType( inputType );

  		const typeLength = builder.getTypeLength( inputType );

  		const baseMethod = `${method}_base_${elementType}`;
  		const newMethod = `${method}_${inputType}`;

  		let baseFn = registeredBitcountFunctions[ baseMethod ];

  		if ( baseFn === undefined ) {

  			switch ( method ) {

  				case BitcountNode.COUNT_LEADING_ZEROS: {

  					baseFn = this._createLeadingZerosBaseLayout( baseMethod, elementType );
  					break;

  				}

  				case BitcountNode.COUNT_TRAILING_ZEROS: {

  					baseFn = this._createTrailingZerosBaseLayout( baseMethod, elementType );
  					break;

  				}

  				case BitcountNode.COUNT_ONE_BITS: {

  					baseFn = this._createOneBitsBaseLayout( baseMethod, elementType );
  					break;

  				}

  			}

  			registeredBitcountFunctions[ baseMethod ] = baseFn;

  		}

  		let fn = registeredBitcountFunctions[ newMethod ];

  		if ( fn === undefined ) {

  			fn = this._createMainLayout( newMethod, inputType, typeLength, baseFn );
  			registeredBitcountFunctions[ newMethod ] = fn;

  		}

  		const output = Fn( () => {

  			return fn(
  				aNode,
  			);

  		} );

  		return output();

  	}

  }

  BitcountNode.COUNT_TRAILING_ZEROS = 'countTrailingZeros';
  BitcountNode.COUNT_LEADING_ZEROS = 'countLeadingZeros';
  BitcountNode.COUNT_ONE_BITS = 'countOneBits';

  new Plane();
  new Vector3();
  new Vector3();
  new Vector3();
  new Matrix4();
  new Vector3( 0, 0, -1 );
  new Vector4();

  new Vector3();
  new Vector3();
  new Vector4();

  new Vector2();

  const _defaultRT = new RenderTarget();
  screenUV.flipX();

  _defaultRT.depthTexture = new DepthTexture( 1, 1 );

  const _camera$1 = /*@__PURE__*/ new OrthographicCamera( -1, 1, 1, -1, 0, 1 );

  /**
   * The purpose of this special geometry is to fill the entire viewport with a single triangle.
   *
   * Reference: {@link https://github.com/mrdoob/three.js/pull/21358}
   *
   * @private
   * @augments BufferGeometry
   */
  class QuadGeometry extends BufferGeometry {

  	/**
  	 * Constructs a new quad geometry.
  	 *
  	 * @param {boolean} [flipY=false] - Whether the uv coordinates should be flipped along the vertical axis or not.
  	 */
  	constructor( flipY = false ) {

  		super();

  		const uv = flipY === false ? [ 0, -1, 0, 1, 2, 1 ] : [ 0, 2, 0, 0, 2, 0 ];

  		this.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );

  	}

  }

  const _geometry$1 = /*@__PURE__*/ new QuadGeometry();


  /**
   * This module is a helper for passes which need to render a full
   * screen effect which is quite common in context of post processing.
   *
   * The intended usage is to reuse a single quad mesh for rendering
   * subsequent passes by just reassigning the `material` reference.
   *
   * Note: This module can only be used with `WebGPURenderer`.
   *
   * @augments Mesh
   */
  class QuadMesh extends Mesh {

  	/**
  	 * Constructs a new quad mesh.
  	 *
  	 * @param {?Material} [material=null] - The material to render the quad mesh with.
  	 */
  	constructor( material = null ) {

  		super( _geometry$1, material );

  		/**
  		 * The camera to render the quad mesh with.
  		 *
  		 * @type {OrthographicCamera}
  		 * @readonly
  		 */
  		this.camera = _camera$1;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isQuadMesh = true;

  	}

  	/**
  	 * Async version of `render()`.
  	 *
  	 * @async
  	 * @deprecated
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {Promise} A Promise that resolves when the render has been finished.
  	 */
  	async renderAsync( renderer ) {

  		warnOnce( 'QuadMesh: "renderAsync()" has been deprecated. Use "render()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		await renderer.init();

  		renderer.render( this, _camera$1 );

  	}

  	/**
  	 * Renders the quad mesh
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 */
  	render( renderer ) {

  		renderer.render( this, _camera$1 );

  	}

  }

  /**
   * Interleaved Gradient Noise (IGN) from Jimenez 2014.
   *
   * IGN has "low discrepancy" resulting in evenly distributed samples. It's superior compared to
   * default white noise, blue noise or Bayer.
   *
   * References:
   * - {@link https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare/}
   * - {@link https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/}
   *
   * @tsl
   * @function
   * @param {Node<vec2>} position - The input position, usually screen coordinates.
   * @return {Node<float>} The noise value.
   */
  const interleavedGradientNoise = Fn( ( [ position ] ) => {

  	return fract( float( 52.9829189 ).mul( fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) ) );

  } ).setLayout( {
  	name: 'interleavedGradientNoise',
  	type: 'float',
  	inputs: [
  		{ name: 'position', type: 'vec2' }
  	]
  } );

  /**
   * Vogel disk sampling for uniform circular distribution.
   *
   * This function generates sample points distributed uniformly on a disk using the golden angle,
   * resulting in an efficient low-discrepancy sequence for sampling. The rotation parameter (phi)
   * allows randomizing the pattern per-pixel when combined with IGN.
   *
   * @tsl
   * @function
   * @param {Node<int>} sampleIndex - The index of the current sample (0-based).
   * @param {Node<int>} samplesCount - The total number of samples.
   * @param {Node<float>} phi - Rotation angle in radians (typically from IGN * 2π).
   * @return {Node<vec2>} A 2D point on the unit disk.
   */
  const vogelDiskSample = Fn( ( [ sampleIndex, samplesCount, phi ] ) => {

  	const goldenAngle = float( 2.399963229728653 ); // 2π * (2 - φ) where φ is golden ratio
  	const r = sqrt( float( sampleIndex ).add( 0.5 ).div( float( samplesCount ) ) );
  	const theta = float( sampleIndex ).mul( goldenAngle ).add( phi );
  	return vec2( cos( theta ), sin( theta ) ).mul( r );

  } ).setLayout( {
  	name: 'vogelDiskSample',
  	type: 'vec2',
  	inputs: [
  		{ name: 'sampleIndex', type: 'int' },
  		{ name: 'samplesCount', type: 'int' },
  		{ name: 'phi', type: 'float' }
  	]
  } );

  /**
   * EventNode is a node that executes a callback during specific update phases.
   *
   * @augments Node
   */
  class EventNode extends Node {

  	static get type() {

  		return 'EventNode';

  	}

  	/**
  	 * Creates an EventNode.
  	 *
  	 * @param {string} eventType - The type of event
  	 * @param {Function} callback - The callback to execute on update.
  	 */
  	constructor( eventType, callback ) {

  		super( 'void' );

  		this.eventType = eventType;
  		this.callback = callback;

  		if ( eventType === EventNode.OBJECT ) {

  			this.updateType = NodeUpdateType.OBJECT;

  		} else if ( eventType === EventNode.MATERIAL ) {

  			this.updateType = NodeUpdateType.RENDER;

  		} else if ( eventType === EventNode.BEFORE_OBJECT ) {

  			this.updateBeforeType = NodeUpdateType.OBJECT;

  		} else if ( eventType === EventNode.BEFORE_MATERIAL ) {

  			this.updateBeforeType = NodeUpdateType.RENDER;

  		}

  	}

  	update( frame ) {

  		this.callback( frame );

  	}

  	updateBefore( frame ) {

  		this.callback( frame );

  	}

  }

  EventNode.OBJECT = 'object';
  EventNode.MATERIAL = 'material';
  EventNode.BEFORE_OBJECT = 'beforeObject';
  EventNode.BEFORE_MATERIAL = 'beforeMaterial';

  const _e1 = /*@__PURE__*/ new Euler();
  const _m1 = /*@__PURE__*/ new Matrix4();

  /**
   * TSL object that represents the scene's background blurriness.
   *
   * @tsl
   * @type {Node<float>}
   */
  const backgroundBlurriness = /*@__PURE__*/ uniform( 0 ).setGroup( renderGroup ).onRenderUpdate( ( { scene } ) => scene.backgroundBlurriness );

  /**
   * TSL object that represents the scene's background intensity.
   *
   * @tsl
   * @type {Node<float>}
   */
  const backgroundIntensity = /*@__PURE__*/ uniform( 1 ).setGroup( renderGroup ).onRenderUpdate( ( { scene } ) => scene.backgroundIntensity );

  /**
   * TSL object that represents the scene's background rotation.
   *
   * @tsl
   * @type {Node<mat4>}
   */
  const backgroundRotation = /*@__PURE__*/ uniform( new Matrix4() ).setGroup( renderGroup ).onRenderUpdate( ( { scene } ) => {

  	const background = scene.background;

  	if ( background !== null && background.isTexture && background.mapping !== UVMapping ) {

  		_e1.copy( scene.backgroundRotation );

  		// accommodate left-handed frame
  		_e1.x *= -1; _e1.y *= -1; _e1.z *= -1;

  		_m1.makeRotationFromEuler( _e1 );

  	} else {

  		_m1.identity();

  	}

  	return _m1;

  } );

  const normal = Fn( ( { texture, uv } ) => {

  	const epsilon = 0.0001;

  	const ret = vec3().toVar();

  	If( uv.x.lessThan( epsilon ), () => {

  		ret.assign( vec3( 1, 0, 0 ) );

  	} ).ElseIf( uv.y.lessThan( epsilon ), () => {

  		ret.assign( vec3( 0, 1, 0 ) );

  	} ).ElseIf( uv.z.lessThan( epsilon ), () => {

  		ret.assign( vec3( 0, 0, 1 ) );

  	} ).ElseIf( uv.x.greaterThan( 1 - epsilon ), () => {

  		ret.assign( vec3( -1, 0, 0 ) );

  	} ).ElseIf( uv.y.greaterThan( 1 - epsilon ), () => {

  		ret.assign( vec3( 0, -1, 0 ) );

  	} ).ElseIf( uv.z.greaterThan( 1 - epsilon ), () => {

  		ret.assign( vec3( 0, 0, -1 ) );

  	} ).Else( () => {

  		const step = 0.01;

  		const x = texture.sample( uv.add( vec3( - step, 0.0, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( step, 0.0, 0.0 ) ) ).r );
  		const y = texture.sample( uv.add( vec3( 0.0, - step, 0.0 ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, step, 0.0 ) ) ).r );
  		const z = texture.sample( uv.add( vec3( 0.0, 0.0, - step ) ) ).r.sub( texture.sample( uv.add( vec3( 0.0, 0.0, step ) ) ).r );

  		ret.assign( vec3( x, y, z ) );

  	} );

  	return ret.normalize();

  } );

  /**
   * This type of uniform node represents a 3D texture.
   *
   * @augments TextureNode
   */
  class Texture3DNode extends TextureNode {

  	static get type() {

  		return 'Texture3DNode';

  	}

  	/**
  	 * Constructs a new 3D texture node.
  	 *
  	 * @param {Data3DTexture} value - The 3D texture.
  	 * @param {?Node<vec2|vec3>} [uvNode=null] - The uv node.
  	 * @param {?Node<int>} [levelNode=null] - The level node.
  	 */
  	constructor( value, uvNode = null, levelNode = null ) {

  		super( value, uvNode, levelNode );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isTexture3DNode = true;

  	}

  	/**
  	 * Overwrites the default implementation to return a fixed value `'texture3D'`.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( /*builder*/ ) {

  		return 'texture3D';

  	}

  	/**
  	 * Returns a default uv node which is in context of 3D textures a three-dimensional
  	 * uv node.
  	 *
  	 * @return {Node<vec3>} The default uv node.
  	 */
  	getDefaultUV() {

  		return vec3( 0.5, 0.5, 0.5 );

  	}

  	/**
  	 * Overwritten with an empty implementation since the `updateMatrix` flag is ignored
  	 * for 3D textures. The uv transformation matrix is not applied to 3D textures.
  	 *
  	 * @param {boolean} value - The update toggle.
  	 */
  	setUpdateMatrix( /*value*/ ) { } // Ignore .updateMatrix for 3d TextureNode

  	/**
  	 * Generates the uv code snippet.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node} uvNode - The uv node to generate code for.
  	 * @return {string} The generated code snippet.
  	 */
  	generateUV( builder, uvNode ) {

  		return uvNode.build( builder, this.sampler === true ? 'vec3' : 'ivec3' );

  	}

  	/**
  	 * Generates the offset code snippet.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {Node} offsetNode - The offset node to generate code for.
  	 * @return {string} The generated code snippet.
  	 */
  	generateOffset( builder, offsetNode ) {

  		return offsetNode.build( builder, 'ivec3' );

  	}

  	/**
  	 * Computes the normal for the given uv. These texture coordiantes represent a
  	 * position inside the 3D texture. Unlike geometric normals, this normal
  	 * represents a slope or gradient of scalar data inside the 3D texture.
  	 *
  	 * @param {Node<vec3>} uvNode - The uv node that defines a position in the 3D texture.
  	 * @return {Node<vec3>} The normal representing the slope/gradient in the data.
  	 */
  	normal( uvNode ) {

  		return normal( { texture: this, uv: uvNode } );

  	}

  }

  /**
   * TSL function for creating a 3D texture node.
   *
   * @tsl
   * @function
   * @param {Data3DTexture} value - The 3D texture.
   * @param {?Node<vec3>} [uvNode=null] - The uv node.
   * @param {?Node<int>} [levelNode=null] - The level node.
   * @returns {Texture3DNode}
   */
  const texture3D = /*@__PURE__*/ nodeProxy( Texture3DNode ).setParameterLength( 1, 3 );

  /**
   * TSL function for creating a posterize effect which reduces the number of colors
   * in an image, resulting in a more blocky and stylized appearance.
   *
   * @tsl
   * @function
   * @param {Node} sourceNode - The input color.
   * @param {Node} stepsNode - Controls the intensity of the posterization effect. A lower number results in a more blocky appearance.
   * @returns {Node} The posterized color.
   */
  Fn( ( [ source, steps ] ) => {

  	return source.mul( steps ).floor().div( steps );

  } );

  const _size = /*@__PURE__*/ new Vector2();

  /**
   * Represents the texture of a pass node.
   *
   * @augments TextureNode
   */
  class PassTextureNode extends TextureNode {

  	static get type() {

  		return 'PassTextureNode';

  	}

  	/**
  	 * Constructs a new pass texture node.
  	 *
  	 * @param {PassNode} passNode - The pass node.
  	 * @param {Texture} texture - The output texture.
  	 */
  	constructor( passNode, texture ) {

  		super( texture );

  		/**
  		 * A reference to the pass node.
  		 *
  		 * @type {PassNode}
  		 */
  		this.passNode = passNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 * @readonly
  		 */
  		this.isPassTextureNode = true;

  		this.setUpdateMatrix( false );

  	}

  	setup( builder ) {

  		const properties = builder.getNodeProperties( this );
  		properties.passNode = this.passNode;

  		return super.setup( builder );

  	}

  	clone() {

  		return new this.constructor( this.passNode, this.value );

  	}

  }

  /**
   * An extension of `PassTextureNode` which allows to manage more than one
   * internal texture. Relevant for the `getPreviousTexture()` related API.
   *
   * @augments PassTextureNode
   */
  class PassMultipleTextureNode extends PassTextureNode {

  	static get type() {

  		return 'PassMultipleTextureNode';

  	}

  	/**
  	 * Constructs a new pass texture node.
  	 *
  	 * @param {PassNode} passNode - The pass node.
  	 * @param {string} textureName - The output texture name.
  	 * @param {boolean} [previousTexture=false] - Whether previous frame data should be used or not.
  	 */
  	constructor( passNode, textureName, previousTexture = false ) {

  		// null is passed to the super call since this class does not
  		// use an external texture for rendering pass data into. Instead
  		// the texture is managed by the pass node itself

  		super( passNode, null );

  		/**
  		 * The output texture name.
  		 *
  		 * @type {string}
  		 */
  		this.textureName = textureName;

  		/**
  		 * Whether previous frame data should be used or not.
  		 *
  		 * @type {boolean}
  		 */
  		this.previousTexture = previousTexture;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 * @readonly
  		 */
  		this.isPassMultipleTextureNode = true;

  	}

  	/**
  	 * Updates the texture reference of this node.
  	 */
  	updateTexture() {

  		this.value = this.previousTexture ? this.passNode.getPreviousTexture( this.textureName ) : this.passNode.getTexture( this.textureName );

  	}

  	setup( builder ) {

  		this.updateTexture();

  		return super.setup( builder );

  	}

  	clone() {

  		const newNode = new this.constructor( this.passNode, this.textureName, this.previousTexture );
  		newNode.uvNode = this.uvNode;
  		newNode.levelNode = this.levelNode;
  		newNode.biasNode = this.biasNode;
  		newNode.sampler = this.sampler;
  		newNode.depthNode = this.depthNode;
  		newNode.compareNode = this.compareNode;
  		newNode.gradNode = this.gradNode;
  		newNode.offsetNode = this.offsetNode;

  		return newNode;

  	}

  }

  /**
   * Represents a render pass (sometimes called beauty pass) in context of post processing.
   * This pass produces a render for the given scene and camera and can provide multiple outputs
   * via MRT for further processing.
   *
   * ```js
   * const postProcessing = new RenderPipeline( renderer );
   *
   * const scenePass = pass( scene, camera );
   *
   * postProcessing.outputNode = scenePass;
   * ```
   *
   * @augments TempNode
   */
  class PassNode extends TempNode {

  	static get type() {

  		return 'PassNode';

  	}

  	/**
  	 * Constructs a new pass node.
  	 *
  	 * @param {('color'|'depth')} scope - The scope of the pass. The scope determines whether the node outputs color or depth.
  	 * @param {Scene} scene - A reference to the scene.
  	 * @param {Camera} camera - A reference to the camera.
  	 * @param {Object} options - Options for the internal render target.
  	 */
  	constructor( scope, scene, camera, options = {} ) {

  		super( 'vec4' );

  		/**
  		 * The scope of the pass. The scope determines whether the node outputs color or depth.
  		 *
  		 * @type {('color'|'depth')}
  		 */
  		this.scope = scope;

  		/**
  		 * A reference to the scene.
  		 *
  		 * @type {Scene}
  		 */
  		this.scene = scene;

  		/**
  		 * A reference to the camera.
  		 *
  		 * @type {Camera}
  		 */
  		this.camera = camera;

  		/**
  		 * Options for the internal render target.
  		 *
  		 * @type {Object}
  		 */
  		this.options = options;

  		/**
  		 * The pass's pixel ratio. Will be kept automatically kept in sync with the renderer's pixel ratio.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._pixelRatio = 1;

  		/**
  		 * The pass's pixel width. Will be kept automatically kept in sync with the renderer's width.
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._width = 1;

  		/**
  		 * The pass's pixel height. Will be kept automatically kept in sync with the renderer's height.
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._height = 1;

  		const depthTexture = new DepthTexture();
  		depthTexture.isRenderTargetTexture = true;
  		//depthTexture.type = FloatType;
  		depthTexture.name = 'depth';

  		const renderTarget = new RenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType, ...options, } );
  		renderTarget.texture.name = 'output';
  		renderTarget.depthTexture = depthTexture;

  		/**
  		 * The pass's render target.
  		 *
  		 * @type {RenderTarget}
  		 */
  		this.renderTarget = renderTarget;

  		/**
  		 * An optional override material for the pass.
  		 *
  		 * @type {Material|null}
  		 */
  		this.overrideMaterial = null;

  		/**
  		 * Whether the pass is transparent.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.transparent = true;

  		/**
  		 * Whether the pass is opaque.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.opaque = true;

  		/**
  		 * An optional global context for the pass.
  		 *
  		 * @type {ContextNode|null}
  		 */
  		this.contextNode = null;

  		/**
  		 * A cache for the context node.
  		 *
  		 * @private
  		 * @type {?Object}
  		 * @default null
  		 */
  		this._contextNodeCache = null;

  		/**
  		 * A dictionary holding the internal result textures.
  		 *
  		 * @private
  		 * @type {Object<string, Texture>}
  		 */
  		this._textures = {
  			output: renderTarget.texture,
  			depth: depthTexture
  		};

  		/**
  		 * A dictionary holding the internal texture nodes.
  		 *
  		 * @private
  		 * @type {Object<string, TextureNode>}
  		 */
  		this._textureNodes = {};

  		/**
  		 * A dictionary holding the internal depth nodes.
  		 *
  		 * @private
  		 * @type {Object}
  		 */
  		this._linearDepthNodes = {};

  		/**
  		 * A dictionary holding the internal viewZ nodes.
  		 *
  		 * @private
  		 * @type {Object}
  		 */
  		this._viewZNodes = {};

  		/**
  		 * A dictionary holding the texture data of the previous frame.
  		 * Used for computing velocity/motion vectors.
  		 *
  		 * @private
  		 * @type {Object<string, Texture>}
  		 */
  		this._previousTextures = {};

  		/**
  		 * A dictionary holding the texture nodes of the previous frame.
  		 * Used for computing velocity/motion vectors.
  		 *
  		 * @private
  		 * @type {Object<string, TextureNode>}
  		 */
  		this._previousTextureNodes = {};

  		/**
  		 * The `near` property of the camera as a uniform.
  		 *
  		 * @private
  		 * @type {UniformNode}
  		 */
  		this._cameraNear = uniform( 0 );

  		/**
  		 * The `far` property of the camera as a uniform.
  		 *
  		 * @private
  		 * @type {UniformNode}
  		 */
  		this._cameraFar = uniform( 0 );

  		/**
  		 * A MRT node configuring the MRT settings.
  		 *
  		 * @private
  		 * @type {?MRTNode}
  		 * @default null
  		 */
  		this._mrt = null;

  		/**
  		 * Layer object for configuring the camera that is used
  		 * to produce the pass.
  		 *
  		 * @private
  		 * @type {?Layers}
  		 * @default null
  		 */
  		this._layers = null;

  		/**
  		 * Scales the resolution of the internal render target.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._resolutionScale = 1;

  		/**
  		 * Custom viewport definition.
  		 *
  		 * @private
  		 * @type {?Vector4}
  		 * @default null
  		 */
  		this._viewport = null;

  		/**
  		 * Custom scissor definition.
  		 *
  		 * @private
  		 * @type {?Vector4}
  		 * @default null
  		 */
  		this._scissor = null;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPassNode = true;

  		/**
  		 * The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders the
  		 * scene once per frame in its {@link PassNode#updateBefore} method.
  		 *
  		 * @type {string}
  		 * @default 'frame'
  		 */
  		this.updateBeforeType = NodeUpdateType.FRAME;

  		/**
  		 * This flag is used for global cache.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  	}

  	/**
  	 * Sets the resolution scale for the pass.
  	 * The resolution scale is a factor that is multiplied with the renderer's width and height.
  	 *
  	 * @param {number} resolutionScale - The resolution scale to set. A value of `1` means full resolution.
  	 * @return {PassNode} A reference to this pass.
  	 */
  	setResolutionScale( resolutionScale ) {

  		this._resolutionScale = resolutionScale;

  		return this;

  	}

  	/**
  	 * Gets the current resolution scale of the pass.
  	 *
  	 * @return {number} The current resolution scale. A value of `1` means full resolution.
  	 */
  	getResolutionScale() {

  		return this._resolutionScale;

  	}

  	/**
  	 * Sets the resolution for the pass.
  	 * The resolution is a factor that is multiplied with the renderer's width and height.
  	 *
  	 * @param {number} resolution - The resolution to set. A value of `1` means full resolution.
  	 * @return {PassNode} A reference to this pass.
  	 * @deprecated since r181. Use {@link PassNode#setResolutionScale `setResolutionScale()`} instead.
  	 */
  	setResolution( resolution ) { // @deprecated, r181

  		warn( 'PassNode: .setResolution() is deprecated. Use .setResolutionScale() instead.' );

  		return this.setResolutionScale( resolution );

  	}

  	/**
  	 * Gets the current resolution of the pass.
  	 *
  	 * @return {number} The current resolution. A value of `1` means full resolution.
  	 * @deprecated since r181. Use {@link PassNode#getResolutionScale `getResolutionScale()`} instead.
  	 */
  	getResolution() { // @deprecated, r181

  		warn( 'PassNode: .getResolution() is deprecated. Use .getResolutionScale() instead.' );

  		return this.getResolutionScale();

  	}

  	/**
  	 * Sets the layer configuration that should be used when rendering the pass.
  	 *
  	 * @param {Layers} layers - The layers object to set.
  	 * @return {PassNode} A reference to this pass.
  	 */
  	setLayers( layers ) {

  		this._layers = layers;

  		return this;

  	}

  	/**
  	 * Gets the current layer configuration of the pass.
  	 *
  	 * @return {?Layers} .
  	 */
  	getLayers() {

  		return this._layers;

  	}

  	/**
  	 * Sets the given MRT node to setup MRT for this pass.
  	 *
  	 * @param {MRTNode} mrt - The MRT object.
  	 * @return {PassNode} A reference to this pass.
  	 */
  	setMRT( mrt ) {

  		this._mrt = mrt;

  		return this;

  	}

  	/**
  	 * Returns the current MRT node.
  	 *
  	 * @return {MRTNode} The current MRT node.
  	 */
  	getMRT() {

  		return this._mrt;

  	}

  	/**
  	 * Returns the texture for the given output name.
  	 *
  	 * @param {string} name - The output name to get the texture for.
  	 * @return {Texture} The texture.
  	 */
  	getTexture( name ) {

  		let texture = this._textures[ name ];

  		if ( texture === undefined ) {

  			const refTexture = this.renderTarget.texture;

  			texture = refTexture.clone();
  			texture.name = name;

  			this._textures[ name ] = texture;

  			this.renderTarget.textures.push( texture );

  		}

  		return texture;

  	}

  	/**
  	 * Returns the texture holding the data of the previous frame for the given output name.
  	 *
  	 * @param {string} name - The output name to get the texture for.
  	 * @return {Texture} The texture holding the data of the previous frame.
  	 */
  	getPreviousTexture( name ) {

  		let texture = this._previousTextures[ name ];

  		if ( texture === undefined ) {

  			texture = this.getTexture( name ).clone();

  			this._previousTextures[ name ] = texture;

  		}

  		return texture;

  	}

  	/**
  	 * Switches current and previous textures for the given output name.
  	 *
  	 * @param {string} name - The output name.
  	 */
  	toggleTexture( name ) {

  		const prevTexture = this._previousTextures[ name ];

  		if ( prevTexture !== undefined ) {

  			const texture = this._textures[ name ];

  			const index = this.renderTarget.textures.indexOf( texture );
  			this.renderTarget.textures[ index ] = prevTexture;

  			this._textures[ name ] = prevTexture;
  			this._previousTextures[ name ] = texture;

  			this._textureNodes[ name ].updateTexture();
  			this._previousTextureNodes[ name ].updateTexture();

  		}

  	}

  	/**
  	 * Returns the texture node for the given output name.
  	 *
  	 * @param {string} [name='output'] - The output name to get the texture node for.
  	 * @return {TextureNode} The texture node.
  	 */
  	getTextureNode( name = 'output' ) {

  		let textureNode = this._textureNodes[ name ];

  		if ( textureNode === undefined ) {

  			textureNode = new PassMultipleTextureNode( this, name );
  			textureNode.updateTexture();
  			this._textureNodes[ name ] = textureNode;

  		}

  		return textureNode;

  	}

  	/**
  	 * Returns the previous texture node for the given output name.
  	 *
  	 * @param {string} [name='output'] - The output name to get the previous texture node for.
  	 * @return {TextureNode} The previous texture node.
  	 */
  	getPreviousTextureNode( name = 'output' ) {

  		let textureNode = this._previousTextureNodes[ name ];

  		if ( textureNode === undefined ) {

  			if ( this._textureNodes[ name ] === undefined ) this.getTextureNode( name );

  			textureNode = new PassMultipleTextureNode( this, name, true );
  			textureNode.updateTexture();
  			this._previousTextureNodes[ name ] = textureNode;

  		}

  		return textureNode;

  	}

  	/**
  	 * Returns a viewZ node of this pass.
  	 *
  	 * @param {string} [name='depth'] - The output name to get the viewZ node for. In most cases the default `'depth'` can be used however the parameter exists for custom depth outputs.
  	 * @return {Node} The viewZ node.
  	 */
  	getViewZNode( name = 'depth' ) {

  		let viewZNode = this._viewZNodes[ name ];

  		if ( viewZNode === undefined ) {

  			const cameraNear = this._cameraNear;
  			const cameraFar = this._cameraFar;

  			this._viewZNodes[ name ] = viewZNode = perspectiveDepthToViewZ( this.getTextureNode( name ), cameraNear, cameraFar );

  		}

  		return viewZNode;

  	}

  	/**
  	 * Returns a linear depth node of this pass.
  	 *
  	 * @param {string} [name='depth'] - The output name to get the linear depth node for. In most cases the default `'depth'` can be used however the parameter exists for custom depth outputs.
  	 * @return {Node} The linear depth node.
  	 */
  	getLinearDepthNode( name = 'depth' ) {

  		let linearDepthNode = this._linearDepthNodes[ name ];

  		if ( linearDepthNode === undefined ) {

  			const cameraNear = this._cameraNear;
  			const cameraFar = this._cameraFar;
  			const viewZNode = this.getViewZNode( name );

  			// TODO: just if ( builder.camera.isPerspectiveCamera )

  			this._linearDepthNodes[ name ] = linearDepthNode = viewZToOrthographicDepth( viewZNode, cameraNear, cameraFar );

  		}

  		return linearDepthNode;

  	}

  	/**
  	 * Precompiles the pass.
  	 *
  	 * Note that this method must be called after the pass configuration is complete.
  	 * So calls like `setMRT()` and `getTextureNode()` must proceed the precompilation.
  	 *
  	 * @async
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {Promise} A Promise that resolves when the compile has been finished.
  	 * @see {@link Renderer#compileAsync}
  	 */
  	async compileAsync( renderer ) {

  		const currentRenderTarget = renderer.getRenderTarget();
  		const currentMRT = renderer.getMRT();

  		renderer.setRenderTarget( this.renderTarget );
  		renderer.setMRT( this._mrt );

  		await renderer.compileAsync( this.scene, this.camera );

  		renderer.setRenderTarget( currentRenderTarget );
  		renderer.setMRT( currentMRT );

  	}

  	setup( { renderer } ) {

  		this.renderTarget.samples = this.options.samples === undefined ? renderer.samples : this.options.samples;

  		this.renderTarget.texture.type = renderer.getOutputBufferType();

  		return this.scope === PassNode.COLOR ? this.getTextureNode() : this.getLinearDepthNode();

  	}

  	updateBefore( frame ) {

  		const { renderer } = frame;
  		const { scene } = this;

  		let camera;
  		let pixelRatio;

  		const outputRenderTarget = renderer.getOutputRenderTarget();

  		if ( outputRenderTarget && outputRenderTarget.isXRRenderTarget === true ) {

  			pixelRatio = 1;
  			camera = renderer.xr.getCamera();

  			renderer.xr.updateCamera( camera );

  			_size.set( outputRenderTarget.width, outputRenderTarget.height );

  		} else {

  			camera = this.camera;
  			pixelRatio = renderer.getPixelRatio();

  			renderer.getSize( _size );

  		}

  		this._pixelRatio = pixelRatio;

  		this.setSize( _size.width, _size.height );

  		const currentRenderTarget = renderer.getRenderTarget();
  		const currentMRT = renderer.getMRT();
  		const currentAutoClear = renderer.autoClear;
  		const currentTransparent = renderer.transparent;
  		const currentOpaque = renderer.opaque;
  		const currentMask = camera.layers.mask;
  		const currentContextNode = renderer.contextNode;
  		const currentOverrideMaterial = scene.overrideMaterial;

  		this._cameraNear.value = camera.near;
  		this._cameraFar.value = camera.far;

  		if ( this._layers !== null ) {

  			camera.layers.mask = this._layers.mask;

  		}

  		for ( const name in this._previousTextures ) {

  			this.toggleTexture( name );

  		}

  		if ( this.overrideMaterial !== null ) {

  			scene.overrideMaterial = this.overrideMaterial;

  		}

  		renderer.setRenderTarget( this.renderTarget );
  		renderer.setMRT( this._mrt );
  		renderer.autoClear = true;
  		renderer.transparent = this.transparent;
  		renderer.opaque = this.opaque;

  		if ( this.contextNode !== null ) {

  			if ( this._contextNodeCache === null || this._contextNodeCache.version !== this.version ) {

  				this._contextNodeCache = {
  					version: this.version,
  					context: context( { ...renderer.contextNode.getFlowContextData(), ...this.contextNode.getFlowContextData() } )
  				};

  			}

  			renderer.contextNode = this._contextNodeCache.context;

  		}

  		const currentSceneName = scene.name;

  		scene.name = this.name ? this.name : scene.name;

  		renderer.render( scene, camera );

  		scene.name = currentSceneName;
  		scene.overrideMaterial = currentOverrideMaterial;

  		renderer.setRenderTarget( currentRenderTarget );
  		renderer.setMRT( currentMRT );
  		renderer.autoClear = currentAutoClear;
  		renderer.transparent = currentTransparent;
  		renderer.opaque = currentOpaque;
  		renderer.contextNode = currentContextNode;

  		camera.layers.mask = currentMask;

  	}

  	/**
  	 * Sets the size of the pass's render target. Honors the pixel ratio.
  	 *
  	 * @param {number} width - The width to set.
  	 * @param {number} height - The height to set.
  	 */
  	setSize( width, height ) {

  		this._width = width;
  		this._height = height;

  		const effectiveWidth = Math.floor( this._width * this._pixelRatio * this._resolutionScale );
  		const effectiveHeight = Math.floor( this._height * this._pixelRatio * this._resolutionScale );

  		this.renderTarget.setSize( effectiveWidth, effectiveHeight );

  		if ( this._scissor !== null ) this.renderTarget.scissor.copy( this._scissor );
  		if ( this._viewport !== null ) this.renderTarget.viewport.copy( this._viewport );

  	}

  	/**
  	 * This method allows to define the pass's scissor rectangle. By default, the scissor rectangle is kept
  	 * in sync with the pass's dimensions. To reverse the process and use auto-sizing again, call the method
  	 * with `null` as the single argument.
  	 *
  	 * @param {?(number | Vector4)} x - The horizontal coordinate for the lower left corner of the box in logical pixel unit.
  	 * Instead of passing four arguments, the method also works with a single four-dimensional vector.
  	 * @param {number} y - The vertical coordinate for the lower left corner of the box in logical pixel unit.
  	 * @param {number} width - The width of the scissor box in logical pixel unit.
  	 * @param {number} height - The height of the scissor box in logical pixel unit.
  	 */
  	setScissor( x, y, width, height ) {

  		if ( x === null ) {

  			this._scissor = null;

  		} else {

  			if ( this._scissor === null ) this._scissor = new Vector4();

  			if ( x.isVector4 ) {

  				this._scissor.copy( x );

  			} else {

  				this._scissor.set( x, y, width, height );

  			}

  			this._scissor.multiplyScalar( this._pixelRatio * this._resolutionScale ).floor();

  		}

  	}

  	/**
  	 * This method allows to define the pass's viewport. By default, the viewport is kept in sync
  	 * with the pass's dimensions. To reverse the process and use auto-sizing again, call the method
  	 * with `null` as the single argument.
  	 *
  	 * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
  	 * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin  in logical pixel unit.
  	 * @param {number} width - The width of the viewport in logical pixel unit.
  	 * @param {number} height - The height of the viewport in logical pixel unit.
  	 */
  	setViewport( x, y, width, height ) {

  		if ( x === null ) {

  			this._viewport = null;

  		} else {

  			if ( this._viewport === null ) this._viewport = new Vector4();

  			if ( x.isVector4 ) {

  				this._viewport.copy( x );

  			} else {

  				this._viewport.set( x, y, width, height );

  			}

  			this._viewport.multiplyScalar( this._pixelRatio * this._resolutionScale ).floor();

  		}

  	}

  	/**
  	 * Sets the pixel ratio the pass's render target and updates the size.
  	 *
  	 * @param {number} pixelRatio - The pixel ratio to set.
  	 */
  	setPixelRatio( pixelRatio ) {

  		this._pixelRatio = pixelRatio;

  		this.setSize( this._width, this._height );

  	}

  	/**
  	 * Frees internal resources. Should be called when the node is no longer in use.
  	 */
  	dispose() {

  		this.renderTarget.dispose();

  	}


  }

  /**
   * @static
   * @type {'color'}
   * @default 'color'
   */
  PassNode.COLOR = 'color';

  /**
   * @static
   * @type {'depth'}
   * @default 'depth'
   */
  PassNode.DEPTH = 'depth';

  /**
   * Linear tone mapping, exposure only.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The color that should be tone mapped.
   * @param {Node<float>} exposure - The exposure.
   * @return {Node<vec3>} The tone mapped color.
   */
  const linearToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {

  	return color.mul( exposure ).clamp();

  } ).setLayout( {
  	name: 'linearToneMapping',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' },
  		{ name: 'exposure', type: 'float' }
  	]
  } );

  /**
   * Reinhard tone mapping.
   *
   * Reference: {@link https://www.cs.utah.edu/docs/techreports/2002/pdf/UUCS-02-001.pdf}
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The color that should be tone mapped.
   * @param {Node<float>} exposure - The exposure.
   * @return {Node<vec3>} The tone mapped color.
   */
  const reinhardToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {

  	color = color.mul( exposure );

  	return color.div( color.add( 1.0 ) ).clamp();

  } ).setLayout( {
  	name: 'reinhardToneMapping',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' },
  		{ name: 'exposure', type: 'float' }
  	]
  } );

  /**
   * Cineon tone mapping.
   *
   * Reference: {@link http://filmicworlds.com/blog/filmic-tonemapping-operators/}
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The color that should be tone mapped.
   * @param {Node<float>} exposure - The exposure.
   * @return {Node<vec3>} The tone mapped color.
   */
  const cineonToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {

  	// filmic operator by Jim Hejl and Richard Burgess-Dawson
  	color = color.mul( exposure );
  	color = color.sub( 0.004 ).max( 0.0 );

  	const a = color.mul( color.mul( 6.2 ).add( 0.5 ) );
  	const b = color.mul( color.mul( 6.2 ).add( 1.7 ) ).add( 0.06 );

  	return a.div( b ).pow( 2.2 );

  } ).setLayout( {
  	name: 'cineonToneMapping',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' },
  		{ name: 'exposure', type: 'float' }
  	]
  } );

  // source: https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs

  const RRTAndODTFit = /*@__PURE__*/ Fn( ( [ color ] ) => {

  	const a = color.mul( color.add( 0.0245786 ) ).sub( 0.000090537 );
  	const b = color.mul( color.add( 0.4329510 ).mul( 0.983729 ) ).add( 0.238081 );

  	return a.div( b );

  } );

  /**
   * ACESFilmic tone mapping.
   *
   * Reference: {@link https://github.com/selfshadow/ltc_code/blob/master/webgl/shaders/ltc/ltc_blit.fs}
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The color that should be tone mapped.
   * @param {Node<float>} exposure - The exposure.
   * @return {Node<vec3>} The tone mapped color.
   */
  const acesFilmicToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {

  	// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
  	const ACESInputMat = mat3(
  		0.59719, 0.35458, 0.04823,
  		0.07600, 0.90834, 0.01566,
  		0.02840, 0.13383, 0.83777
  	);

  	// ODT_SAT => XYZ => D60_2_D65 => sRGB
  	const ACESOutputMat = mat3(
  		1.60475, -0.53108, -0.07367,
  		-0.10208, 1.10813, -605e-5,
  		-327e-5, -0.07276, 1.07602
  	);

  	color = color.mul( exposure ).div( 0.6 );

  	color = ACESInputMat.mul( color );

  	// Apply RRT and ODT
  	color = RRTAndODTFit( color );

  	color = ACESOutputMat.mul( color );

  	// Clamp to [0, 1]
  	return color.clamp();

  } ).setLayout( {
  	name: 'acesFilmicToneMapping',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' },
  		{ name: 'exposure', type: 'float' }
  	]
  } );

  const LINEAR_REC2020_TO_LINEAR_SRGB = /*@__PURE__*/ mat3( vec3( 1.6605, -0.1246, -0.0182 ), vec3( -0.5876, 1.1329, -0.1006 ), vec3( -0.0728, -83e-4, 1.1187 ) );
  const LINEAR_SRGB_TO_LINEAR_REC2020 = /*@__PURE__*/ mat3( vec3( 0.6274, 0.0691, 0.0164 ), vec3( 0.3293, 0.9195, 0.0880 ), vec3( 0.0433, 0.0113, 0.8956 ) );

  const agxDefaultContrastApprox = /*@__PURE__*/ Fn( ( [ x_immutable ] ) => {

  	const x = vec3( x_immutable ).toVar();
  	const x2 = vec3( x.mul( x ) ).toVar();
  	const x4 = vec3( x2.mul( x2 ) ).toVar();

  	return float( 15.5 ).mul( x4.mul( x2 ) ).sub( mul( 40.14, x4.mul( x ) ) ).add( mul( 31.96, x4 ).sub( mul( 6.868, x2.mul( x ) ) ).add( mul( 0.4298, x2 ).add( mul( 0.1191, x ).sub( 0.00232 ) ) ) );

  } );

  /**
   * AgX tone mapping.
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The color that should be tone mapped.
   * @param {Node<float>} exposure - The exposure.
   * @return {Node<vec3>} The tone mapped color.
   */
  const agxToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {

  	const colortone = vec3( color ).toVar();
  	const AgXInsetMatrix = mat3( vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) );
  	const AgXOutsetMatrix = mat3( vec3( 1.1271005818144368, -0.1413297634984383, -0.14132976349843826 ), vec3( -0.11060664309660323, 1.157823702216272, -0.11060664309660294 ), vec3( -0.016493938717834573, -0.016493938717834257, 1.2519364065950405 ) );
  	const AgxMinEv = float( -12.47393 );
  	const AgxMaxEv = float( 4.026069 );
  	colortone.mulAssign( exposure );
  	colortone.assign( LINEAR_SRGB_TO_LINEAR_REC2020.mul( colortone ) );
  	colortone.assign( AgXInsetMatrix.mul( colortone ) );
  	colortone.assign( max$1( colortone, 1e-10 ) );
  	colortone.assign( log2( colortone ) );
  	colortone.assign( colortone.sub( AgxMinEv ).div( AgxMaxEv.sub( AgxMinEv ) ) );
  	colortone.assign( clamp( colortone, 0.0, 1.0 ) );
  	colortone.assign( agxDefaultContrastApprox( colortone ) );
  	colortone.assign( AgXOutsetMatrix.mul( colortone ) );
  	colortone.assign( pow( max$1( vec3( 0.0 ), colortone ), vec3( 2.2 ) ) );
  	colortone.assign( LINEAR_REC2020_TO_LINEAR_SRGB.mul( colortone ) );
  	colortone.assign( clamp( colortone, 0.0, 1.0 ) );

  	return colortone;

  } ).setLayout( {
  	name: 'agxToneMapping',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' },
  		{ name: 'exposure', type: 'float' }
  	]
  } );

  /**
   * Neutral tone mapping.
   *
   * Reference: {@link https://modelviewer.dev/examples/tone-mapping}
   *
   * @tsl
   * @function
   * @param {Node<vec3>} color - The color that should be tone mapped.
   * @param {Node<float>} exposure - The exposure.
   * @return {Node<vec3>} The tone mapped color.
   */
  const neutralToneMapping = /*@__PURE__*/ Fn( ( [ color, exposure ] ) => {

  	const StartCompression = float( 0.8 - 0.04 );
  	const Desaturation = float( 0.15 );

  	color = color.mul( exposure );

  	const x = min$1( color.r, min$1( color.g, color.b ) );
  	const offset = select$1( x.lessThan( 0.08 ), x.sub( mul( 6.25, x.mul( x ) ) ), 0.04 );

  	color.subAssign( offset );

  	const peak = max$1( color.r, max$1( color.g, color.b ) );

  	If( peak.lessThan( StartCompression ), () => {

  		return color;

  	} );

  	const d = sub( 1, StartCompression );
  	const newPeak = sub( 1, d.mul( d ).div( peak.add( d.sub( StartCompression ) ) ) );
  	color.mulAssign( newPeak.div( peak ) );
  	const g = sub( 1, div( 1, Desaturation.mul( peak.sub( newPeak ) ).add( 1 ) ) );

  	return mix$2( color, vec3( newPeak ), g );

  } ).setLayout( {
  	name: 'neutralToneMapping',
  	type: 'vec3',
  	inputs: [
  		{ name: 'color', type: 'vec3' },
  		{ name: 'exposure', type: 'float' }
  	]
  } );

  /**
   * This class represents native code sections. It is the base
   * class for modules like {@link FunctionNode} which allows to implement
   * functions with native shader languages.
   *
   * @augments Node
   */
  class CodeNode extends Node {

  	static get type() {

  		return 'CodeNode';

  	}

  	/**
  	 * Constructs a new code node.
  	 *
  	 * @param {string} [code=''] - The native code.
  	 * @param {Array<Node>} [includes=[]] - An array of includes.
  	 * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
  	 */
  	constructor( code = '', includes = [], language = '' ) {

  		super( 'code' );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isCodeNode = true;

  		/**
  		 * This flag is used for global cache.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  		/**
  		 * The native code.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.code = code;

  		/**
  		 * An array of includes
  		 *
  		 * @type {Array<Node>}
  		 * @default []
  		 */
  		this.includes = includes;

  		/**
  		 * The used language.
  		 *
  		 * @type {('js'|'wgsl'|'glsl')}
  		 * @default ''
  		 */
  		this.language = language;

  	}

  	/**
  	 * Sets the includes of this code node.
  	 *
  	 * @param {Array<Node>} includes - The includes to set.
  	 * @return {CodeNode} A reference to this node.
  	 */
  	setIncludes( includes ) {

  		this.includes = includes;

  		return this;

  	}

  	/**
  	 * Returns the includes of this code node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Array<Node>} The includes.
  	 */
  	getIncludes( /*builder*/ ) {

  		return this.includes;

  	}

  	generate( builder ) {

  		const includes = this.getIncludes( builder );

  		for ( const include of includes ) {

  			include.build( builder );

  		}

  		const nodeCode = builder.getCodeFromNode( this, this.getNodeType( builder ) );
  		nodeCode.code = this.code;

  		return nodeCode.code;

  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.code = this.code;
  		data.language = this.language;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.code = data.code;
  		this.language = data.language;

  	}

  }

  /**
   * This class represents a native shader function. It can be used to implement
   * certain aspects of a node material with native shader code. There are two predefined
   * TSL functions for easier usage.
   *
   * - `wgslFn`: Creates a WGSL function node.
   * - `glslFn`: Creates a GLSL function node.
   *
   * A basic example with one include looks like so:
   *
   * ```js
   * const desaturateWGSLFn = wgslFn( `
   *	fn desaturate( color:vec3<f32> ) -> vec3<f32> {
   *		let lum = vec3<f32>( 0.299, 0.587, 0.114 );
   *		return vec3<f32>( dot( lum, color ) );
   *	}`
   *);
   * const someWGSLFn = wgslFn( `
   *	fn someFn( color:vec3<f32> ) -> vec3<f32> {
   * 		return desaturate( color );
   * 	}
   * `, [ desaturateWGSLFn ] );
   * material.colorNode = someWGSLFn( { color: texture( map ) } );
   *```
   * @augments CodeNode
   */
  class FunctionNode extends CodeNode {

  	static get type() {

  		return 'FunctionNode';

  	}

  	/**
  	 * Constructs a new function node.
  	 *
  	 * @param {string} [code=''] - The native code.
  	 * @param {Array<Node>} [includes=[]] - An array of includes.
  	 * @param {('js'|'wgsl'|'glsl')} [language=''] - The used language.
  	 */
  	constructor( code = '', includes = [], language = '' ) {

  		super( code, includes, language );

  	}

  	/**
  	 * Returns the type of this function node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The type.
  	 */
  	getNodeType( builder ) {

  		return this.getNodeFunction( builder ).type;

  	}

  	/**
  	 * Returns the type of a member of this function node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @param {string} name - The name of the member.
  	 * @return {string} The type of the member.
  	 */
  	getMemberType( builder, name ) {

  		const type = this.getNodeType( builder );

  		const structType = builder.getStructTypeNode( type );

  		return structType.getMemberType( builder, name );

  	}

  	/**
  	 * Returns the inputs of this function node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {Array<NodeFunctionInput>} The inputs.
  	 */
  	getInputs( builder ) {

  		return this.getNodeFunction( builder ).inputs;

  	}

  	/**
  	 * Returns the node function for this function node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {NodeFunction} The node function.
  	 */
  	getNodeFunction( builder ) {

  		const nodeData = builder.getDataFromNode( this );

  		let nodeFunction = nodeData.nodeFunction;

  		if ( nodeFunction === undefined ) {

  			nodeFunction = builder.parser.parseFunction( this.code );

  			nodeData.nodeFunction = nodeFunction;

  		}

  		return nodeFunction;

  	}

  	generate( builder, output ) {

  		super.generate( builder );

  		const nodeFunction = this.getNodeFunction( builder );

  		const name = nodeFunction.name;
  		const type = nodeFunction.type;

  		const nodeCode = builder.getCodeFromNode( this, type );

  		if ( name !== '' ) {

  			// use a custom property name

  			nodeCode.name = name;

  		}

  		const propertyName = builder.getPropertyName( nodeCode );

  		const code = this.getNodeFunction( builder ).getCode( propertyName );

  		nodeCode.code = code + '\n';

  		if ( output === 'property' ) {

  			return propertyName;

  		} else {

  			return builder.format( `${ propertyName }()`, type, output );

  		}

  	}

  }

  /**
   * Returns a node that represents the `z` coordinate in view space
   * for the current fragment. It's a different representation of the
   * default depth value.
   *
   * This value can be part of a computation that defines how the fog
   * density increases when moving away from the camera.
   *
   * @param {NodeBuilder} builder - The current node builder.
   * @return {Node} The viewZ node.
   */
  function getViewZNode( builder ) {

  	let viewZ;

  	const getViewZ = builder.context.getViewZ;

  	if ( getViewZ !== undefined ) {

  		viewZ = getViewZ( this );

  	}

  	return ( viewZ || positionView.z ).negate();

  }

  /**
   * Constructs a new range factor node.
   *
   * @tsl
   * @function
   * @param {Node} near - Defines the near value.
   * @param {Node} far - Defines the far value.
   */
  const rangeFogFactor = Fn( ( [ near, far ], builder ) => {

  	const viewZ = getViewZNode( builder );

  	return smoothstep( near, far, viewZ );

  } );

  /**
   * Represents an exponential squared fog. This type of fog gives
   * a clear view near the camera and a faster than exponentially
   * densening fog farther from the camera.
   *
   * @tsl
   * @function
   * @param {Node} density - Defines the fog density.
   */
  const densityFogFactor = Fn( ( [ density ], builder ) => {

  	const viewZ = getViewZNode( builder );

  	return density.mul( density, viewZ, viewZ ).negate().exp().oneMinus();

  } );

  /**
   * Constructs a new height fog factor node. This fog factor requires a Y-up coordinate system.
   *
   * @tsl
   * @function
   * @param {Node} density - Defines the fog density.
   * @param {Node} height - The height threshold in world space. Everything below this y-coordinate is affected by fog.
   */
  Fn( ( [ density, height ], builder ) => {

  	const viewZ = getViewZNode( builder );

  	const distance = height.sub( positionWorld.y ).max( 0 ).toConst();
  	const m = distance.mul( viewZ ).toConst();

  	return density.mul( density, m, m ).negate().exp().oneMinus();

  } );

  /**
   * This class can be used to configure a fog for the scene.
   * Nodes of this type are assigned to `Scene.fogNode`.
   *
   * @tsl
   * @function
   * @param {Node} color - Defines the color of the fog.
   * @param {Node} factor - Defines how the fog is factored in the scene.
   */
  const fog = Fn( ( [ color, factor ] ) => {

  	return vec4( factor.toFloat().mix( output.rgb, color.toVec3() ), output.a );

  } );

  /**
   * Represents a GPU control barrier that synchronizes compute operations within a given scope.
   *
   * This node can only be used with a WebGPU backend.
   *
   * @augments Node
   */
  class BarrierNode extends Node {

  	/**
  	 * Constructs a new barrier node.
  	 *
  	 * @param {string} scope - The scope defines the behavior of the node.
  	 */
  	constructor( scope ) {

  		super();

  		this.scope = scope;

  	}

  	generate( builder ) {

  		const { scope } = this;
  		const { renderer } = builder;

  		if ( renderer.backend.isWebGLBackend === true ) {

  			builder.addFlowCode( `\t// ${scope}Barrier \n` );

  		} else {

  			builder.addLineFlowCode( `${scope}Barrier()`, this );

  		}

  	}

  }

  /**
   * TSL function for creating a barrier node.
   *
   * @tsl
   * @function
   * @param {string} scope - The scope defines the behavior of the node..
   * @returns {BarrierNode}
   */
  nodeProxy( BarrierNode );

  /**
   * `AtomicFunctionNode` represents any function that can operate on atomic variable types
   * within a shader. In an atomic function, any modification to an atomic variable will
   * occur as an indivisible step with a defined order relative to other modifications.
   * Accordingly, even if multiple atomic functions are modifying an atomic variable at once
   * atomic operations will not interfere with each other.
   *
   * This node can only be used with a WebGPU backend.
   *
   * @augments Node
   */
  class AtomicFunctionNode extends Node {

  	static get type() {

  		return 'AtomicFunctionNode';

  	}

  	/**
  	 * Constructs a new atomic function node.
  	 *
  	 * @param {string} method - The signature of the atomic function to construct.
  	 * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
  	 * @param {Node} valueNode - The value that mutates the atomic variable.
  	 */
  	constructor( method, pointerNode, valueNode ) {

  		super( 'uint' );

  		/**
  		 * The signature of the atomic function to construct.
  		 *
  		 * @type {string}
  		 */
  		this.method = method;

  		/**
  		 * An atomic variable or element of an atomic buffer.
  		 *
  		 * @type {Node}
  		 */
  		this.pointerNode = pointerNode;

  		/**
  		 * A value that modifies the atomic variable.
  		 *
  		 * @type {Node}
  		 */
  		this.valueNode = valueNode;

  		/**
  		 * Creates a list of the parents for this node for detecting if the node needs to return a value.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.parents = true;

  	}

  	/**
  	 * Overwrites the default implementation to return the type of
  	 * the pointer node.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The input type.
  	 */
  	getInputType( builder ) {

  		return this.pointerNode.getNodeType( builder );

  	}

  	/**
  	 * Overwritten since the node type is inferred from the input type.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 * @return {string} The node type.
  	 */
  	getNodeType( builder ) {

  		return this.getInputType( builder );

  	}

  	generate( builder ) {

  		const properties = builder.getNodeProperties( this );
  		const parents = properties.parents;

  		const method = this.method;

  		const type = this.getNodeType( builder );
  		const inputType = this.getInputType( builder );

  		const a = this.pointerNode;
  		const b = this.valueNode;

  		const params = [];

  		params.push( `&${ a.build( builder, inputType ) }` );

  		if ( b !== null ) {

  			params.push( b.build( builder, inputType ) );


  		}

  		const methodSnippet = `${ builder.getMethod( method, type ) }( ${ params.join( ', ' ) } )`;
  		const isVoid = parents ? ( parents.length === 1 && parents[ 0 ].isStackNode === true ) : false;

  		if ( isVoid ) {

  			builder.addLineFlowCode( methodSnippet, this );

  		} else {

  			if ( properties.constNode === undefined ) {

  				properties.constNode = expression( methodSnippet, type ).toConst();

  			}

  			return properties.constNode.build( builder );

  		}

  	}

  }

  AtomicFunctionNode.ATOMIC_LOAD = 'atomicLoad';
  AtomicFunctionNode.ATOMIC_STORE = 'atomicStore';
  AtomicFunctionNode.ATOMIC_ADD = 'atomicAdd';
  AtomicFunctionNode.ATOMIC_SUB = 'atomicSub';
  AtomicFunctionNode.ATOMIC_MAX = 'atomicMax';
  AtomicFunctionNode.ATOMIC_MIN = 'atomicMin';
  AtomicFunctionNode.ATOMIC_AND = 'atomicAnd';
  AtomicFunctionNode.ATOMIC_OR = 'atomicOr';
  AtomicFunctionNode.ATOMIC_XOR = 'atomicXor';

  /**
   * TSL function for creating an atomic function node.
   *
   * @tsl
   * @function
   * @param {string} method - The signature of the atomic function to construct.
   * @param {Node} pointerNode - An atomic variable or element of an atomic buffer.
   * @param {Node} valueNode - The value that mutates the atomic variable.
   * @returns {AtomicFunctionNode}
   */
  nodeProxy( AtomicFunctionNode );

  /**
   * This class represents a set of built in WGSL shader functions that sync
   * synchronously execute an operation across a subgroup, or 'warp', of compute
   * or fragment shader invocations within a workgroup. Typically, these functions
   * will synchronously execute an operation using data from all active invocations
   * within the subgroup, then broadcast that result to all active invocations. In
   * other graphics APIs, subgroup functions are also referred to as wave intrinsics
   * (DirectX/HLSL) or warp intrinsics (CUDA).
   *
   * @augments TempNode
   */
  class SubgroupFunctionNode extends TempNode {

  	static get type() {

  		return 'SubgroupFunctionNode';

  	}

  	/**
  	 * Constructs a new function node.
  	 *
  	 * @param {string} method - The subgroup/wave intrinsic method to construct.
  	 * @param {Node} [aNode=null] - The method's first argument.
  	 * @param {Node} [bNode=null] - The method's second argument.
  	 */
  	constructor( method, aNode = null, bNode = null ) {

  		super();

  		/**
  		 * The subgroup/wave intrinsic method to construct.
  		 *
  		 * @type {string}
  		 */
  		this.method = method;

  		/**
  		 * The method's first argument.
  		 *
  		 * @type {Node}
  		 */
  		this.aNode = aNode;

  		/**
  		 * The method's second argument.
  		 *
  		 * @type {Node}
  		 */
  		this.bNode = bNode;

  	}

  	getInputType( builder ) {

  		const aType = this.aNode ? this.aNode.getNodeType( builder ) : null;
  		const bType = this.bNode ? this.bNode.getNodeType( builder ) : null;

  		const aLen = builder.isMatrix( aType ) ? 0 : builder.getTypeLength( aType );
  		const bLen = builder.isMatrix( bType ) ? 0 : builder.getTypeLength( bType );

  		if ( aLen > bLen ) {

  			return aType;

  		} else {

  			return bType;

  		}

  	}

  	getNodeType( builder ) {

  		const method = this.method;

  		if ( method === SubgroupFunctionNode.SUBGROUP_ELECT ) {

  			return 'bool';

  		} else if ( method === SubgroupFunctionNode.SUBGROUP_BALLOT ) {

  			return 'uvec4';

  		} else {

  			return this.getInputType( builder );

  		}

  	}

  	generate( builder, output ) {

  		const method = this.method;

  		const type = this.getNodeType( builder );
  		const inputType = this.getInputType( builder );

  		const a = this.aNode;
  		const b = this.bNode;

  		const params = [];

  		if (
  			method === SubgroupFunctionNode.SUBGROUP_BROADCAST ||
  			method === SubgroupFunctionNode.SUBGROUP_SHUFFLE ||
  			method === SubgroupFunctionNode.QUAD_BROADCAST
  		) {

  			const bType = b.getNodeType( builder );

  			params.push(
  				a.build( builder, type ),
  				b.build( builder, bType === 'float' ? 'int' : type )
  			);

  		} else if (
  			method === SubgroupFunctionNode.SUBGROUP_SHUFFLE_XOR ||
  			method === SubgroupFunctionNode.SUBGROUP_SHUFFLE_DOWN ||
  			method === SubgroupFunctionNode.SUBGROUP_SHUFFLE_UP
  		) {

  			params.push(
  				a.build( builder, type ),
  				b.build( builder, 'uint' )
  			);

  		} else {

  			if ( a !== null ) params.push( a.build( builder, inputType ) );
  			if ( b !== null ) params.push( b.build( builder, inputType ) );

  		}

  		const paramsString = params.length === 0 ? '()' : `( ${params.join( ', ' )} )`;

  		return builder.format( `${ builder.getMethod( method, type ) }${paramsString}`, type, output );



  	}

  	serialize( data ) {

  		super.serialize( data );

  		data.method = this.method;

  	}

  	deserialize( data ) {

  		super.deserialize( data );

  		this.method = data.method;

  	}

  }

  // 0 inputs
  SubgroupFunctionNode.SUBGROUP_ELECT = 'subgroupElect';

  // 1 input
  SubgroupFunctionNode.SUBGROUP_BALLOT = 'subgroupBallot';
  SubgroupFunctionNode.SUBGROUP_ADD = 'subgroupAdd';
  SubgroupFunctionNode.SUBGROUP_INCLUSIVE_ADD = 'subgroupInclusiveAdd';
  SubgroupFunctionNode.SUBGROUP_EXCLUSIVE_AND = 'subgroupExclusiveAdd';
  SubgroupFunctionNode.SUBGROUP_MUL = 'subgroupMul';
  SubgroupFunctionNode.SUBGROUP_INCLUSIVE_MUL = 'subgroupInclusiveMul';
  SubgroupFunctionNode.SUBGROUP_EXCLUSIVE_MUL = 'subgroupExclusiveMul';
  SubgroupFunctionNode.SUBGROUP_AND = 'subgroupAnd';
  SubgroupFunctionNode.SUBGROUP_OR = 'subgroupOr';
  SubgroupFunctionNode.SUBGROUP_XOR = 'subgroupXor';
  SubgroupFunctionNode.SUBGROUP_MIN = 'subgroupMin';
  SubgroupFunctionNode.SUBGROUP_MAX = 'subgroupMax';
  SubgroupFunctionNode.SUBGROUP_ALL = 'subgroupAll';
  SubgroupFunctionNode.SUBGROUP_ANY = 'subgroupAny';
  SubgroupFunctionNode.SUBGROUP_BROADCAST_FIRST = 'subgroupBroadcastFirst';
  SubgroupFunctionNode.QUAD_SWAP_X = 'quadSwapX';
  SubgroupFunctionNode.QUAD_SWAP_Y = 'quadSwapY';
  SubgroupFunctionNode.QUAD_SWAP_DIAGONAL = 'quadSwapDiagonal';

  // 2 inputs
  SubgroupFunctionNode.SUBGROUP_BROADCAST = 'subgroupBroadcast';
  SubgroupFunctionNode.SUBGROUP_SHUFFLE = 'subgroupShuffle';
  SubgroupFunctionNode.SUBGROUP_SHUFFLE_XOR = 'subgroupShuffleXor';
  SubgroupFunctionNode.SUBGROUP_SHUFFLE_UP = 'subgroupShuffleUp';
  SubgroupFunctionNode.SUBGROUP_SHUFFLE_DOWN = 'subgroupShuffleDown';
  SubgroupFunctionNode.QUAD_BROADCAST = 'quadBroadcast';

  let uniformsLib;

  function getLightData( light ) {

  	uniformsLib = uniformsLib || new WeakMap();

  	let uniforms = uniformsLib.get( light );

  	if ( uniforms === undefined ) uniformsLib.set( light, uniforms = {} );

  	return uniforms;

  }

  /**
   * TSL function for getting a shadow matrix uniform node for the given light.
   *
   * @tsl
   * @function
   * @param {Light} light -The light source.
   * @returns {UniformNode<mat4>} The shadow matrix uniform node.
   */
  function lightShadowMatrix( light ) {

  	const data = getLightData( light );

  	return data.shadowMatrix || ( data.shadowMatrix = uniform( 'mat4' ).setGroup( renderGroup ).onRenderUpdate( ( frame ) => {

  		// normally, shadow matrices are updated in ShadowNode. However, if the shadow matrix is used outside
  		// of shadow rendering (like in ProjectorLightNode), the shadow matrix still requires an update

  		if ( light.castShadow !== true || frame.renderer.shadowMap.enabled === false ) {

  			if ( light.shadow.camera.coordinateSystem !== frame.camera.coordinateSystem ) {

  				light.shadow.camera.coordinateSystem = frame.camera.coordinateSystem;
  				light.shadow.camera.updateProjectionMatrix();

  			}

  			light.shadow.updateMatrices( light );

  		}

  		return light.shadow.matrix;

  	} ) );

  }

  /**
   * TSL function for getting projected uv coordinates for the given light.
   * Relevant when using maps with spot lights.
   *
   * @tsl
   * @function
   * @param {Light} light -The light source.
   * @param {Node<vec3>} [position=positionWorld] -The position to project.
   * @returns {Node<vec3>} The projected uvs.
   */
  function lightProjectionUV( light, position = positionWorld ) {

  	const spotLightCoord = lightShadowMatrix( light ).mul( position );
  	const projectionUV = spotLightCoord.xyz.div( spotLightCoord.w );

  	return projectionUV;

  }

  /**
   * TSL function for getting the position in world space for the given light.
   *
   * @tsl
   * @function
   * @param {Light} light -The light source.
   * @returns {UniformNode<vec3>} The light's position in world space.
   */
  function lightPosition( light ) {

  	const data = getLightData( light );

  	return data.position || ( data.position = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.matrixWorld ) ) );

  }

  /**
   * TSL function for getting the light target position in world space for the given light.
   *
   * @tsl
   * @function
   * @param {Light} light -The light source.
   * @returns {UniformNode<vec3>} The light target position in world space.
   */
  function lightTargetPosition( light ) {

  	const data = getLightData( light );

  	return data.targetPosition || ( data.targetPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( _, self ) => self.value.setFromMatrixPosition( light.target.matrixWorld ) ) );

  }

  /**
   * TSL function for getting the position in view space for the given light.
   *
   * @tsl
   * @function
   * @param {Light} light - The light source.
   * @returns {UniformNode<vec3>} The light's position in view space.
   */
  function lightViewPosition( light ) {

  	const data = getLightData( light );

  	return data.viewPosition || ( data.viewPosition = uniform( new Vector3() ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => {

  		self.value = self.value || new Vector3();
  		self.value.setFromMatrixPosition( light.matrixWorld );

  		self.value.applyMatrix4( camera.matrixWorldInverse );

  	} ) );

  }

  /**
   * TSL function for getting the light target direction for the given light.
   *
   * @tsl
   * @function
   * @param {Light} light -The light source.
   * @returns {Node<vec3>} The light's target direction.
   */
  const lightTargetDirection = ( light ) => cameraViewMatrix.transformDirection( lightPosition( light ).sub( lightTargetPosition( light ) ) );

  const sortLights = ( lights ) => {

  	return lights.sort( ( a, b ) => a.id - b.id );

  };

  const getLightNodeById = ( id, lightNodes ) => {

  	for ( const lightNode of lightNodes ) {

  		if ( lightNode.isAnalyticLightNode && lightNode.light.id === id ) {

  			return lightNode;

  		}

  	}

  	return null;

  };

  const _lightsNodeRef = /*@__PURE__*/ new WeakMap();
  const _hashData = [];

  /**
   * This node represents the scene's lighting and manages the lighting model's life cycle
   * for the current build 3D object. It is responsible for computing the total outgoing
   * light in a given lighting context.
   *
   * @augments Node
   */
  class LightsNode extends Node {

  	static get type() {

  		return 'LightsNode';

  	}

  	/**
  	 * Constructs a new lights node.
  	 */
  	constructor() {

  		super( 'vec3' );

  		/**
  		 * A node representing the total diffuse light.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.totalDiffuseNode = property( 'vec3', 'totalDiffuse' );

  		/**
  		 * A node representing the total specular light.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.totalSpecularNode = property( 'vec3', 'totalSpecular' );

  		/**
  		 * A node representing the outgoing light.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.outgoingLightNode = property( 'vec3', 'outgoingLight' );

  		/**
  		 * An array representing the lights in the scene.
  		 *
  		 * @private
  		 * @type {Array<Light>}
  		 */
  		this._lights = [];

  		/**
  		 * For each light in the scene, this node will create a
  		 * corresponding light node.
  		 *
  		 * @private
  		 * @type {?Array<LightingNode>}
  		 * @default null
  		 */
  		this._lightNodes = null;

  		/**
  		 * A hash for identifying the current light nodes setup.
  		 *
  		 * @private
  		 * @type {?string}
  		 * @default null
  		 */
  		this._lightNodesHash = null;

  		/**
  		 * `LightsNode` sets this property to `true` by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.global = true;

  	}

  	/**
  	 * Overwrites the default {@link Node#customCacheKey} implementation by including
  	 * light data into the cache key.
  	 *
  	 * @return {number} The custom cache key.
  	 */
  	customCacheKey() {

  		const lights = this._lights;

  		for ( let i = 0; i < lights.length; i ++ ) {

  			const light = lights[ i ];

  			_hashData.push( light.id );
  			_hashData.push( light.castShadow ? 1 : 0 );

  			if ( light.isSpotLight === true ) {

  				const hashMap = ( light.map !== null ) ? light.map.id : -1;
  				const hashColorNode = ( light.colorNode ) ? light.colorNode.getCacheKey() : -1;

  				_hashData.push( hashMap, hashColorNode );

  			}

  		}

  		const cacheKey = hashArray( _hashData );

  		_hashData.length = 0;

  		return cacheKey;

  	}

  	/**
  	 * Computes a hash value for identifying the current light nodes setup.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @return {string} The computed hash.
  	 */
  	getHash( builder ) {

  		if ( this._lightNodesHash === null ) {

  			if ( this._lightNodes === null ) this.setupLightsNode( builder );

  			const hash = [];

  			for ( const lightNode of this._lightNodes ) {

  				hash.push( lightNode.getHash() );

  			}

  			this._lightNodesHash = 'lights-' + hash.join( ',' );

  		}

  		return this._lightNodesHash;

  	}

  	analyze( builder ) {

  		const properties = builder.getNodeProperties( this );

  		for ( const node of properties.nodes ) {

  			node.build( builder );

  		}

  		properties.outputNode.build( builder );

  	}

  	/**
  	 * Creates lighting nodes for each scene light. This makes it possible to further
  	 * process lights in the node system.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 */
  	setupLightsNode( builder ) {

  		const lightNodes = [];

  		const previousLightNodes = this._lightNodes;

  		const lights = sortLights( this._lights );
  		const nodeLibrary = builder.renderer.library;

  		for ( const light of lights ) {

  			if ( light.isNode ) {

  				lightNodes.push( nodeObject( light ) );

  			} else {

  				let lightNode = null;

  				if ( previousLightNodes !== null ) {

  					lightNode = getLightNodeById( light.id, previousLightNodes ); // reuse existing light node

  				}

  				if ( lightNode === null ) {

  					// find the corresponding node type for a given light

  					const lightNodeClass = nodeLibrary.getLightNodeClass( light.constructor );

  					if ( lightNodeClass === null ) {

  						warn( `LightsNode.setupNodeLights: Light node not found for ${ light.constructor.name }` );
  						continue;

  					}

  					let lightNode = null;

  					if ( ! _lightsNodeRef.has( light ) ) {

  						lightNode = new lightNodeClass( light );
  						_lightsNodeRef.set( light, lightNode );

  					} else {

  						lightNode = _lightsNodeRef.get( light );

  					}

  					lightNodes.push( lightNode );

  				}

  			}

  		}

  		this._lightNodes = lightNodes;

  	}

  	/**
  	 * Sets up a direct light in the lighting model.
  	 *
  	 * @param {Object} builder - The builder object containing the context and stack.
  	 * @param {Object} lightNode - The light node.
  	 * @param {Object} lightData - The light object containing color and direction properties.
  	 */
  	setupDirectLight( builder, lightNode, lightData ) {

  		const { lightingModel, reflectedLight } = builder.context;

  		lightingModel.direct( {
  			...lightData,
  			lightNode,
  			reflectedLight
  		}, builder );

  	}

  	setupDirectRectAreaLight( builder, lightNode, lightData ) {

  		const { lightingModel, reflectedLight } = builder.context;

  		lightingModel.directRectArea( {
  			...lightData,
  			lightNode,
  			reflectedLight
  		}, builder );

  	}

  	/**
  	 * Setups the internal lights by building all respective
  	 * light nodes.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @param {Array<LightingNode>} lightNodes - An array of lighting nodes.
  	 */
  	setupLights( builder, lightNodes ) {

  		for ( const lightNode of lightNodes ) {

  			lightNode.build( builder );

  		}

  	}

  	getLightNodes( builder ) {

  		if ( this._lightNodes === null ) this.setupLightsNode( builder );

  		return this._lightNodes;

  	}

  	/**
  	 * The implementation makes sure that for each light in the scene
  	 * there is a corresponding light node. By building the light nodes
  	 * and evaluating the lighting model the outgoing light is computed.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @return {Node<vec3>} A node representing the outgoing light.
  	 */
  	setup( builder ) {

  		const currentLightsNode = builder.lightsNode;

  		builder.lightsNode = this;

  		//

  		let outgoingLightNode = this.outgoingLightNode;

  		const context = builder.context;
  		const lightingModel = context.lightingModel;

  		const properties = builder.getNodeProperties( this );

  		if ( lightingModel ) {

  			const { totalDiffuseNode, totalSpecularNode } = this;

  			context.outgoingLight = outgoingLightNode;

  			const stack = builder.addStack();

  			//

  			properties.nodes = stack.nodes;

  			//

  			lightingModel.start( builder );

  			//

  			const { backdrop, backdropAlpha } = context;
  			const { directDiffuse, directSpecular, indirectDiffuse, indirectSpecular } = context.reflectedLight;

  			let totalDiffuse = directDiffuse.add( indirectDiffuse );

  			if ( backdrop !== null ) {

  				if ( backdropAlpha !== null ) {

  					totalDiffuse = vec3( backdropAlpha.mix( totalDiffuse, backdrop ) );

  				} else {

  					totalDiffuse = vec3( backdrop );

  				}

  			}

  			totalDiffuseNode.assign( totalDiffuse );
  			totalSpecularNode.assign( directSpecular.add( indirectSpecular ) );

  			outgoingLightNode.assign( totalDiffuseNode.add( totalSpecularNode ) );

  			//

  			lightingModel.finish( builder );

  			//

  			outgoingLightNode = outgoingLightNode.bypass( builder.removeStack() );

  		} else {

  			properties.nodes = [];

  		}

  		//

  		builder.lightsNode = currentLightsNode;

  		return outgoingLightNode;

  	}

  	/**
  	 * Configures this node with an array of lights.
  	 *
  	 * @param {Array<Light>} lights - An array of lights.
  	 * @return {LightsNode} A reference to this node.
  	 */
  	setLights( lights ) {

  		this._lights = lights;

  		this._lightNodes = null;
  		this._lightNodesHash = null;

  		return this;

  	}

  	/**
  	 * Returns an array of the scene's lights.
  	 *
  	 * @return {Array<Light>} The scene's lights.
  	 */
  	getLights() {

  		return this._lights;

  	}

  	/**
  	 * Whether the scene has lights or not.
  	 *
  	 * @type {boolean}
  	 */
  	get hasLights() {

  		return this._lights.length > 0;

  	}

  }

  /**
   * Base class for all shadow nodes.
   *
   * Shadow nodes encapsulate shadow related logic and are always coupled to lighting nodes.
   * Lighting nodes might share the same shadow node type or use specific ones depending on
   * their requirements.
   *
   * @augments Node
   */
  class ShadowBaseNode extends Node {

  	static get type() {

  		return 'ShadowBaseNode';

  	}

  	/**
  	 * Constructs a new shadow base node.
  	 *
  	 * @param {Light} light - The shadow casting light.
  	 */
  	constructor( light ) {

  		super();

  		/**
  		 * The shadow casting light.
  		 *
  		 * @type {Light}
  		 */
  		this.light = light;

  		/**
  		 * Overwritten since shadows are updated by default per render.
  		 *
  		 * @type {string}
  		 * @default 'render'
  		 */
  		this.updateBeforeType = NodeUpdateType.RENDER;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isShadowBaseNode = true;

  	}

  	/**
  	 * Setups the shadow position node which is by default the predefined TSL node object `shadowPositionWorld`.
  	 *
  	 * @param {NodeBuilder} object - A configuration object that must at least hold a material reference.
  	 */
  	setupShadowPosition( { context, material } ) {

  		// Use assign inside an Fn()

  		shadowPositionWorld.assign( material.receivedShadowPositionNode || context.shadowPositionWorld || positionWorld );

  	}

  }

  /**
   * TSL object that represents the vertex position in world space during the shadow pass.
   *
   * @tsl
   * @type {Node<vec3>}
   */
  const shadowPositionWorld = /*@__PURE__*/ property( 'vec3', 'shadowPositionWorld' );

  /**
   * Saves the state of the given renderer and stores it into the given state object.
   *
   * If not state object is provided, the function creates one.
   *
   * @private
   * @function
   * @param {Renderer} renderer - The renderer.
   * @param {Object} [state={}] - The state.
   * @return {Object} The state.
   */
  function saveRendererState( renderer, state = {} ) {

  	state.toneMapping = renderer.toneMapping;
  	state.toneMappingExposure = renderer.toneMappingExposure;
  	state.outputColorSpace = renderer.outputColorSpace;
  	state.renderTarget = renderer.getRenderTarget();
  	state.activeCubeFace = renderer.getActiveCubeFace();
  	state.activeMipmapLevel = renderer.getActiveMipmapLevel();
  	state.renderObjectFunction = renderer.getRenderObjectFunction();
  	state.pixelRatio = renderer.getPixelRatio();
  	state.mrt = renderer.getMRT();
  	state.clearColor = renderer.getClearColor( state.clearColor || new Color() );
  	state.clearAlpha = renderer.getClearAlpha();
  	state.autoClear = renderer.autoClear;
  	state.scissorTest = renderer.getScissorTest();

  	return state;

  }

  /**
   * Saves the state of the given renderer and stores it into the given state object.
   * Besides, the function also resets the state of the renderer to its default values.
   *
   * If not state object is provided, the function creates one.
   *
   * @private
   * @function
   * @param {Renderer} renderer - The renderer.
   * @param {Object} [state={}] - The state.
   * @return {Object} The state.
   */
  function resetRendererState( renderer, state ) {

  	state = saveRendererState( renderer, state );

  	renderer.setMRT( null );
  	renderer.setRenderObjectFunction( null );
  	renderer.setClearColor( 0x000000, 1 );
  	renderer.autoClear = true;

  	return state;

  }

  /**
   * Restores the state of the given renderer from the given state object.
   *
   * @private
   * @function
   * @param {Renderer} renderer - The renderer.
   * @param {Object} state - The state to restore.
   */
  function restoreRendererState( renderer, state ) {

  	renderer.toneMapping = state.toneMapping;
  	renderer.toneMappingExposure = state.toneMappingExposure;
  	renderer.outputColorSpace = state.outputColorSpace;
  	renderer.setRenderTarget( state.renderTarget, state.activeCubeFace, state.activeMipmapLevel );
  	renderer.setRenderObjectFunction( state.renderObjectFunction );
  	renderer.setPixelRatio( state.pixelRatio );
  	renderer.setMRT( state.mrt );
  	renderer.setClearColor( state.clearColor, state.clearAlpha );
  	renderer.autoClear = state.autoClear;
  	renderer.setScissorTest( state.scissorTest );

  }

  /**
   * Saves the state of the given scene and stores it into the given state object.
   *
   * If not state object is provided, the function creates one.
   *
   * @private
   * @function
   * @param {Scene} scene - The scene.
   * @param {Object} [state={}] - The state.
   * @return {Object} The state.
   */
  function saveSceneState( scene, state = {} ) {

  	state.background = scene.background;
  	state.backgroundNode = scene.backgroundNode;
  	state.overrideMaterial = scene.overrideMaterial;

  	return state;

  }

  /**
   * Saves the state of the given scene and stores it into the given state object.
   * Besides, the function also resets the state of the scene to its default values.
   *
   * If not state object is provided, the function creates one.
   *
   * @private
   * @function
   * @param {Scene} scene - The scene.
   * @param {Object} [state={}] - The state.
   * @return {Object} The state.
   */
  function resetSceneState( scene, state ) {

  	state = saveSceneState( scene, state );

  	scene.background = null;
  	scene.backgroundNode = null;
  	scene.overrideMaterial = null;

  	return state;

  }

  /**
   * Restores the state of the given scene from the given state object.
   *
   * @private
   * @function
   * @param {Scene} scene - The scene.
   * @param {Object} state - The state to restore.
   */
  function restoreSceneState( scene, state ) {

  	scene.background = state.background;
  	scene.backgroundNode = state.backgroundNode;
  	scene.overrideMaterial = state.overrideMaterial;

  }

  /**
   * Saves the state of the given renderer and scene and stores it into the given state object.
   * Besides, the function also resets the state of the renderer and scene to its default values.
   *
   * If not state object is provided, the function creates one.
   *
   * @private
   * @function
   * @param {Renderer} renderer - The renderer.
   * @param {Scene} scene - The scene.
   * @param {Object} [state={}] - The state.
   * @return {Object} The state.
   */
  function resetRendererAndSceneState( renderer, scene, state ) {

  	state = resetRendererState( renderer, state );
  	state = resetSceneState( scene, state );

  	return state;

  }

  /**
   * Restores the state of the given renderer and scene from the given state object.
   *
   * @private
   * @function
   * @param {Renderer} renderer - The renderer.
   * @param {Scene} scene - The scene.
   * @param {Object} state - The state to restore.
   */
  function restoreRendererAndSceneState( renderer, scene, state ) {

  	restoreRendererState( renderer, state );
  	restoreSceneState( scene, state );

  }

  const shadowMaterialLib = /*@__PURE__*/ new WeakMap();

  /**
   * A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
   * with a binary `[0,1]` result.
   *
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
   * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
   * @return {Node<float>} The filtering result.
   */
  const BasicShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, depthLayer } ) => {

  	let basic = texture( depthTexture, shadowCoord.xy ).setName( 't_basic' );

  	if ( depthTexture.isArrayTexture ) {

  		basic = basic.depth( depthLayer );

  	}

  	return basic.compare( shadowCoord.z );

  } );

  /**
   * A shadow filtering function performing PCF filtering with Vogel disk sampling and IGN.
   *
   * Uses 5 samples distributed via Vogel disk pattern, rotated per-pixel using Interleaved
   * Gradient Noise (IGN) to break up banding artifacts. Combined with hardware PCF (4-tap
   * filtering per sample), this effectively provides 20 filtered taps with better distribution.
   *
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
   * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
   * @param {LightShadow} inputs.shadow - The light shadow.
   * @return {Node<float>} The filtering result.
   */
  const PCFShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow, depthLayer } ) => {

  	const depthCompare = ( uv, compare ) => {

  		let depth = texture( depthTexture, uv );

  		if ( depthTexture.isArrayTexture ) {

  			depth = depth.depth( depthLayer );

  		}

  		return depth.compare( compare );

  	};

  	const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );
  	const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );

  	const texelSize = vec2( 1 ).div( mapSize );
  	const radiusScaled = radius.mul( texelSize.x );

  	// Use IGN to rotate sampling pattern per pixel (phi = IGN * 2π)
  	const phi = interleavedGradientNoise( screenCoordinate.xy ).mul( 6.28318530718 );

  	// 5 samples using Vogel disk distribution
  	return add(
  		depthCompare( shadowCoord.xy.add( vogelDiskSample( 0, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
  		depthCompare( shadowCoord.xy.add( vogelDiskSample( 1, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
  		depthCompare( shadowCoord.xy.add( vogelDiskSample( 2, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
  		depthCompare( shadowCoord.xy.add( vogelDiskSample( 3, 5, phi ).mul( radiusScaled ) ), shadowCoord.z ),
  		depthCompare( shadowCoord.xy.add( vogelDiskSample( 4, 5, phi ).mul( radiusScaled ) ), shadowCoord.z )
  	).mul( 1 / 5 );

  } );

  /**
   * A shadow filtering function performing PCF soft filtering.
   *
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
   * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
   * @param {LightShadow} inputs.shadow - The light shadow.
   * @return {Node<float>} The filtering result.
   */
  const PCFSoftShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, shadow, depthLayer } ) => {

  	const depthCompare = ( uv, compare ) => {

  		let depth = texture( depthTexture, uv );

  		if ( depthTexture.isArrayTexture ) {

  			depth = depth.depth( depthLayer );

  		}

  		return depth.compare( compare );

  	};


  	const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );

  	const texelSize = vec2( 1 ).div( mapSize );
  	const dx = texelSize.x;
  	const dy = texelSize.y;

  	const uv = shadowCoord.xy;
  	const f = fract( uv.mul( mapSize ).add( 0.5 ) );
  	uv.subAssign( f.mul( texelSize ) );

  	return add(
  		depthCompare( uv, shadowCoord.z ),
  		depthCompare( uv.add( vec2( dx, 0 ) ), shadowCoord.z ),
  		depthCompare( uv.add( vec2( 0, dy ) ), shadowCoord.z ),
  		depthCompare( uv.add( texelSize ), shadowCoord.z ),
  		mix$2(
  			depthCompare( uv.add( vec2( dx.negate(), 0 ) ), shadowCoord.z ),
  			depthCompare( uv.add( vec2( dx.mul( 2 ), 0 ) ), shadowCoord.z ),
  			f.x
  		),
  		mix$2(
  			depthCompare( uv.add( vec2( dx.negate(), dy ) ), shadowCoord.z ),
  			depthCompare( uv.add( vec2( dx.mul( 2 ), dy ) ), shadowCoord.z ),
  			f.x
  		),
  		mix$2(
  			depthCompare( uv.add( vec2( 0, dy.negate() ) ), shadowCoord.z ),
  			depthCompare( uv.add( vec2( 0, dy.mul( 2 ) ) ), shadowCoord.z ),
  			f.y
  		),
  		mix$2(
  			depthCompare( uv.add( vec2( dx, dy.negate() ) ), shadowCoord.z ),
  			depthCompare( uv.add( vec2( dx, dy.mul( 2 ) ) ), shadowCoord.z ),
  			f.y
  		),
  		mix$2(
  			mix$2(
  				depthCompare( uv.add( vec2( dx.negate(), dy.negate() ) ), shadowCoord.z ),
  				depthCompare( uv.add( vec2( dx.mul( 2 ), dy.negate() ) ), shadowCoord.z ),
  				f.x
  			),
  			mix$2(
  				depthCompare( uv.add( vec2( dx.negate(), dy.mul( 2 ) ) ), shadowCoord.z ),
  				depthCompare( uv.add( vec2( dx.mul( 2 ), dy.mul( 2 ) ) ), shadowCoord.z ),
  				f.x
  			),
  			f.y
  		)
  	).mul( 1 / 9 );

  } );

  /**
   * A shadow filtering function performing VSM filtering.
   *
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
   * @param {Node<vec3>} inputs.shadowCoord - The shadow coordinates.
   * @return {Node<float>} The filtering result.
   */
  const VSMShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, shadowCoord, depthLayer }, builder ) => {

  	let distribution = texture( depthTexture ).sample( shadowCoord.xy );

  	if ( depthTexture.isArrayTexture ) {

  		distribution = distribution.depth( depthLayer );

  	}

  	distribution = distribution.rg;

  	const mean = distribution.x;
  	const variance = max$1( 0.0000001, distribution.y.mul( distribution.y ) );

  	const hardShadow = ( builder.renderer.reversedDepthBuffer ) ? step( mean, shadowCoord.z ) : step( shadowCoord.z, mean );

  	const output = float( 1 ).toVar(); // default, fully lit

  	If( hardShadow.notEqual( 1.0 ), () => {

  		// Distance from mean
  		const d = shadowCoord.z.sub( mean );

  		// Chebyshev's inequality for upper bound on probability
  		let p_max = variance.div( variance.add( d.mul( d ) ) );

  		// Reduce light bleeding by remapping [amount, 1] to [0, 1]
  		p_max = clamp( sub( p_max, 0.3 ).div( 0.65 ) );

  		output.assign( max$1( hardShadow, p_max ) );

  	} );
  	return output;

  } );

  /**
   * Retrieves or creates a shadow material for the given light source.
   *
   * This function checks if a shadow material already exists for the provided light.
   * If not, it creates a new `NodeMaterial` configured for shadow rendering and stores it
   * in the `shadowMaterialLib` for future use.
   *
   * @tsl
   * @function
   * @param {Light} light - The light source for which the shadow material is needed.
   *                         If the light is a point light, a depth node is calculated
   *                         using the linear shadow distance.
   * @returns {NodeMaterial} The shadow material associated with the given light.
   */
  const getShadowMaterial = ( light ) => {

  	let material = shadowMaterialLib.get( light );

  	if ( material === undefined ) {

  		material = new NodeMaterial();
  		material.colorNode = vec4( 0, 0, 0, 1 );
  		material.isShadowPassMaterial = true; // Use to avoid other overrideMaterial override material.colorNode unintentionally when using material.shadowNode
  		material.name = 'ShadowMaterial';
  		material.blending = NoBlending;
  		material.fog = false;

  		shadowMaterialLib.set( light, material );

  	}

  	return material;

  };

  /**
   * Disposes the shadow material for the given light source.
   *
   * @param {Light} light - The light source.
   */
  const disposeShadowMaterial = ( light ) => {

  	const material = shadowMaterialLib.get( light );

  	if ( material !== undefined ) {

  		material.dispose();
  		shadowMaterialLib.delete( light );

  	}

  };

  //

  const _shadowRenderObjectLibrary = /*@__PURE__*/ new ChainMap();
  const _shadowRenderObjectKeys = [];

  /**
   * Creates a function to render shadow objects in a scene.
   *
   * @tsl
   * @function
   * @param {Renderer} renderer - The renderer.
   * @param {LightShadow} shadow - The light shadow object containing shadow properties.
   * @param {number} shadowType - The type of shadow map (e.g., BasicShadowMap).
   * @param {boolean} useVelocity - Whether to use velocity data for rendering.
   * @return {shadowRenderObjectFunction} A function that renders shadow objects.
   */
  const getShadowRenderObjectFunction = ( renderer, shadow, shadowType, useVelocity ) => {

  	_shadowRenderObjectKeys[ 0 ] = renderer;
  	_shadowRenderObjectKeys[ 1 ] = shadow;

  	let renderObjectFunction = _shadowRenderObjectLibrary.get( _shadowRenderObjectKeys );

  	if ( renderObjectFunction === undefined || ( renderObjectFunction.shadowType !== shadowType || renderObjectFunction.useVelocity !== useVelocity ) ) {

  		renderObjectFunction = ( object, scene, _camera, geometry, material, group, ...params ) => {

  			if ( object.castShadow === true || ( object.receiveShadow && shadowType === VSMShadowMap ) ) {

  				if ( useVelocity ) {

  					getDataFromObject( object ).useVelocity = true;

  				}

  				object.onBeforeShadow( renderer, object, _camera, shadow.camera, geometry, scene.overrideMaterial, group );

  				renderer.renderObject( object, scene, _camera, geometry, material, group, ...params );

  				object.onAfterShadow( renderer, object, _camera, shadow.camera, geometry, scene.overrideMaterial, group );

  			}

  		};

  		renderObjectFunction.shadowType = shadowType;
  		renderObjectFunction.useVelocity = useVelocity;

  		_shadowRenderObjectLibrary.set( _shadowRenderObjectKeys, renderObjectFunction );

  	}

  	_shadowRenderObjectKeys[ 0 ] = null;
  	_shadowRenderObjectKeys[ 1 ] = null;

  	return renderObjectFunction;

  };

  /**
   * Represents the shader code for the first VSM render pass.
   *
   * @private
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {Node<float>} inputs.samples - The number of samples
   * @param {Node<float>} inputs.radius - The radius.
   * @param {Node<float>} inputs.size - The size.
   * @param {TextureNode} inputs.shadowPass - A reference to the render target's depth data.
   * @return {Node<vec2>} The VSM output.
   */
  const VSMPassVertical = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass, depthLayer } ) => {

  	const mean = float( 0 ).toVar( 'meanVertical' );
  	const squaredMean = float( 0 ).toVar( 'squareMeanVertical' );

  	const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  	const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( -1 ) );

  	Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {

  		const uvOffset = uvStart.add( float( i ).mul( uvStride ) );

  		let depth = shadowPass.sample( add( screenCoordinate.xy, vec2( 0, uvOffset ).mul( radius ) ).div( size ) );

  		if ( shadowPass.value.isArrayTexture ) {

  			depth = depth.depth( depthLayer );

  		}

  		depth = depth.x;

  		mean.addAssign( depth );
  		squaredMean.addAssign( depth.mul( depth ) );

  	} );

  	mean.divAssign( samples );
  	squaredMean.divAssign( samples );

  	const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ).max( 0 ) );
  	return vec2( mean, std_dev );

  } );

  /**
   * Represents the shader code for the second VSM render pass.
   *
   * @private
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {Node<float>} inputs.samples - The number of samples
   * @param {Node<float>} inputs.radius - The radius.
   * @param {Node<float>} inputs.size - The size.
   * @param {TextureNode} inputs.shadowPass - The result of the first VSM render pass.
   * @return {Node<vec2>} The VSM output.
   */
  const VSMPassHorizontal = /*@__PURE__*/ Fn( ( { samples, radius, size, shadowPass, depthLayer } ) => {

  	const mean = float( 0 ).toVar( 'meanHorizontal' );
  	const squaredMean = float( 0 ).toVar( 'squareMeanHorizontal' );

  	const uvStride = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( 2 ).div( samples.sub( 1 ) ) );
  	const uvStart = samples.lessThanEqual( float( 1 ) ).select( float( 0 ), float( -1 ) );

  	Loop( { start: int( 0 ), end: int( samples ), type: 'int', condition: '<' }, ( { i } ) => {

  		const uvOffset = uvStart.add( float( i ).mul( uvStride ) );

  		let distribution = shadowPass.sample( add( screenCoordinate.xy, vec2( uvOffset, 0 ).mul( radius ) ).div( size ) );

  		if ( shadowPass.value.isArrayTexture ) {

  			distribution = distribution.depth( depthLayer );

  		}

  		mean.addAssign( distribution.x );
  		squaredMean.addAssign( add( distribution.y.mul( distribution.y ), distribution.x.mul( distribution.x ) ) );

  	} );

  	mean.divAssign( samples );
  	squaredMean.divAssign( samples );

  	const std_dev = sqrt( squaredMean.sub( mean.mul( mean ) ).max( 0 ) );
  	return vec2( mean, std_dev );

  } );

  const _shadowFilterLib = [ BasicShadowFilter, PCFShadowFilter, PCFSoftShadowFilter, VSMShadowFilter ];

  //

  let _rendererState;
  const _quadMesh = /*@__PURE__*/ new QuadMesh();

  /**
   * Represents the default shadow implementation for lighting nodes.
   *
   * @augments ShadowBaseNode
   */
  class ShadowNode extends ShadowBaseNode {

  	static get type() {

  		return 'ShadowNode';

  	}

  	/**
  	 * Constructs a new shadow node.
  	 *
  	 * @param {Light} light - The shadow casting light.
  	 * @param {?LightShadow} [shadow=null] - An optional light shadow.
  	 */
  	constructor( light, shadow = null ) {

  		super( light );

  		/**
  		 * The light shadow which defines the properties light's
  		 * shadow.
  		 *
  		 * @type {?LightShadow}
  		 * @default null
  		 */
  		this.shadow = shadow || light.shadow;

  		/**
  		 * A reference to the shadow map which is a render target.
  		 *
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this.shadowMap = null;

  		/**
  		 * Only relevant for VSM shadows. Render target for the
  		 * first VSM render pass.
  		 *
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this.vsmShadowMapVertical = null;

  		/**
  		 * Only relevant for VSM shadows. Render target for the
  		 * second VSM render pass.
  		 *
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this.vsmShadowMapHorizontal = null;

  		/**
  		 * Only relevant for VSM shadows. Node material which
  		 * is used to render the first VSM pass.
  		 *
  		 * @type {?NodeMaterial}
  		 * @default null
  		 */
  		this.vsmMaterialVertical = null;

  		/**
  		 * Only relevant for VSM shadows. Node material which
  		 * is used to render the second VSM pass.
  		 *
  		 * @type {?NodeMaterial}
  		 * @default null
  		 */
  		this.vsmMaterialHorizontal = null;

  		/**
  		 * A reference to the output node which defines the
  		 * final result of this shadow node.
  		 *
  		 * @type {?Node}
  		 * @private
  		 * @default null
  		 */
  		this._node = null;

  		/**
  		 * The current shadow map type of this shadow node.
  		 *
  		 * @type {?number}
  		 * @private
  		 * @default null
  		 */
  		this._currentShadowType = null;

  		/**
  		 * A Weak Map holding the current frame ID per camera. Used
  		 * to control the update of shadow maps.
  		 *
  		 * @type {WeakMap<Camera,number>}
  		 * @private
  		 */
  		this._cameraFrameId = new WeakMap();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isShadowNode = true;

  		/**
  		 * This index can be used when overriding setupRenderTarget with a RenderTarget Array to specify the depth layer.
  		 *
  		 * @type {number}
  		 * @readonly
  		 * @default true
  		 */
  		this.depthLayer = 0;

  	}

  	/**
  	 * Setups the shadow filtering.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @param {Object} inputs - A configuration object that defines the shadow filtering.
  	 * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
  	 * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's texture data.
  	 * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
  	 * @param {LightShadow} inputs.shadow - The light shadow.
  	 * @return {Node<float>} The result node of the shadow filtering.
  	 */
  	setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow, depthLayer } ) {

  		const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
  			.and( shadowCoord.x.lessThanEqual( 1 ) )
  			.and( shadowCoord.y.greaterThanEqual( 0 ) )
  			.and( shadowCoord.y.lessThanEqual( 1 ) )
  			.and( shadowCoord.z.lessThanEqual( 1 ) );

  		const shadowNode = filterFn( { depthTexture, shadowCoord, shadow, depthLayer } );

  		return frustumTest.select( shadowNode, float( 1 ) );

  	}

  	/**
  	 * Setups the shadow coordinates.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
  	 * @return {Node<vec3>} The shadow coordinates.
  	 */
  	setupShadowCoord( builder, shadowPosition ) {

  		const { shadow } = this;
  		const { renderer } = builder;

  		const bias = shadow.biasNode || reference( 'bias', 'float', shadow ).setGroup( renderGroup );

  		let shadowCoord = shadowPosition;
  		let coordZ;

  		if ( shadow.camera.isOrthographicCamera || renderer.logarithmicDepthBuffer !== true ) {

  			shadowCoord = shadowCoord.xyz.div( shadowCoord.w );

  			coordZ = shadowCoord.z;

  		} else {

  			const w = shadowCoord.w;
  			shadowCoord = shadowCoord.xy.div( w ); // <-- Only divide X/Y coords since we don't need Z

  			// The normally available "cameraNear" and "cameraFar" nodes cannot be used here because they do not get
  			// updated to use the shadow camera. So, we have to declare our own "local" ones here.
  			// TODO: How do we get the cameraNear/cameraFar nodes to use the shadow camera so we don't have to declare local ones here?
  			const cameraNearLocal = reference( 'near', 'float', shadow.camera ).setGroup( renderGroup );
  			const cameraFarLocal = reference( 'far', 'float', shadow.camera ).setGroup( renderGroup );

  			coordZ = viewZToLogarithmicDepth( w.negate(), cameraNearLocal, cameraFarLocal );

  		}

  		shadowCoord = vec3(
  			shadowCoord.x,
  			shadowCoord.y.oneMinus(), // follow webgpu standards
  			renderer.reversedDepthBuffer ? coordZ.sub( bias ) : coordZ.add( bias )
  		);

  		return shadowCoord;

  	}

  	/**
  	 * Returns the shadow filtering function for the given shadow type.
  	 *
  	 * @param {number} type - The shadow type.
  	 * @return {Function} The filtering function.
  	 */
  	getShadowFilterFn( type ) {

  		return _shadowFilterLib[ type ];

  	}


  	setupRenderTarget( shadow, builder ) {

  		const depthTexture = new DepthTexture( shadow.mapSize.width, shadow.mapSize.height );
  		depthTexture.name = 'ShadowDepthTexture';
  		depthTexture.compareFunction = builder.renderer.reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare;

  		const shadowMap = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
  		shadowMap.texture.name = 'ShadowMap';
  		shadowMap.texture.type = shadow.mapType;
  		shadowMap.depthTexture = depthTexture;

  		return { shadowMap, depthTexture };

  	}

  	/**
  	 * Setups the shadow output node.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @return {Node<vec3>} The shadow output node.
  	 */
  	setupShadow( builder ) {

  		const { renderer, camera } = builder;

  		const { light, shadow } = this;

  		const { depthTexture, shadowMap } = this.setupRenderTarget( shadow, builder );

  		const shadowMapType = renderer.shadowMap.type;
  		const hasTextureCompare = renderer.hasCompatibility( Compatibility.TEXTURE_COMPARE );

  		if ( ( shadowMapType === PCFShadowMap || shadowMapType === PCFSoftShadowMap ) && hasTextureCompare ) {

  			depthTexture.minFilter = LinearFilter;
  			depthTexture.magFilter = LinearFilter;

  		} else {

  			depthTexture.minFilter = NearestFilter;
  			depthTexture.magFilter = NearestFilter;

  		}

  		shadow.camera.coordinateSystem = camera.coordinateSystem;
  		shadow.camera.updateProjectionMatrix();

  		// VSM

  		if ( shadowMapType === VSMShadowMap && shadow.isPointLightShadow !== true ) {

  			depthTexture.compareFunction = null; // VSM does not use textureSampleCompare()/texture2DCompare()

  			if ( shadowMap.depth > 1 ) {

  				if ( ! shadowMap._vsmShadowMapVertical ) {

  					shadowMap._vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depth: shadowMap.depth, depthBuffer: false } );
  					shadowMap._vsmShadowMapVertical.texture.name = 'VSMVertical';

  				}

  				this.vsmShadowMapVertical = shadowMap._vsmShadowMapVertical;

  				if ( ! shadowMap._vsmShadowMapHorizontal ) {

  					shadowMap._vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depth: shadowMap.depth, depthBuffer: false } );
  					shadowMap._vsmShadowMapHorizontal.texture.name = 'VSMHorizontal';

  				}

  				this.vsmShadowMapHorizontal = shadowMap._vsmShadowMapHorizontal;

  			} else {

  				this.vsmShadowMapVertical = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );
  				this.vsmShadowMapHorizontal = builder.createRenderTarget( shadow.mapSize.width, shadow.mapSize.height, { format: RGFormat, type: HalfFloatType, depthBuffer: false } );

  			}


  			let shadowPassVertical = texture( depthTexture );

  			if ( depthTexture.isArrayTexture ) {

  				shadowPassVertical = shadowPassVertical.depth( this.depthLayer );

  			}

  			let shadowPassHorizontal = texture( this.vsmShadowMapVertical.texture );

  			if ( depthTexture.isArrayTexture ) {

  				shadowPassHorizontal = shadowPassHorizontal.depth( this.depthLayer );

  			}

  			const samples = reference( 'blurSamples', 'float', shadow ).setGroup( renderGroup );
  			const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  			const size = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );

  			let material = this.vsmMaterialVertical || ( this.vsmMaterialVertical = new NodeMaterial() );
  			material.fragmentNode = VSMPassVertical( { samples, radius, size, shadowPass: shadowPassVertical, depthLayer: this.depthLayer } ).context( builder.getSharedContext() );
  			material.name = 'VSMVertical';

  			material = this.vsmMaterialHorizontal || ( this.vsmMaterialHorizontal = new NodeMaterial() );
  			material.fragmentNode = VSMPassHorizontal( { samples, radius, size, shadowPass: shadowPassHorizontal, depthLayer: this.depthLayer } ).context( builder.getSharedContext() );
  			material.name = 'VSMHorizontal';

  		}

  		//

  		const shadowIntensity = reference( 'intensity', 'float', shadow ).setGroup( renderGroup );
  		const normalBias = reference( 'normalBias', 'float', shadow ).setGroup( renderGroup );

  		const shadowPosition = lightShadowMatrix( light ).mul( shadowPositionWorld.add( normalWorld.mul( normalBias ) ) );
  		const shadowCoord = this.setupShadowCoord( builder, shadowPosition );

  		//

  		const filterFn = shadow.filterNode || this.getShadowFilterFn( renderer.shadowMap.type ) || null;

  		if ( filterFn === null ) {

  			throw new Error( 'THREE.WebGPURenderer: Shadow map type not supported yet.' );

  		}

  		const shadowDepthTexture = ( shadowMapType === VSMShadowMap && shadow.isPointLightShadow !== true ) ? this.vsmShadowMapHorizontal.texture : depthTexture;

  		const shadowNode = this.setupShadowFilter( builder, { filterFn, shadowTexture: shadowMap.texture, depthTexture: shadowDepthTexture, shadowCoord, shadow, depthLayer: this.depthLayer } );

  		let shadowColor;

  		if ( renderer.shadowMap.transmitted === true ) {

  			if ( shadowMap.texture.isCubeTexture ) {

  				// For cube shadow maps (point lights), use cubeTexture with vec3 coordinates
  				shadowColor = cubeTexture( shadowMap.texture, shadowCoord.xyz );

  			} else {

  				shadowColor = texture( shadowMap.texture, shadowCoord );

  				if ( depthTexture.isArrayTexture ) {

  					shadowColor = shadowColor.depth( this.depthLayer );

  				}

  			}

  		}

  		//

  		let shadowOutput;

  		if ( shadowColor ) {

  			shadowOutput = mix$2( 1, shadowNode.rgb.mix( shadowColor, 1 ), shadowIntensity.mul( shadowColor.a ) ).toVar();

  		} else {

  			shadowOutput = mix$2( 1, shadowNode, shadowIntensity ).toVar();

  		}

  		this.shadowMap = shadowMap;
  		this.shadow.map = shadowMap;

  		// Shadow Output + Inspector

  		const inspectName = `${ this.light.type } Shadow [ ${ this.light.name || 'ID: ' + this.light.id } ]`;

  		if ( shadowColor ) {

  			shadowOutput.toInspector( `${ inspectName } / Color`, () => {

  				if ( this.shadowMap.texture.isCubeTexture ) {

  					return cubeTexture( this.shadowMap.texture );

  				}

  				return texture( this.shadowMap.texture );

  			} );

  		}

  		return shadowOutput.toInspector( `${ inspectName } / Depth`, () => {

  			// TODO: Use linear depth

  			if ( this.shadowMap.texture.isCubeTexture ) {

  				return cubeTexture( this.shadowMap.texture ).r.oneMinus();

  			}

  			return textureLoad( this.shadowMap.depthTexture, uv$1().mul( textureSize( texture( this.shadowMap.depthTexture ) ) ) ).r.oneMinus();

  		} );

  	}

  	/**
  	 * The implementation performs the setup of the output node. An output is only
  	 * produces if shadow mapping is globally enabled in the renderer.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @return {ShaderCallNodeInternal} The output node.
  	 */
  	setup( builder ) {

  		if ( builder.renderer.shadowMap.enabled === false ) return;

  		return Fn( () => {

  			const currentShadowType = builder.renderer.shadowMap.type;

  			if ( this._currentShadowType !== currentShadowType ) {

  				this._reset();
  				this._node = null;

  			}

  			let node = this._node;

  			this.setupShadowPosition( builder );

  			if ( node === null ) {

  				this._node = node = this.setupShadow( builder );
  				this._currentShadowType = currentShadowType;

  			}

  			if ( builder.material.receivedShadowNode ) {

  				node = builder.material.receivedShadowNode( node );

  			}

  			return node;

  		} )();

  	}

  	/**
  	 * Renders the shadow. The logic of this function could be included
  	 * into {@link ShadowNode#updateShadow} however more specialized shadow
  	 * nodes might require a custom shadow map rendering. By having a
  	 * dedicated method, it's easier to overwrite the default behavior.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	renderShadow( frame ) {

  		const { shadow, shadowMap, light } = this;
  		const { renderer, scene } = frame;

  		shadow.updateMatrices( light );

  		shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.height, shadowMap.depth );

  		const currentSceneName = scene.name;

  		scene.name = `Shadow Map [ ${ light.name || 'ID: ' + light.id } ]`;

  		renderer.render( scene, shadow.camera );

  		scene.name = currentSceneName;

  	}

  	/**
  	 * Updates the shadow.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	updateShadow( frame ) {

  		const { shadowMap, light, shadow } = this;
  		const { renderer, scene, camera } = frame;

  		const shadowType = renderer.shadowMap.type;

  		const depthVersion = shadowMap.depthTexture.version;
  		this._depthVersionCached = depthVersion;

  		const _shadowCameraLayer = shadow.camera.layers.mask;

  		if ( ( shadow.camera.layers.mask & 0xFFFFFFFE ) === 0 ) {

  			shadow.camera.layers.mask = camera.layers.mask;

  		}

  		const currentRenderObjectFunction = renderer.getRenderObjectFunction();

  		const currentMRT = renderer.getMRT();
  		const useVelocity = currentMRT ? currentMRT.has( 'velocity' ) : false;

  		_rendererState = resetRendererAndSceneState( renderer, scene, _rendererState );

  		scene.overrideMaterial = getShadowMaterial( light );

  		renderer.setRenderObjectFunction( getShadowRenderObjectFunction( renderer, shadow, shadowType, useVelocity ) );

  		renderer.setClearColor( 0x000000, 0 );

  		renderer.setRenderTarget( shadowMap );

  		this.renderShadow( frame );

  		renderer.setRenderObjectFunction( currentRenderObjectFunction );

  		// vsm blur pass

  		if ( shadowType === VSMShadowMap && shadow.isPointLightShadow !== true ) {

  			this.vsmPass( renderer );

  		}

  		shadow.camera.layers.mask = _shadowCameraLayer;

  		restoreRendererAndSceneState( renderer, scene, _rendererState );

  	}

  	/**
  	 * For VSM additional render passes are required.
  	 *
  	 * @param {Renderer} renderer - A reference to the current renderer.
  	 */
  	vsmPass( renderer ) {

  		const { shadow } = this;

  		const depth = this.shadowMap.depth;
  		this.vsmShadowMapVertical.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );
  		this.vsmShadowMapHorizontal.setSize( shadow.mapSize.width, shadow.mapSize.height, depth );

  		renderer.setRenderTarget( this.vsmShadowMapVertical );
  		_quadMesh.material = this.vsmMaterialVertical;
  		_quadMesh.render( renderer );

  		renderer.setRenderTarget( this.vsmShadowMapHorizontal );
  		_quadMesh.material = this.vsmMaterialHorizontal;
  		_quadMesh.render( renderer );

  	}

  	/**
  	 * Frees the internal resources of this shadow node.
  	 */
  	dispose() {

  		this._reset();

  		super.dispose();

  	}

  	/**
  	 * Resets the resouce state of this shadow node.
  	 *
  	 * @private
  	 */
  	_reset() {

  		this._currentShadowType = null;

  		disposeShadowMaterial( this.light );

  		if ( this.shadowMap ) {

  			this.shadowMap.dispose();
  			this.shadowMap = null;

  		}

  		if ( this.vsmShadowMapVertical !== null ) {

  			this.vsmShadowMapVertical.dispose();
  			this.vsmShadowMapVertical = null;

  			this.vsmMaterialVertical.dispose();
  			this.vsmMaterialVertical = null;

  		}

  		if ( this.vsmShadowMapHorizontal !== null ) {

  			this.vsmShadowMapHorizontal.dispose();
  			this.vsmShadowMapHorizontal = null;

  			this.vsmMaterialHorizontal.dispose();
  			this.vsmMaterialHorizontal = null;

  		}

  	}

  	/**
  	 * The implementation performs the update of the shadow map if necessary.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	updateBefore( frame ) {

  		const { shadow } = this;

  		let needsUpdate = shadow.needsUpdate || shadow.autoUpdate;

  		if ( needsUpdate ) {

  			if ( this._cameraFrameId[ frame.camera ] === frame.frameId ) {

  				needsUpdate = false;

  			}

  			this._cameraFrameId[ frame.camera ] = frame.frameId;

  		}

  		if ( needsUpdate ) {

  			this.updateShadow( frame );

  			if ( this.shadowMap.depthTexture.version === this._depthVersionCached ) {

  				shadow.needsUpdate = false;

  			}

  		}

  	}

  }

  /**
   * Shadow Render Object Function.
   *
   * @function shadowRenderObjectFunction
   * @param {Object3D} object - The 3D object to render.
   * @param {Scene} scene - The scene containing the object.
   * @param {Camera} _camera - The camera used for rendering.
   * @param {BufferGeometry} geometry - The geometry of the object.
   * @param {Material} material - The material of the object.
   * @param {Group} group - The group the object belongs to.
   * @param {...any} params - Additional parameters for rendering.
   */

  /**
   * TSL function for creating an instance of `ShadowNode`.
   *
   * @tsl
   * @function
   * @param {Light} light - The shadow casting light.
   * @param {?LightShadow} [shadow] - The light shadow.
   * @return {ShadowNode} The created shadow node.
   */
  const shadow = ( light, shadow ) => new ShadowNode( light, shadow );

  const _clearColor$1 = /*@__PURE__*/ new Color();
  const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  const _lookTarget = /*@__PURE__*/ new Vector3();

  // Cube map face directions and up vectors for point light shadows
  // Face order: +X, -X, +Y, -Y, +Z, -Z
  // WebGPU coordinate system - Y faces swapped to match texture sampling convention
  const _cubeDirectionsWebGPU = [
  	/*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( -1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ),
  	/*@__PURE__*/ new Vector3( 0, 1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, -1 )
  ];

  const _cubeUpsWebGPU = [
  	/*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, -1 ),
  	/*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 )
  ];

  // WebGL coordinate system - standard OpenGL convention
  const _cubeDirectionsWebGL = [
  	/*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( -1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, 1, 0 ),
  	/*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, -1 )
  ];

  const _cubeUpsWebGL = [
  	/*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ),
  	/*@__PURE__*/ new Vector3( 0, 0, -1 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 )
  ];

  const BasicPointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp } ) => {

  	return cubeTexture( depthTexture, bd3D ).compare( dp );

  } );

  /**
   * A shadow filtering function for point lights using Vogel disk sampling and IGN.
   *
   * Uses 5 samples distributed via Vogel disk pattern in tangent space around the
   * sample direction, rotated per-pixel using Interleaved Gradient Noise (IGN).
   *
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {CubeDepthTexture} inputs.depthTexture - A reference to the shadow cube map.
   * @param {Node<vec3>} inputs.bd3D - The normalized direction from light to fragment.
   * @param {Node<float>} inputs.dp - The depth value to compare against.
   * @param {LightShadow} inputs.shadow - The light shadow.
   * @return {Node<float>} The filtering result.
   */
  const PointShadowFilter = /*@__PURE__*/ Fn( ( { depthTexture, bd3D, dp, shadow } ) => {

  	const radius = reference( 'radius', 'float', shadow ).setGroup( renderGroup );
  	const mapSize = reference( 'mapSize', 'vec2', shadow ).setGroup( renderGroup );

  	const texelSize = radius.div( mapSize.x );

  	// Build a tangent-space coordinate system for applying offsets
  	const absDir = abs( bd3D );
  	const tangent = normalize( cross( bd3D, absDir.x.greaterThan( absDir.z ).select( vec3( 0, 1, 0 ), vec3( 1, 0, 0 ) ) ) );
  	const bitangent = cross( bd3D, tangent );

  	// Use IGN to rotate sampling pattern per pixel (phi = IGN * 2π)
  	const phi = interleavedGradientNoise( screenCoordinate.xy ).mul( 6.28318530718 );

  	// 5 samples using Vogel disk distribution in tangent space
  	const sample0 = vogelDiskSample( 0, 5, phi );
  	const sample1 = vogelDiskSample( 1, 5, phi );
  	const sample2 = vogelDiskSample( 2, 5, phi );
  	const sample3 = vogelDiskSample( 3, 5, phi );
  	const sample4 = vogelDiskSample( 4, 5, phi );

  	return cubeTexture( depthTexture, bd3D.add( tangent.mul( sample0.x ).add( bitangent.mul( sample0.y ) ).mul( texelSize ) ) ).compare( dp )
  		.add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample1.x ).add( bitangent.mul( sample1.y ) ).mul( texelSize ) ) ).compare( dp ) )
  		.add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample2.x ).add( bitangent.mul( sample2.y ) ).mul( texelSize ) ) ).compare( dp ) )
  		.add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample3.x ).add( bitangent.mul( sample3.y ) ).mul( texelSize ) ) ).compare( dp ) )
  		.add( cubeTexture( depthTexture, bd3D.add( tangent.mul( sample4.x ).add( bitangent.mul( sample4.y ) ).mul( texelSize ) ) ).compare( dp ) )
  		.mul( 1.0 / 5.0 );

  } );

  const pointShadowFilter = /*@__PURE__*/ Fn( ( { filterFn, depthTexture, shadowCoord, shadow }, builder ) => {

  	// for point lights, the uniform @vShadowCoord is re-purposed to hold
  	// the vector from the light to the world-space position of the fragment.
  	const shadowPosition = shadowCoord.xyz.toConst();
  	const shadowPositionAbs = shadowPosition.abs().toConst();
  	const viewZ = shadowPositionAbs.x.max( shadowPositionAbs.y ).max( shadowPositionAbs.z );

  	const shadowCameraNear = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.near );
  	const shadowCameraFar = uniform( 'float' ).setGroup( renderGroup ).onRenderUpdate( () => shadow.camera.far );
  	const bias = reference( 'bias', 'float', shadow ).setGroup( renderGroup );

  	const result = float( 1.0 ).toVar();

  	If( viewZ.sub( shadowCameraFar ).lessThanEqual( 0.0 ).and( viewZ.sub( shadowCameraNear ).greaterThanEqual( 0.0 ) ), () => {

  		let dp;

  		if ( builder.renderer.reversedDepthBuffer ) {

  			dp = viewZToReversedPerspectiveDepth( viewZ.negate(), shadowCameraNear, shadowCameraFar );
  			dp.subAssign( bias );

  		} else {

  			dp = viewZToPerspectiveDepth( viewZ.negate(), shadowCameraNear, shadowCameraFar );
  			dp.addAssign( bias );

  		}

  		// bd3D = base direction 3D (direction from light to fragment)
  		const bd3D = shadowPosition.normalize();

  		// percentage-closer filtering using cube texture sampling
  		result.assign( filterFn( { depthTexture, bd3D, dp, shadow } ) );

  	} );

  	return result;

  } );


  /**
   * Represents the shadow implementation for point light nodes.
   *
   * @augments ShadowNode
   */
  class PointShadowNode extends ShadowNode {

  	static get type() {

  		return 'PointShadowNode';

  	}

  	/**
  	 * Constructs a new point shadow node.
  	 *
  	 * @param {PointLight} light - The shadow casting point light.
  	 * @param {?PointLightShadow} [shadow=null] - An optional point light shadow.
  	 */
  	constructor( light, shadow = null ) {

  		super( light, shadow );

  	}

  	/**
  	 * Overwrites the default implementation to return point light shadow specific
  	 * filtering functions.
  	 *
  	 * @param {number} type - The shadow type.
  	 * @return {Function} The filtering function.
  	 */
  	getShadowFilterFn( type ) {

  		return type === BasicShadowMap ? BasicPointShadowFilter : PointShadowFilter;

  	}

  	/**
  	 * Overwrites the default implementation so the unaltered shadow position is used.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @param {Node<vec3>} shadowPosition - A node representing the shadow position.
  	 * @return {Node<vec3>} The shadow coordinates.
  	 */
  	setupShadowCoord( builder, shadowPosition ) {

  		return shadowPosition;

  	}

  	/**
  	 * Overwrites the default implementation to only use point light specific
  	 * shadow filter functions.
  	 *
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @param {Object} inputs - A configuration object that defines the shadow filtering.
  	 * @param {Function} inputs.filterFn - This function defines the filtering type of the shadow map e.g. PCF.
  	 * @param {DepthTexture} inputs.depthTexture - A reference to the shadow map's depth texture.
  	 * @param {Node<vec3>} inputs.shadowCoord - Shadow coordinates which are used to sample from the shadow map.
  	 * @param {LightShadow} inputs.shadow - The light shadow.
  	 * @return {Node<float>} The result node of the shadow filtering.
  	 */
  	setupShadowFilter( builder, { filterFn, depthTexture, shadowCoord, shadow } ) {

  		return pointShadowFilter( { filterFn, depthTexture, shadowCoord, shadow } );

  	}

  	/**
  	 * Overwrites the default implementation to create a CubeRenderTarget with CubeDepthTexture.
  	 *
  	 * @param {LightShadow} shadow - The light shadow object.
  	 * @param {NodeBuilder} builder - A reference to the current node builder.
  	 * @return {Object} An object containing the shadow map and depth texture.
  	 */
  	setupRenderTarget( shadow, builder ) {

  		const depthTexture = new CubeDepthTexture( shadow.mapSize.width );
  		depthTexture.name = 'PointShadowDepthTexture';
  		depthTexture.compareFunction = builder.renderer.reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare;

  		const shadowMap = builder.createCubeRenderTarget( shadow.mapSize.width );
  		shadowMap.texture.name = 'PointShadowMap';
  		shadowMap.depthTexture = depthTexture;

  		return { shadowMap, depthTexture };

  	}

  	/**
  	 * Overwrites the default implementation with point light specific
  	 * rendering code.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	renderShadow( frame ) {

  		const { shadow, shadowMap, light } = this;
  		const { renderer, scene } = frame;

  		const camera = shadow.camera;
  		const shadowMatrix = shadow.matrix;

  		// Select cube directions/ups based on coordinate system
  		const isWebGPU = renderer.coordinateSystem === WebGPUCoordinateSystem;
  		const cubeDirections = isWebGPU ? _cubeDirectionsWebGPU : _cubeDirectionsWebGL;
  		const cubeUps = isWebGPU ? _cubeUpsWebGPU : _cubeUpsWebGL;

  		shadowMap.setSize( shadow.mapSize.width, shadow.mapSize.width );

  		//

  		const previousAutoClear = renderer.autoClear;

  		const previousClearColor = renderer.getClearColor( _clearColor$1 );
  		const previousClearAlpha = renderer.getClearAlpha();

  		renderer.autoClear = false;
  		renderer.setClearColor( shadow.clearColor, shadow.clearAlpha );

  		// Render each cube face
  		for ( let face = 0; face < 6; face ++ ) {

  			// Set render target to the specific cube face
  			renderer.setRenderTarget( shadowMap, face );
  			renderer.clear();

  			// Update shadow camera matrices for this face

  			const far = light.distance || camera.far;

  			if ( far !== camera.far ) {

  				camera.far = far;
  				camera.updateProjectionMatrix();

  			}

  			_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  			camera.position.copy( _lightPositionWorld );

  			_lookTarget.copy( camera.position );
  			_lookTarget.add( cubeDirections[ face ] );
  			camera.up.copy( cubeUps[ face ] );
  			camera.lookAt( _lookTarget );
  			camera.updateMatrixWorld();

  			shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );

  			_projScreenMatrix$1.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  			shadow._frustum.setFromProjectionMatrix( _projScreenMatrix$1, camera.coordinateSystem, camera.reversedDepth );

  			//

  			const currentSceneName = scene.name;

  			scene.name = `Point Light Shadow [ ${ light.name || 'ID: ' + light.id } ] - Face ${ face + 1 }`;

  			renderer.render( scene, camera );

  			scene.name = currentSceneName;

  		}

  		//

  		renderer.autoClear = previousAutoClear;
  		renderer.setClearColor( previousClearColor, previousClearAlpha );

  	}

  }

  /**
   * TSL function for creating an instance of `PointShadowNode`.
   *
   * @tsl
   * @function
   * @param {PointLight} light - The shadow casting point light.
   * @param {?PointLightShadow} [shadow=null] - An optional point light shadow.
   * @return {PointShadowNode} The created point shadow node.
   */
  const pointShadow = ( light, shadow ) => new PointShadowNode( light, shadow );

  /**
   * Base class for analytic light nodes.
   *
   * @augments LightingNode
   */
  class AnalyticLightNode extends LightingNode {

  	static get type() {

  		return 'AnalyticLightNode';

  	}

  	/**
  	 * Constructs a new analytic light node.
  	 *
  	 * @param {?Light} [light=null] - The light source.
  	 */
  	constructor( light = null ) {

  		super();

  		/**
  		 * The light source.
  		 *
  		 * @type {?Light}
  		 * @default null
  		 */
  		this.light = light;

  		/**
  		 * The light's color value.
  		 *
  		 * @type {Color}
  		 */
  		this.color = new Color();

  		/**
  		 * The light's color node. Points to `colorNode` of the light source, if set. Otherwise
  		 * it creates a uniform node based on {@link AnalyticLightNode#color}.
  		 *
  		 * @type {Node}
  		 */
  		this.colorNode = ( light && light.colorNode ) || uniform( this.color ).setGroup( renderGroup );

  		/**
  		 * This property is used to retain a reference to the original value of {@link AnalyticLightNode#colorNode}.
  		 * The final color node is represented by a different node when using shadows.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.baseColorNode = null;

  		/**
  		 * Represents the light's shadow.
  		 *
  		 * @type {?ShadowNode}
     		 * @default null
  		 */
  		this.shadowNode = null;

  		/**
  		 * Represents the light's shadow color.
  		 *
  		 * @type {?Node}
     		 * @default null
  		 */
  		this.shadowColorNode = null;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isAnalyticLightNode = true;

  		/**
  		 * Overwritten since analytic light nodes are updated
  		 * once per frame.
  		 *
  		 * @type {string}
  		 * @default 'frame'
  		 */
  		this.updateType = NodeUpdateType.FRAME;

  		if ( light && light.shadow ) {

  			this._shadowDisposeListener = () => {

  				this.disposeShadow();

  			};

  			light.addEventListener( 'dispose', this._shadowDisposeListener );

  		}

  	}

  	dispose() {

  		if ( this._shadowDisposeListener ) {

  			this.light.removeEventListener( 'dispose', this._shadowDisposeListener );

  		}

  		super.dispose();

  	}

  	/**
  	 * Frees internal resources related to shadows.
  	 */
  	disposeShadow() {

  		if ( this.shadowNode !== null ) {

  			this.shadowNode.dispose();
  			this.shadowNode = null;

  		}

  		this.shadowColorNode = null;

  		if ( this.baseColorNode !== null ) {

  			this.colorNode = this.baseColorNode;
  			this.baseColorNode = null;

  		}

  	}

  	getHash() {

  		return this.light.uuid;

  	}

  	/**
  	 * Returns a node representing a direction vector which points from the current
  	 * position in view space to the light's position in view space.
  	 *
  	 * @param {NodeBuilder} builder - The builder object used for setting up the light.
  	 * @return {Node<vec3>} The light vector node.
  	 */
  	getLightVector( builder ) {

  		return lightViewPosition( this.light ).sub( builder.context.positionView || positionView );

  	}

  	/**
  	 * Sets up the direct lighting for the analytic light node.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The builder object used for setting up the light.
  	 * @return {Object|undefined} The direct light data (color and direction).
  	 */
  	setupDirect( /*builder*/ ) { }

  	/**
  	 * Sets up the direct rect area lighting for the analytic light node.
  	 *
  	 * @abstract
  	 * @param {NodeBuilder} builder - The builder object used for setting up the light.
  	 * @return {Object|undefined} The direct rect area light data.
  	 */
  	setupDirectRectArea( /*builder*/ ) { }

  	/**
  	 * Setups the shadow node for this light. The method exists so concrete light classes
  	 * can setup different types of shadow nodes.
  	 *
  	 * @return {ShadowNode} The created shadow node.
  	 */
  	setupShadowNode() {

  		return shadow( this.light );

  	}

  	/**
  	 * Setups the shadow for this light. This method is only executed if the light
  	 * cast shadows and the current build object receives shadows. It incorporates
  	 * shadows into the lighting computation.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setupShadow( builder ) {

  		const { renderer } = builder;

  		if ( renderer.shadowMap.enabled === false ) return;

  		let shadowColorNode = this.shadowColorNode;

  		if ( shadowColorNode === null ) {

  			const customShadowNode = this.light.shadow.shadowNode;

  			let shadowNode;

  			if ( customShadowNode !== undefined ) {

  				shadowNode = nodeObject( customShadowNode );

  			} else {

  				shadowNode = this.setupShadowNode();

  			}

  			this.shadowNode = shadowNode;

  			this.shadowColorNode = shadowColorNode = this.colorNode.mul( shadowNode );

  			this.baseColorNode = this.colorNode;

  		}

  		//

  		if ( builder.context.getShadow ) {

  			shadowColorNode = builder.context.getShadow( this, builder );

  		}

  		this.colorNode = shadowColorNode;

  	}

  	/**
  	 * Unlike most other nodes, lighting nodes do not return a output node in {@link Node#setup}.
  	 * The main purpose of lighting nodes is to configure the current {@link LightingModel} and/or
  	 * invocate the respective interface methods.
  	 *
  	 * @param {NodeBuilder} builder - The current node builder.
  	 */
  	setup( builder ) {

  		this.colorNode = this.baseColorNode || this.colorNode;

  		if ( this.light.castShadow ) {

  			if ( builder.object.receiveShadow ) {

  				this.setupShadow( builder );

  			}

  		} else if ( this.shadowNode !== null ) {

  			this.shadowNode.dispose();
  			this.shadowNode = null;
  			this.shadowColorNode = null;

  		}

  		const directLightData = this.setupDirect( builder );
  		const directRectAreaLightData = this.setupDirectRectArea( builder );

  		if ( directLightData ) {

  			builder.lightsNode.setupDirectLight( builder, this, directLightData );

  		}

  		if ( directRectAreaLightData ) {

  			builder.lightsNode.setupDirectRectAreaLight( builder, this, directRectAreaLightData );

  		}

  	}

  	/**
  	 * The update method is used to update light uniforms per frame.
  	 * Potentially overwritten in concrete light nodes to update light
  	 * specific uniforms.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( /*frame*/ ) {

  		const { light } = this;

  		this.color.copy( light.color ).multiplyScalar( light.intensity );

  	}

  }

  /**
   * Represents a `discard` shader operation in TSL.
   *
   * @method
   * @param {Object} inputs - The input parameter object.
   * @param {Node<float>} inputs.lightDistance - The distance of the light's position to the current fragment position.
   * @param {Node<float>} inputs.cutoffDistance - The light's cutoff distance.
   * @param {Node<float>} inputs.decayExponent - The light's decay exponent.
   * @return {Node<float>} The distance falloff.
   */
  const getDistanceAttenuation = /*@__PURE__*/ Fn( ( { lightDistance, cutoffDistance, decayExponent } ) => {

  	// based upon Frostbite 3 Moving to Physically-based Rendering
  	// page 32, equation 26: E[window1]
  	// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  	const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();

  	return cutoffDistance.greaterThan( 0 ).select(
  		distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
  		distanceFalloff
  	);

  } ); // validated

  const directPointLight = ( { color, lightVector, cutoffDistance, decayExponent } ) => {

  	const lightDirection = lightVector.normalize();
  	const lightDistance = lightVector.length();

  	const attenuation = getDistanceAttenuation( {
  		lightDistance,
  		cutoffDistance,
  		decayExponent
  	} );

  	const lightColor = color.mul( attenuation );

  	return { lightDirection, lightColor };

  };

  /**
   * Module for representing point lights as nodes.
   *
   * @augments AnalyticLightNode
   */
  class PointLightNode extends AnalyticLightNode {

  	static get type() {

  		return 'PointLightNode';

  	}

  	/**
  	 * Constructs a new point light node.
  	 *
  	 * @param {?PointLight} [light=null] - The point light source.
  	 */
  	constructor( light = null ) {

  		super( light );

  		/**
  		 * Uniform node representing the cutoff distance.
  		 *
  		 * @type {UniformNode<float>}
  		 */
  		this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );

  		/**
  		 * Uniform node representing the decay exponent.
  		 *
  		 * @type {UniformNode<float>}
  		 */
  		this.decayExponentNode = uniform( 2 ).setGroup( renderGroup );

  	}

  	/**
  	 * Overwritten to updated point light specific uniforms.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( frame ) {

  		const { light } = this;

  		super.update( frame );

  		this.cutoffDistanceNode.value = light.distance;
  		this.decayExponentNode.value = light.decay;

  	}

  	/**
  	 * Overwritten to setup point light specific shadow.
  	 *
  	 * @return {PointShadowNode}
  	 */
  	setupShadowNode() {

  		return pointShadow( this.light );

  	}

  	setupDirect( builder ) {

  		return directPointLight( {
  			color: this.colorNode,
  			lightVector: this.getLightVector( builder ),
  			cutoffDistance: this.cutoffDistanceNode,
  			decayExponent: this.decayExponentNode
  		} );

  	}

  }

  /**
   * Generates a circle based on the uv coordinates.
   *
   * @tsl
   * @function
   * @param {Node<vec2>} coord - The uv to generate the circle.
   * @return {Node<float>} The circle shape.
   */
  Fn( ( [ coord = uv$1() ], { renderer, material } ) => {

  	const len2 = lengthSq( coord.mul( 2 ).sub( 1 ) );

  	let alpha;

  	if ( material.alphaToCoverage && renderer.currentSamples > 0 ) {

  		const dlen = float( len2.fwidth() ).toVar();

  		alpha = smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus();

  	} else {

  		alpha = select$1( len2.greaterThan( 1.0 ), 0, 1 );

  	}

  	return alpha;

  } );

  const getShIrradianceAt = /*@__PURE__*/ Fn( ( [ normal, shCoefficients ] ) => {

  	// normal is assumed to have unit length

  	const x = normal.x, y = normal.y, z = normal.z;

  	// band 0
  	let result = shCoefficients.element( 0 ).mul( 0.886227 );

  	// band 1
  	result = result.add( shCoefficients.element( 1 ).mul( 2.0 * 0.511664 ).mul( y ) );
  	result = result.add( shCoefficients.element( 2 ).mul( 2.0 * 0.511664 ).mul( z ) );
  	result = result.add( shCoefficients.element( 3 ).mul( 2.0 * 0.511664 ).mul( x ) );

  	// band 2
  	result = result.add( shCoefficients.element( 4 ).mul( 2.0 * 0.429043 ).mul( x ).mul( y ) );
  	result = result.add( shCoefficients.element( 5 ).mul( 2.0 * 0.429043 ).mul( y ).mul( z ) );
  	result = result.add( shCoefficients.element( 6 ).mul( z.mul( z ).mul( 0.743125 ).sub( 0.247708 ) ) );
  	result = result.add( shCoefficients.element( 7 ).mul( 2.0 * 0.429043 ).mul( x ).mul( z ) );
  	result = result.add( shCoefficients.element( 8 ).mul( 0.429043 ).mul( mul( x, x ).sub( mul( y, y ) ) ) );

  	return result;

  } );

  const _clearColor = /*@__PURE__*/ new Color4();

  /**
   * This renderer module manages the background.
   *
   * @private
   * @augments DataMap
   */
  class Background extends DataMap {

  	/**
  	 * Constructs a new background management component.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {Nodes} nodes - Renderer component for managing nodes related logic.
  	 */
  	constructor( renderer, nodes ) {

  		super();

  		/**
  		 * The renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * Renderer component for managing nodes related logic.
  		 *
  		 * @type {Nodes}
  		 */
  		this.nodes = nodes;

  	}

  	/**
  	 * Updates the background for the given scene. Depending on how `Scene.background`
  	 * or `Scene.backgroundNode` are configured, this method might configure a simple clear
  	 * or add a mesh to the render list for rendering the background as a textured plane
  	 * or skybox.
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @param {RenderList} renderList - The current render list.
  	 * @param {RenderContext} renderContext - The current render context.
  	 */
  	update( scene, renderList, renderContext ) {

  		const renderer = this.renderer;
  		const background = this.nodes.getBackgroundNode( scene ) || scene.background;

  		let forceClear = false;

  		if ( background === null ) {

  			// no background settings, use clear color configuration from the renderer

  			renderer._clearColor.getRGB( _clearColor );
  			_clearColor.a = renderer._clearColor.a;

  		} else if ( background.isColor === true ) {

  			// background is an opaque color

  			background.getRGB( _clearColor );
  			_clearColor.a = 1;

  			forceClear = true;

  		} else if ( background.isNode === true ) {

  			const sceneData = this.get( scene );
  			const backgroundNode = background;

  			_clearColor.copy( renderer._clearColor );

  			let backgroundMesh = sceneData.backgroundMesh;

  			if ( backgroundMesh === undefined ) {

  				const backgroundMeshNode = vec4( backgroundNode ).mul( backgroundIntensity ).context( {
  					// @TODO: Add Texture2D support using node context
  					getUV: () => backgroundRotation.mul( normalWorldGeometry ),
  					getTextureLevel: () => backgroundBlurriness
  				} );

  				// when using orthographic cameras, we must scale the skybox sphere
  				// up to exceed the dimensions of the camera's viewing box.
  				const isOrtho = cameraProjectionMatrix.element( 3 ).element( 3 ).equal( 1.0 );

  				// calculate the orthographic scale
  				// projectionMatrix[1][1] is (1 / top). Invert it to get the height and multiply by 3.0
  				// (an arbitrary safety factor) to ensure the skybox is large enough to cover the corners
  				// of the rectangular screen
  				const orthoScale = div( 1.0, cameraProjectionMatrix.element( 1 ).element( 1 ) ).mul( 3.0 );

  				// compute vertex position
  				const modifiedPosition = isOrtho.select( positionLocal.mul( orthoScale ), positionLocal );

  				// by using a w component of 0, the skybox will not translate when the camera moves through the scene
  				const viewPosition = modelViewMatrix.mul( vec4( modifiedPosition, 0.0 ) );

  				// we force w=1.0 here to prevent the w_clip=0 divide-by-zero error for ortho cameras.
  				let viewProj = cameraProjectionMatrix.mul( vec4( viewPosition.xyz, 1.0 ) );

  				// force background to far plane so it does not occlude objects
  				viewProj = viewProj.setZ( viewProj.w );

  				const nodeMaterial = new NodeMaterial();
  				nodeMaterial.name = 'Background.material';
  				nodeMaterial.side = BackSide;
  				nodeMaterial.depthTest = false;
  				nodeMaterial.depthWrite = false;
  				nodeMaterial.allowOverride = false;
  				nodeMaterial.fog = false;
  				nodeMaterial.lights = false;
  				nodeMaterial.vertexNode = viewProj;
  				nodeMaterial.colorNode = backgroundMeshNode;

  				sceneData.backgroundMeshNode = backgroundMeshNode;
  				sceneData.backgroundMesh = backgroundMesh = new Mesh( new SphereGeometry( 1, 32, 32 ), nodeMaterial );
  				backgroundMesh.frustumCulled = false;
  				backgroundMesh.name = 'Background.mesh';

  				function onBackgroundDispose() {

  					background.removeEventListener( 'dispose', onBackgroundDispose );

  					backgroundMesh.material.dispose();
  					backgroundMesh.geometry.dispose();

  				}

  				background.addEventListener( 'dispose', onBackgroundDispose );

  			}

  			const backgroundCacheKey = backgroundNode.getCacheKey();

  			if ( sceneData.backgroundCacheKey !== backgroundCacheKey ) {

  				sceneData.backgroundMeshNode.node = vec4( backgroundNode ).mul( backgroundIntensity );
  				sceneData.backgroundMeshNode.needsUpdate = true;

  				backgroundMesh.material.needsUpdate = true;

  				sceneData.backgroundCacheKey = backgroundCacheKey;

  			}

  			renderList.unshift( backgroundMesh, backgroundMesh.geometry, backgroundMesh.material, 0, 0, null, null );

  		} else {

  			error( 'Renderer: Unsupported background configuration.', background );

  		}

  		//

  		const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();

  		if ( environmentBlendMode === 'additive' ) {

  			_clearColor.set( 0, 0, 0, 1 );

  		} else if ( environmentBlendMode === 'alpha-blend' ) {

  			_clearColor.set( 0, 0, 0, 0 );

  		}

  		//

  		if ( renderer.autoClear === true || forceClear === true ) {

  			const clearColorValue = renderContext.clearColorValue;

  			clearColorValue.r = _clearColor.r;
  			clearColorValue.g = _clearColor.g;
  			clearColorValue.b = _clearColor.b;
  			clearColorValue.a = _clearColor.a;

  			// premultiply alpha

  			if ( renderer.backend.isWebGLBackend === true || renderer.alpha === true ) {

  				clearColorValue.r *= clearColorValue.a;
  				clearColorValue.g *= clearColorValue.a;
  				clearColorValue.b *= clearColorValue.a;

  			}

  			//

  			renderContext.depthClearValue = renderer.getClearDepth();
  			renderContext.stencilClearValue = renderer.getClearStencil();

  			renderContext.clearColor = renderer.autoClearColor === true;
  			renderContext.clearDepth = renderer.autoClearDepth === true;
  			renderContext.clearStencil = renderer.autoClearStencil === true;

  		} else {

  			renderContext.clearColor = false;
  			renderContext.clearDepth = false;
  			renderContext.clearStencil = false;

  		}

  	}

  }

  let _id$7 = 0;

  /**
   * A bind group represents a collection of bindings and thus a collection
   * or resources. Bind groups are assigned to pipelines to provide them
   * with the required resources (like uniform buffers or textures).
   *
   * @private
   */
  class BindGroup {

  	/**
  	 * Constructs a new bind group.
  	 *
  	 * @param {string} name - The bind group's name.
  	 * @param {Array<Binding>} bindings - An array of bindings.
  	 * @param {number} index - The group index.
  	 */
  	constructor( name = '', bindings = [], index = 0 ) {

  		/**
  		 * The bind group's name.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * An array of bindings.
  		 *
  		 * @type {Array<Binding>}
  		 */
  		this.bindings = bindings;

  		/**
  		 * The group index.
  		 *
  		 * @type {number}
  		 */
  		this.index = index;

  		/**
  		 * The group's ID.
  		 *
  		 * @type {number}
  		 */
  		this.id = _id$7 ++;

  	}

  }

  /**
   * This module represents the state of a node builder after it was
   * used to build the nodes for a render object. The state holds the
   * results of the build for further processing in the renderer.
   *
   * Render objects with identical cache keys share the same node builder state.
   *
   * @private
   */
  class NodeBuilderState {

  	/**
  	 * Constructs a new node builder state.
  	 *
  	 * @param {string} vertexShader - The native vertex shader code.
  	 * @param {string} fragmentShader - The native fragment shader code.
  	 * @param {string} computeShader - The native compute shader code.
  	 * @param {Array<NodeAttribute>} nodeAttributes - An array of node attributes.
  	 * @param {Array<BindGroup>} bindings - An array of bind groups.
  	 * @param {Array<Node>} updateNodes - An array of nodes that implement their `update()` method.
  	 * @param {Array<Node>} updateBeforeNodes - An array of nodes that implement their `updateBefore()` method.
  	 * @param {Array<Node>} updateAfterNodes - An array of nodes that implement their `updateAfter()` method.
  	 * @param {NodeMaterialObserver} observer - A node material observer.
  	 * @param {Array<Object>} transforms - An array with transform attribute objects. Only relevant when using compute shaders with WebGL 2.
  	 */
  	constructor( vertexShader, fragmentShader, computeShader, nodeAttributes, bindings, updateNodes, updateBeforeNodes, updateAfterNodes, observer, transforms = [] ) {

  		/**
  		 * The native vertex shader code.
  		 *
  		 * @type {string}
  		 */
  		this.vertexShader = vertexShader;

  		/**
  		 * The native fragment shader code.
  		 *
  		 * @type {string}
  		 */
  		this.fragmentShader = fragmentShader;

  		/**
  		 * The native compute shader code.
  		 *
  		 * @type {string}
  		 */
  		this.computeShader = computeShader;

  		/**
  		 * An array with transform attribute objects.
  		 * Only relevant when using compute shaders with WebGL 2.
  		 *
  		 * @type {Array<Object>}
  		 */
  		this.transforms = transforms;

  		/**
  		 * An array of node attributes representing
  		 * the attributes of the shaders.
  		 *
  		 * @type {Array<NodeAttribute>}
  		 */
  		this.nodeAttributes = nodeAttributes;

  		/**
  		 * An array of bind groups representing the uniform or storage
  		 * buffers, texture or samplers of the shader.
  		 *
  		 * @type {Array<BindGroup>}
  		 */
  		this.bindings = bindings;

  		/**
  		 * An array of nodes that implement their `update()` method.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.updateNodes = updateNodes;

  		/**
  		 * An array of nodes that implement their `updateBefore()` method.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.updateBeforeNodes = updateBeforeNodes;

  		/**
  		 * An array of nodes that implement their `updateAfter()` method.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.updateAfterNodes = updateAfterNodes;

  		/**
  		 * A node material observer.
  		 *
  		 * @type {NodeMaterialObserver}
  		 */
  		this.observer = observer;

  		/**
  		 * How often this state is used by render objects.
  		 *
  		 * @type {number}
  		 */
  		this.usedTimes = 0;

  	}

  	/**
  	 * This method is used to create a array of bind groups based
  	 * on the existing bind groups of this state. Shared groups are
  	 * not cloned.
  	 *
  	 * @return {Array<BindGroup>} A array of bind groups.
  	 */
  	createBindings() {

  		const bindings = [];

  		for ( const instanceGroup of this.bindings ) {

  			const shared = instanceGroup.bindings[ 0 ].groupNode.shared; // All bindings in the group must have the same groupNode.

  			if ( shared !== true ) {

  				const bindingsGroup = new BindGroup( instanceGroup.name, [], instanceGroup.index );
  				bindings.push( bindingsGroup );

  				for ( const instanceBinding of instanceGroup.bindings ) {

  					bindingsGroup.bindings.push( instanceBinding.clone() );

  				}

  			} else {

  				bindings.push( instanceGroup );

  			}

  		}

  		return bindings;

  	}

  }

  /**
   * {@link NodeBuilder} is going to create instances of this class during the build process
   * of nodes. They represent the final shader attributes that are going to be generated
   * by the builder. Arrays of node attributes is maintained in {@link NodeBuilder#attributes}
   * and {@link NodeBuilder#bufferAttributes} for this purpose.
   */
  class NodeAttribute {

  	/**
  	 * Constructs a new node attribute.
  	 *
  	 * @param {string} name - The name of the attribute.
  	 * @param {string} type - The type of the attribute.
  	 * @param {?Node} node - An optional reference to the node.
  	 */
  	constructor( name, type, node = null ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNodeAttribute = true;

  		/**
  		 * The name of the attribute.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * The type of the attribute.
  		 *
  		 * @type {string}
  		 */
  		this.type = type;

  		/**
  		 * An optional reference to the node.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.node = node;

  	}

  }

  /**
   * {@link NodeBuilder} is going to create instances of this class during the build process
   * of nodes. They represent the final shader uniforms that are going to be generated
   * by the builder. A dictionary of node uniforms is maintained in {@link NodeBuilder#uniforms}
   * for this purpose.
   */
  class NodeUniform {

  	/**
  	 * Constructs a new node uniform.
  	 *
  	 * @param {string} name - The name of the uniform.
  	 * @param {string} type - The type of the uniform.
  	 * @param {UniformNode} node - An reference to the node.
  	 */
  	constructor( name, type, node ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNodeUniform = true;

  		/**
  		 * The name of the uniform.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * The type of the uniform.
  		 *
  		 * @type {string}
  		 */
  		this.type = type;

  		/**
  		 * An reference to the node.
  		 *
  		 * @type {UniformNode}
  		 */
  		this.node = node;

  	}

  	/**
  	 * The value of the uniform node.
  	 *
  	 * @type {any}
  	 */
  	get value() {

  		return this.node.value;

  	}

  	set value( val ) {

  		this.node.value = val;

  	}

  	/**
  	 * The id of the uniform node.
  	 *
  	 * @type {number}
  	 */
  	get id() {

  		return this.node.id;

  	}

  	/**
  	 * The uniform node's group.
  	 *
  	 * @type {UniformGroupNode}
  	 */
  	get groupNode() {

  		return this.node.groupNode;

  	}

  }

  /**
   * {@link NodeBuilder} is going to create instances of this class during the build process
   * of nodes. They represent the final shader variables that are going to be generated
   * by the builder. A dictionary of node variables is maintained in {@link NodeBuilder#vars} for
   * this purpose.
   */
  class NodeVar {

  	/**
  	 * Constructs a new node variable.
  	 *
  	 * @param {string} name - The name of the variable.
  	 * @param {string} type - The type of the variable.
  	 * @param {boolean} [readOnly=false] - The read-only flag.
  	 * @param {?number} [count=null] - The size.
  	 */
  	constructor( name, type, readOnly = false, count = null ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNodeVar = true;

  		/**
  		 * The name of the variable.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * The type of the variable.
  		 *
  		 * @type {string}
  		 */
  		this.type = type;

  		/**
  		 *  The read-only flag.
  		 *
  		 * @type {boolean}
  		 */
  		this.readOnly = readOnly;

  		/**
  		 * The size.
  		 *
  		 * @type {?number}
  		 */
  		this.count = count;

  	}

  }

  /**
   * {@link NodeBuilder} is going to create instances of this class during the build process
   * of nodes. They represent the final shader varyings that are going to be generated
   * by the builder. An array of node varyings is maintained in {@link NodeBuilder#varyings} for
   * this purpose.
   *
   * @augments NodeVar
   */
  class NodeVarying extends NodeVar {

  	/**
  	 * Constructs a new node varying.
  	 *
  	 * @param {string} name - The name of the varying.
  	 * @param {string} type - The type of the varying.
  	 * @param {?string} interpolationType - The interpolation type of the varying.
  	 * @param {?string} interpolationSampling - The interpolation sampling type of the varying.
  	 */
  	constructor( name, type, interpolationType = null, interpolationSampling = null ) {

  		super( name, type );

  		/**
  		 * Whether this varying requires interpolation or not. This property can be used
  		 * to check if the varying can be optimized for a variable.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.needsInterpolation = false;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNodeVarying = true;

  		/**
  		 * The interpolation type of the varying data.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.interpolationType = interpolationType;

  		/**
  		 * The interpolation sampling type of varying data.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.interpolationSampling = interpolationSampling;

  	}

  }

  /**
   * {@link NodeBuilder} is going to create instances of this class during the build process
   * of nodes. They represent user-defined, native shader code portions that are going to be
   * injected by the builder. A dictionary of node codes is maintained in {@link NodeBuilder#codes}
   * for this purpose.
   */
  class NodeCode {

  	/**
  	 * Constructs a new code node.
  	 *
  	 * @param {string} name - The name of the code.
  	 * @param {string} type - The node type.
  	 * @param {string} [code=''] - The native shader code.
  	 */
  	constructor( name, type, code = '' ) {

  		/**
  		 * The name of the code.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * The node type.
  		 *
  		 * @type {string}
  		 */
  		this.type = type;

  		/**
  		 * The native shader code.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.code = code;

  		Object.defineProperty( this, 'isNodeCode', { value: true } );

  	}

  }

  let _id$6 = 0;

  /**
   * This utility class is used in {@link NodeBuilder} as an internal
   * cache data structure for node data.
   */
  class NodeCache {

  	/**
  	 * Constructs a new node cache.
  	 *
  	 * @param {?NodeCache} parent - A reference to a parent cache.
  	 */
  	constructor( parent = null ) {

  		/**
  		 * The id of the cache.
  		 *
  		 * @type {number}
  		 * @readonly
  		 */
  		this.id = _id$6 ++;

  		/**
  		 * A weak map for managing node data.
  		 *
  		 * @type {WeakMap<Node, Object>}
  		 */
  		this.nodesData = new WeakMap();

  		/**
  		 * Reference to a parent node cache.
  		 *
  		 * @type {?NodeCache}
  		 * @default null
  		 */
  		this.parent = parent;

  	}

  	/**
  	 * Returns the data for the given node.
  	 *
  	 * @param {Node} node - The node.
  	 * @return {?Object} The data for the node.
  	 */
  	getData( node ) {

  		let data = this.nodesData.get( node );

  		if ( data === undefined && this.parent !== null ) {

  			data = this.parent.getData( node );

  		}

  		return data;

  	}

  	/**
  	 * Sets the data for a given node.
  	 *
  	 * @param {Node} node - The node.
  	 * @param {Object} data - The data that should be cached.
  	 */
  	setData( node, data ) {

  		this.nodesData.set( node, data );

  	}

  }

  class StructType {

  	constructor( name, members ) {

  		this.name = name;
  		this.members = members;
  		this.output = false;

  	}

  }

  /**
   * Abstract base class for uniforms.
   *
   * @abstract
   * @private
   */
  class Uniform {

  	/**
  	 * Constructs a new uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {any} value - The uniform's value.
  	 */
  	constructor( name, value ) {

  		/**
  		 * The uniform's name.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * The uniform's value.
  		 *
  		 * @type {any}
  		 */
  		this.value = value;

  		/**
  		 * Used to build the uniform buffer according to the STD140 layout.
  		 * Derived uniforms will set this property to a data type specific
  		 * value.
  		 *
  		 * @type {number}
  		 */
  		this.boundary = 0;

  		/**
  		 * The item size. Derived uniforms will set this property to a data
  		 * type specific value.
  		 *
  		 * @type {number}
  		 */
  		this.itemSize = 0;

  		/**
  		 * This property is set by {@link UniformsGroup} and marks
  		 * the start position in the uniform buffer.
  		 *
  		 * @type {number}
  		 */
  		this.offset = 0;

  		/**
  		 * This property is set by {@link UniformsGroup} and marks
  		 * the index position in the uniform array.
  		 *
  		 * @type {number}
  		 */
  		this.index = -1;

  	}

  	/**
  	 * Sets the uniform's value.
  	 *
  	 * @param {any} value - The value to set.
  	 */
  	setValue( value ) {

  		this.value = value;

  	}

  	/**
  	 * Returns the uniform's value.
  	 *
  	 * @return {any} The value.
  	 */
  	getValue() {

  		return this.value;

  	}

  }

  /**
   * Represents a Number uniform.
   *
   * @private
   * @augments Uniform
   */
  class NumberUniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {number} value - The uniform's value.
  	 */
  	constructor( name, value = 0 ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNumberUniform = true;

  		this.boundary = 4;
  		this.itemSize = 1;

  	}

  }

  /**
   * Represents a Vector2 uniform.
   *
   * @private
   * @augments Uniform
   */
  class Vector2Uniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {Vector2} value - The uniform's value.
  	 */
  	constructor( name, value = new Vector2() ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isVector2Uniform = true;

  		this.boundary = 8;
  		this.itemSize = 2;

  	}

  }

  /**
   * Represents a Vector3 uniform.
   *
   * @private
   * @augments Uniform
   */
  class Vector3Uniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {Vector3} value - The uniform's value.
  	 */
  	constructor( name, value = new Vector3() ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isVector3Uniform = true;

  		this.boundary = 16;
  		this.itemSize = 3;

  	}

  }

  /**
   * Represents a Vector4 uniform.
   *
   * @private
   * @augments Uniform
   */
  class Vector4Uniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {Vector4} value - The uniform's value.
  	 */
  	constructor( name, value = new Vector4() ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isVector4Uniform = true;

  		this.boundary = 16;
  		this.itemSize = 4;

  	}

  }

  /**
   * Represents a Color uniform.
   *
   * @private
   * @augments Uniform
   */
  class ColorUniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {Color} value - The uniform's value.
  	 */
  	constructor( name, value = new Color() ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isColorUniform = true;

  		this.boundary = 16;
  		this.itemSize = 3;

  	}

  }

  /**
   * Represents a Matrix2 uniform.
   *
   * @private
   * @augments Uniform
   */
  class Matrix2Uniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {Matrix2} value - The uniform's value.
  	 */
  	constructor( name, value = new Matrix2() ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMatrix2Uniform = true;

  		this.boundary = 8;
  		this.itemSize = 4;

  	}

  }


  /**
   * Represents a Matrix3 uniform.
   *
   * @private
   * @augments Uniform
   */
  class Matrix3Uniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {Matrix3} value - The uniform's value.
  	 */
  	constructor( name, value = new Matrix3() ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMatrix3Uniform = true;

  		this.boundary = 48;
  		this.itemSize = 12;

  	}

  }

  /**
   * Represents a Matrix4 uniform.
   *
   * @private
   * @augments Uniform
   */
  class Matrix4Uniform extends Uniform {

  	/**
  	 * Constructs a new Number uniform.
  	 *
  	 * @param {string} name - The uniform's name.
  	 * @param {Matrix4} value - The uniform's value.
  	 */
  	constructor( name, value = new Matrix4() ) {

  		super( name, value );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isMatrix4Uniform = true;

  		this.boundary = 64;
  		this.itemSize = 16;

  	}

  }

  /**
   * A special form of Number uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments NumberUniform
   */
  class NumberNodeUniform extends NumberUniform {

  	/**
  	 * Constructs a new node-based Number uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {number} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }

  /**
   * A special form of Vector2 uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments Vector2Uniform
   */
  class Vector2NodeUniform extends Vector2Uniform {

  	/**
  	 * Constructs a new node-based Vector2 uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {Vector2} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }

  /**
   * A special form of Vector3 uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments Vector3Uniform
   */
  class Vector3NodeUniform extends Vector3Uniform {

  	/**
  	 * Constructs a new node-based Vector3 uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {Vector3} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }

  /**
   * A special form of Vector4 uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments Vector4Uniform
   */
  class Vector4NodeUniform extends Vector4Uniform {

  	/**
  	 * Constructs a new node-based Vector4 uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {Vector4} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }

  /**
   * A special form of Color uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments ColorUniform
   */
  class ColorNodeUniform extends ColorUniform {

  	/**
  	 * Constructs a new node-based Color uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {Color} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }


  /**
   * A special form of Matrix2 uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments Matrix2Uniform
   */
  class Matrix2NodeUniform extends Matrix2Uniform {

  	/**
  	 * Constructs a new node-based Matrix2 uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {Matrix2} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }

  /**
   * A special form of Matrix3 uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments Matrix3Uniform
   */
  class Matrix3NodeUniform extends Matrix3Uniform {

  	/**
  	 * Constructs a new node-based Matrix3 uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {Matrix3} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }

  /**
   * A special form of Matrix4 uniform binding type.
   * It's value is managed by a node object.
   *
   * @private
   * @augments Matrix4Uniform
   */
  class Matrix4NodeUniform extends Matrix4Uniform {

  	/**
  	 * Constructs a new node-based Matrix4 uniform.
  	 *
  	 * @param {NodeUniform} nodeUniform - The node uniform.
  	 */
  	constructor( nodeUniform ) {

  		super( nodeUniform.name, nodeUniform.value );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {NodeUniform}
  		 */
  		this.nodeUniform = nodeUniform;

  	}

  	/**
  	 * Overwritten to return the value of the node uniform.
  	 *
  	 * @return {Matrix4} The value.
  	 */
  	getValue() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * Returns the node uniform data type.
  	 *
  	 * @return {string} The data type.
  	 */
  	getType() {

  		return this.nodeUniform.type;

  	}

  }

  let _id$5 = 0;

  const _bindingGroupsCache = new WeakMap();

  const sharedNodeData = new WeakMap();

  const typeFromArray = new Map( [
  	[ Int8Array, 'int' ],
  	[ Int16Array, 'int' ],
  	[ Int32Array, 'int' ],
  	[ Uint8Array, 'uint' ],
  	[ Uint16Array, 'uint' ],
  	[ Uint32Array, 'uint' ],
  	[ Float32Array, 'float' ]
  ] );

  const toFloat = ( value ) => {

  	if ( /e/g.test( value ) ) {

  		return String( value ).replace( /\+/g, '' );

  	} else {

  		value = Number( value );

  		return value + ( value % 1 ? '' : '.0' );

  	}

  };

  /**
   * Base class for builders which generate a shader program based
   * on a 3D object and its node material definition.
   */
  class NodeBuilder {

  	/**
  	 * Constructs a new node builder.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Renderer} renderer - The current renderer.
  	 * @param {NodeParser} parser - A reference to a node parser.
  	 */
  	constructor( object, renderer, parser ) {

  		/**
  		 * The 3D object.
  		 *
  		 * @type {Object3D}
  		 */
  		this.object = object;

  		/**
  		 * The material of the 3D object.
  		 *
  		 * @type {?Material}
  		 */
  		this.material = ( object && object.material ) || null;

  		/**
  		 * The geometry of the 3D object.
  		 *
  		 * @type {?BufferGeometry}
  		 */
  		this.geometry = ( object && object.geometry ) || null;

  		/**
  		 * The current renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * A reference to a node parser.
  		 *
  		 * @type {NodeParser}
  		 */
  		this.parser = parser;

  		/**
  		 * The scene the 3D object belongs to.
  		 *
  		 * @type {?Scene}
  		 * @default null
  		 */
  		this.scene = null;

  		/**
  		 * The camera the 3D object is rendered with.
  		 *
  		 * @type {?Camera}
  		 * @default null
  		 */
  		this.camera = null;

  		/**
  		 * A list of all nodes the builder is processing
  		 * for this 3D object.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.nodes = [];

  		/**
  		 * A list of all nodes the builder is processing in sequential order.
  		 *
  		 * This is used to determine the update order of nodes, which is important for
  		 * {@link NodeUpdateType#UPDATE_BEFORE} and {@link NodeUpdateType#UPDATE_AFTER}.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.sequentialNodes = [];

  		/**
  		 * A list of all nodes which {@link Node#update} method should be executed.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.updateNodes = [];

  		/**
  		 * A list of all nodes which {@link Node#updateBefore} method should be executed.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.updateBeforeNodes = [];

  		/**
  		 * A list of all nodes which {@link Node#updateAfter} method should be executed.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.updateAfterNodes = [];

  		/**
  		 * A dictionary that assigns each node to a unique hash.
  		 *
  		 * @type {Object<number,Node>}
  		 */
  		this.hashNodes = {};

  		/**
  		 * A reference to a node material observer.
  		 *
  		 * @type {?NodeMaterialObserver}
  		 * @default null
  		 */
  		this.observer = null;

  		/**
  		 * A reference to the current lights node.
  		 *
  		 * @type {?LightsNode}
  		 * @default null
  		 */
  		this.lightsNode = null;

  		/**
  		 * A reference to the current environment node.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.environmentNode = null;

  		/**
  		 * A reference to the current fog node.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.fogNode = null;

  		/**
  		 * The current clipping context.
  		 *
  		 * @type {?ClippingContext}
  		 */
  		this.clippingContext = null;

  		/**
  		 * The generated vertex shader.
  		 *
  		 * @type {?string}
  		 */
  		this.vertexShader = null;

  		/**
  		 * The generated fragment shader.
  		 *
  		 * @type {?string}
  		 */
  		this.fragmentShader = null;

  		/**
  		 * The generated compute shader.
  		 *
  		 * @type {?string}
  		 */
  		this.computeShader = null;

  		/**
  		 * Nodes used in the primary flow of code generation.
  		 *
  		 * @type {Object<string,Array<Node>>}
  		 */
  		this.flowNodes = { vertex: [], fragment: [], compute: [] };

  		/**
  		 * Nodes code from `.flowNodes`.
  		 *
  		 * @type {Object<string,string>}
  		 */
  		this.flowCode = { vertex: '', fragment: '', compute: '' };

  		/**
  		 * This dictionary holds the node uniforms of the builder.
  		 * The uniforms are maintained in an array for each shader stage.
  		 *
  		 * @type {Object}
  		 */
  		this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };

  		/**
  		 * This dictionary holds the output structs of the builder.
  		 * The structs are maintained in an array for each shader stage.
  		 *
  		 * @type {Object}
  		 */
  		this.structs = { vertex: [], fragment: [], compute: [], index: 0 };

  		/**
  		 * This dictionary holds the types of the builder.
  		 *
  		 * @type {Object}
  		 */
  		this.types = { vertex: [], fragment: [], compute: [], index: 0 };

  		/**
  		 * This dictionary holds the bindings for each shader stage.
  		 *
  		 * @type {Object}
  		 */
  		this.bindings = { vertex: {}, fragment: {}, compute: {} };

  		/**
  		 * This dictionary maintains the binding indices per bind group.
  		 *
  		 * @type {Object}
  		 */
  		this.bindingsIndexes = {};

  		/**
  		 * Reference to the array of bind groups.
  		 *
  		 * @type {?Array<BindGroup>}
  		 */
  		this.bindGroups = null;

  		/**
  		 * This array holds the node attributes of this builder
  		 * created via {@link AttributeNode}.
  		 *
  		 * @type {Array<NodeAttribute>}
  		 */
  		this.attributes = [];

  		/**
  		 * This array holds the node attributes of this builder
  		 * created via {@link BufferAttributeNode}.
  		 *
  		 * @type {Array<NodeAttribute>}
  		 */
  		this.bufferAttributes = [];

  		/**
  		 * This array holds the node varyings of this builder.
  		 *
  		 * @type {Array<NodeVarying>}
  		 */
  		this.varyings = [];

  		/**
  		 * This dictionary holds the (native) node codes of this builder.
  		 * The codes are maintained in an array for each shader stage.
  		 *
  		 * @type {Object<string,Array<NodeCode>>}
  		 */
  		this.codes = {};

  		/**
  		 * This dictionary holds the node variables of this builder.
  		 * The variables are maintained in an array for each shader stage.
  		 * This dictionary is also used to count the number of variables
  		 * according to their type (const, vars).
  		 *
  		 * @type {Object<string,Array<NodeVar>|number>}
  		 */
  		this.vars = {};

  		/**
  		 * This dictionary holds the declarations for each shader stage.
  		 *
  		 * @type {Object}
  		 */
  		this.declarations = {};

  		/**
  		 * Current code flow.
  		 * All code generated in this stack will be stored in `.flow`.
  		 *
  		 * @type {{code: string}}
  		 */
  		this.flow = { code: '' };

  		/**
  		 * A chain of nodes.
  		 * Used to check recursive calls in node-graph.
  		 *
  		 * @type {Array<Node>}
  		 */
  		this.chaining = [];

  		/**
  		 * The current stack.
  		 * This reflects the current process in the code block hierarchy,
  		 * it is useful to know if the current process is inside a conditional for example.
  		 *
  		 * @type {StackNode}
  		 */
  		this.stack = stack();

  		/**
  		 * List of stack nodes.
  		 * The current stack hierarchy is stored in an array.
  		 *
  		 * @type {Array<StackNode>}
  		 */
  		this.stacks = [];

  		/**
  		 * A tab value. Used for shader string generation.
  		 *
  		 * @type {string}
  		 * @default '\t'
  		 */
  		this.tab = '\t';

  		/**
  		 * Reference to the current function node.
  		 *
  		 * @type {?FunctionNode}
  		 * @default null
  		 */
  		this.currentFunctionNode = null;

  		/**
  		 * The builder's context.
  		 *
  		 * @type {Object}
  		 */
  		this.context = {
  			material: this.material
  		};

  		/**
  		 * The builder's cache.
  		 *
  		 * @type {NodeCache}
  		 */
  		this.cache = new NodeCache();

  		/**
  		 * Since the {@link NodeBuilder#cache} might be temporarily
  		 * overwritten by other caches, this member retains the reference
  		 * to the builder's own cache.
  		 *
  		 * @type {NodeCache}
  		 * @default this.cache
  		 */
  		this.globalCache = this.cache;

  		this.flowsData = new WeakMap();

  		/**
  		 * The current shader stage.
  		 *
  		 * @type {?('vertex'|'fragment'|'compute'|'any')}
  		 */
  		this.shaderStage = null;

  		/**
  		 * The current build stage.
  		 *
  		 * @type {?('setup'|'analyze'|'generate')}
  		 */
  		this.buildStage = null;

  		/**
  		 * The sub-build layers.
  		 *
  		 * @type {Array<SubBuildNode>}
  		 * @default []
  		 */
  		this.subBuildLayers = [];


  		/**
  		 * The active stack nodes.
  		 *
  		 * @type {Array<StackNode>}
  		 */
  		this.activeStacks = [];

  		/**
  		 * The current sub-build TSL function(Fn).
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.subBuildFn = null;

  		/**
  		 * The current TSL function(Fn) call node.
  		 *
  		 * @type {?Node}
  		 * @default null
  		 */
  		this.fnCall = null;

  		Object.defineProperty( this, 'id', { value: _id$5 ++ } );

  	}

  	/**
  	 * Whether the material is using flat shading or not.
  	 *
  	 * @returns {boolean} Whether the material is using flat shading or not.
  	 */
  	isFlatShading() {

  		return this.material.flatShading === true || this.geometry.hasAttribute( 'normal' ) === false;

  	}

  	/**
  	 * Whether the material is opaque or not.
  	 *
  	 * @return {boolean} Whether the material is opaque or not.
  	 */
  	isOpaque() {

  		const material = this.material;

  		return material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false;

  	}

  	/**
  	 * Factory method for creating an instance of {@link RenderTarget} with the given
  	 * dimensions and options.
  	 *
  	 * @param {number} width - The width of the render target.
  	 * @param {number} height - The height of the render target.
  	 * @param {Object} options - The options of the render target.
  	 * @return {RenderTarget} The render target.
  	 */
  	createRenderTarget( width, height, options ) {

  		return new RenderTarget( width, height, options );

  	}

  	/**
  	 * Factory method for creating an instance of {@link CubeRenderTarget} with the given
  	 * dimensions and options.
  	 *
  	 * @param {number} size - The size of the cube render target.
  	 * @param {Object} options - The options of the cube render target.
  	 * @return {CubeRenderTarget} The cube render target.
  	 */
  	createCubeRenderTarget( size, options ) {

  		return new CubeRenderTarget( size, options );

  	}

  	/**
  	 * Whether the given node is included in the internal array of nodes or not.
  	 *
  	 * @param {Node} node - The node to test.
  	 * @return {boolean} Whether the given node is included in the internal array of nodes or not.
  	 */
  	includes( node ) {

  		return this.nodes.includes( node );

  	}

  	/**
  	 * Returns the output struct name which is required by
  	 * {@link OutputStructNode}.
  	 *
  	 * @abstract
  	 * @return {string} The name of the output struct.
  	 */
  	getOutputStructName() {}

  	/**
  	 * Returns a bind group for the given group name and binding.
  	 *
  	 * @private
  	 * @param {string} groupName - The group name.
  	 * @param {Array<NodeUniformsGroup>} bindings - List of bindings.
  	 * @return {BindGroup} The bind group
  	 */
  	_getBindGroup( groupName, bindings ) {

  		const groupNode = bindings[ 0 ].groupNode;

  		let sharedGroup = groupNode.shared;

  		if ( sharedGroup ) {

  			for ( let i = 1; i < bindings.length; i ++ ) {

  				if ( groupNode !== bindings[ i ].groupNode ) {

  					sharedGroup = false;

  				}

  			}

  		}

  		//

  		let bindGroup;

  		if ( sharedGroup ) {

  			let cacheKeyString = '';

  			for ( const binding of bindings ) {

  				if ( binding.isNodeUniformsGroup ) {

  					binding.uniforms.sort( ( a, b ) => a.nodeUniform.node.id - b.nodeUniform.node.id );

  					for ( const uniform of binding.uniforms ) {

  						cacheKeyString += uniform.nodeUniform.node.id;

  					}

  				} else {

  					cacheKeyString += binding.nodeUniform.id;

  				}

  			}

  			// TODO: Remove this hack ._currentRenderContext

  			const currentContext = this.renderer._currentRenderContext || this.renderer; // use renderer as fallback until we have a compute context

  			let bindingGroupsCache = _bindingGroupsCache.get( currentContext );

  			if ( bindingGroupsCache === undefined ) {

  				bindingGroupsCache = new Map();

  				_bindingGroupsCache.set( currentContext, bindingGroupsCache );

  			}

  			//

  			const cacheKey = hashString( cacheKeyString );

  			bindGroup = bindingGroupsCache.get( cacheKey );

  			if ( bindGroup === undefined ) {

  				bindGroup = new BindGroup( groupName, bindings, this.bindingsIndexes[ groupName ].group );

  				bindingGroupsCache.set( cacheKey, bindGroup );

  			}

  		} else {

  			bindGroup = new BindGroup( groupName, bindings, this.bindingsIndexes[ groupName ].group );

  		}

  		return bindGroup;

  	}

  	/**
  	 * Returns an array of node uniform groups for the given group name and shader stage.
  	 *
  	 * @param {string} groupName - The group name.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {Array<NodeUniformsGroup>} The array of node uniform groups.
  	 */
  	getBindGroupArray( groupName, shaderStage ) {

  		const bindings = this.bindings[ shaderStage ];

  		let bindGroup = bindings[ groupName ];

  		if ( bindGroup === undefined ) {

  			if ( this.bindingsIndexes[ groupName ] === undefined ) {

  				this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };

  			}

  			bindings[ groupName ] = bindGroup = [];

  		}

  		return bindGroup;

  	}

  	/**
  	 * Returns a list bindings of all shader stages separated by groups.
  	 *
  	 * @return {Array<BindGroup>} The list of bindings.
  	 */
  	getBindings() {

  		let bindingsGroups = this.bindGroups;

  		if ( bindingsGroups === null ) {

  			const groups = {};
  			const bindings = this.bindings;

  			for ( const shaderStage of shaderStages ) {

  				for ( const groupName in bindings[ shaderStage ] ) {

  					const uniforms = bindings[ shaderStage ][ groupName ];

  					const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );

  					for ( const uniform of uniforms ) {

  						if ( groupUniforms.includes( uniform ) === false ) {

  							groupUniforms.push( uniform );

  						}

  					}

  				}

  			}

  			bindingsGroups = [];

  			for ( const groupName in groups ) {

  				const group = groups[ groupName ];

  				const bindingsGroup = this._getBindGroup( groupName, group );

  				bindingsGroups.push( bindingsGroup );

  			}

  			this.bindGroups = bindingsGroups;

  		}

  		return bindingsGroups;

  	}

  	/**
  	 * Sorts the bind groups and updates {@link NodeBuilder#bindingsIndexes}.
  	 */
  	sortBindingGroups() {

  		const bindingsGroups = this.getBindings();

  		bindingsGroups.sort( ( a, b ) => ( a.bindings[ 0 ].groupNode.order - b.bindings[ 0 ].groupNode.order ) );

  		for ( let i = 0; i < bindingsGroups.length; i ++ ) {

  			const bindingGroup = bindingsGroups[ i ];
  			this.bindingsIndexes[ bindingGroup.name ].group = i;

  			bindingGroup.index = i;

  		}

  	}

  	/**
  	 * The builder maintains each node in a hash-based dictionary.
  	 * This method sets the given node (value) with the given hash (key) into this dictionary.
  	 *
  	 * @param {Node} node - The node to add.
  	 * @param {number} hash - The hash of the node.
  	 */
  	setHashNode( node, hash ) {

  		this.hashNodes[ hash ] = node;

  	}

  	/**
  	 * Adds a node to this builder.
  	 *
  	 * @param {Node} node - The node to add.
  	 */
  	addNode( node ) {

  		if ( this.nodes.includes( node ) === false ) {

  			this.nodes.push( node );

  			this.setHashNode( node, node.getHash( this ) );

  		}

  	}

  	/**
  	 * It is used to add Nodes that will be used as FRAME and RENDER events,
  	 * and need to follow a certain sequence in the calls to work correctly.
  	 * This function should be called after 'setup()' in the 'build()' process to ensure that the child nodes are processed first.
  	 *
  	 * @param {Node} node - The node to add.
  	 */
  	addSequentialNode( node ) {

  		const updateBeforeType = node.getUpdateBeforeType();
  		const updateAfterType = node.getUpdateAfterType();

  		if ( updateBeforeType !== NodeUpdateType.NONE || updateAfterType !== NodeUpdateType.NONE ) {

  			if ( this.sequentialNodes.includes( node ) === false ) {

  				this.sequentialNodes.push( node );

  			}

  		}

  	}

  	/**
  	 * Checks the update types of nodes
  	 */
  	buildUpdateNodes() {

  		for ( const node of this.nodes ) {

  			const updateType = node.getUpdateType();

  			if ( updateType !== NodeUpdateType.NONE ) {

  				this.updateNodes.push( node );

  			}

  		}

  		for ( const node of this.sequentialNodes ) {

  			const updateBeforeType = node.getUpdateBeforeType();
  			const updateAfterType = node.getUpdateAfterType();

  			if ( updateBeforeType !== NodeUpdateType.NONE ) {

  				this.updateBeforeNodes.push( node );

  			}

  			if ( updateAfterType !== NodeUpdateType.NONE ) {

  				this.updateAfterNodes.push( node );

  			}

  		}

  	}

  	/**
  	 * A reference the current node which is the
  	 * last node in the chain of nodes.
  	 *
  	 * @type {Node}
  	 */
  	get currentNode() {

  		return this.chaining[ this.chaining.length - 1 ];

  	}

  	/**
  	 * Whether the given texture is filtered or not.
  	 *
  	 * @param {Texture} texture - The texture to check.
  	 * @return {boolean} Whether the given texture is filtered or not.
  	 */
  	isFilteredTexture( texture ) {

  		return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  			texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );

  	}

  	/**
  	 * Returns the maximum number of bytes available for uniform buffers.
  	 *
  	 * @return {number} The maximum number of bytes available for uniform buffers.
  	 */
  	getUniformBufferLimit() {

  		return 16384;

  	}

  	/**
  	 * Adds the given node to the internal node chain.
  	 * This is used to check recursive calls in node-graph.
  	 *
  	 * @param {Node} node - The node to add.
  	 */
  	addChain( node ) {

  		/*
  		if ( this.chaining.indexOf( node ) !== - 1 ) {

  			warn( 'Recursive node: ', node );

  		}
  		*/

  		this.chaining.push( node );

  	}

  	/**
  	 * Removes the given node from the internal node chain.
  	 *
  	 * @param {Node} node - The node to remove.
  	 */
  	removeChain( node ) {

  		const lastChain = this.chaining.pop();

  		if ( lastChain !== node ) {

  			throw new Error( 'NodeBuilder: Invalid node chaining!' );

  		}

  	}

  	/**
  	 * Returns the native shader method name for a given generic name. E.g.
  	 * the method name `textureDimensions` matches the WGSL name but must be
  	 * resolved to `textureSize` in GLSL.
  	 *
  	 * @abstract
  	 * @param {string} method - The method name to resolve.
  	 * @return {string} The resolved method name.
  	 */
  	getMethod( method ) {

  		return method;

  	}

  	/**
  	 * Returns the native snippet for a ternary operation. E.g. GLSL would output
  	 * a ternary op as `cond ? x : y` whereas WGSL would output it as `select(y, x, cond)`
  	 *
  	 * @abstract
  	 * @param {string} condSnippet - The condition determining which expression gets resolved.
  	 * @param {string} ifSnippet - The expression to resolve to if the condition is true.
  	 * @param {string} elseSnippet - The expression to resolve to if the condition is false.
  	 * @return {string} The resolved method name.
  	 */
  	getTernary( /* condSnippet, ifSnippet, elseSnippet*/ ) {

  		return null;

  	}

  	/**
  	 * Returns a node for the given hash, see {@link NodeBuilder#setHashNode}.
  	 *
  	 * @param {number} hash - The hash of the node.
  	 * @return {Node} The found node.
  	 */
  	getNodeFromHash( hash ) {

  		return this.hashNodes[ hash ];

  	}

  	/**
  	 * Adds the Node to a target flow so that it can generate code in the 'generate' process.
  	 *
  	 * @param {('vertex'|'fragment'|'compute')} shaderStage - The shader stage.
  	 * @param {Node} node - The node to add.
  	 * @return {Node} The node.
  	 */
  	addFlow( shaderStage, node ) {

  		this.flowNodes[ shaderStage ].push( node );

  		return node;

  	}

  	/**
  	 * Sets builder's context.
  	 *
  	 * @param {Object} context - The context to set.
  	 */
  	setContext( context ) {

  		this.context = context;

  	}

  	/**
  	 * Returns the builder's current context.
  	 *
  	 * @return {Object} The builder's current context.
  	 */
  	getContext() {

  		return this.context;

  	}

  	/**
  	 * Adds context data to the builder's current context.
  	 *
  	 * @param {Object} context - The context to add.
  	 * @return {Object} The previous context.
  	 */
  	addContext( context ) {

  		const previousContext = this.getContext();

  		this.setContext( { ...this.context, ...context } );

  		return previousContext;

  	}

  	/**
  	 * Gets a context used in shader construction that can be shared across different materials.
  	 * This is necessary since the renderer cache can reuse shaders generated in one material and use them in another.
  	 *
  	 * @return {Object} The builder's current context without material.
  	 */
  	getSharedContext() {

  		const context = { ...this.context };

  		delete context.material;
  		delete context.getUV;
  		delete context.getOutput;
  		delete context.getTextureLevel;
  		delete context.getAO;
  		delete context.getShadow;

  		return context;

  	}

  	/**
  	 * Sets builder's cache.
  	 *
  	 * @param {NodeCache} cache - The cache to set.
  	 */
  	setCache( cache ) {

  		this.cache = cache;

  	}

  	/**
  	 * Returns the builder's current cache.
  	 *
  	 * @return {NodeCache} The builder's current cache.
  	 */
  	getCache() {

  		return this.cache;

  	}

  	/**
  	 * Returns a cache for the given node.
  	 *
  	 * @param {Node} node - The node.
  	 * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not.
  	 * @return {NodeCache} The cache.
  	 */
  	getCacheFromNode( node, parent = true ) {

  		const data = this.getDataFromNode( node );
  		if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );

  		return data.cache;

  	}

  	/**
  	 * Whether the requested feature is available or not.
  	 *
  	 * @abstract
  	 * @param {string} name - The requested feature.
  	 * @return {boolean} Whether the requested feature is supported or not.
  	 */
  	isAvailable( /*name*/ ) {

  		return false;

  	}

  	/**
  	 * Returns the vertexIndex input variable as a native shader string.
  	 *
  	 * @abstract
  	 * @return {string} The instanceIndex shader string.
  	 */
  	getVertexIndex() {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Contextually returns either the vertex stage instance index builtin
  	 * or the linearized index of an compute invocation within a grid of workgroups.
  	 *
  	 * @abstract
  	 * @return {string} The instanceIndex shader string.
  	 */
  	getInstanceIndex() {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Returns the drawIndex input variable as a native shader string.
  	 * Only relevant for WebGL and its `WEBGL_multi_draw` extension.
  	 *
  	 * @abstract
  	 * @return {?string} The drawIndex shader string.
  	 */
  	getDrawIndex() {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Returns the frontFacing input variable as a native shader string.
  	 *
  	 * @abstract
  	 * @return {string} The frontFacing shader string.
  	 */
  	getFrontFacing() {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Returns the fragCoord input variable as a native shader string.
  	 *
  	 * @abstract
  	 * @return {string} The fragCoord shader string.
  	 */
  	getFragCoord() {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Whether to flip texture data along its vertical axis or not. WebGL needs
  	 * this method evaluate to `true`, WebGPU to `false`.
  	 *
  	 * @abstract
  	 * @return {boolean} Whether to flip texture data along its vertical axis or not.
  	 */
  	isFlipY() {

  		return false;

  	}

  	/**
  	 * Calling this method increases the usage count for the given node by one.
  	 *
  	 * @param {Node} node - The node to increase the usage count for.
  	 * @return {number} The updated usage count.
  	 */
  	increaseUsage( node ) {

  		const nodeData = this.getDataFromNode( node );
  		nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1;

  		return nodeData.usageCount;

  	}

  	/**
  	 * Generates a texture sample shader string for the given texture data.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The texture property name.
  	 * @param {string} uvSnippet - Snippet defining the texture coordinates.
  	 * @return {string} The generated shader string.
  	 */
  	generateTexture( /* texture, textureProperty, uvSnippet */ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Generates a texture LOD shader string for the given texture data.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The texture property name.
  	 * @param {string} uvSnippet - Snippet defining the texture coordinates.
  	 * @param {?string} depthSnippet - Snippet defining the 0-based texture array index to sample.
  	 * @param {string} levelSnippet - Snippet defining the mip level.
  	 * @return {string} The generated shader string.
  	 */
  	generateTextureLod( /* texture, textureProperty, uvSnippet, depthSnippet, levelSnippet */ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Generates the array declaration string.
  	 *
  	 * @param {string} type - The type.
  	 * @param {?number} [count] - The count.
  	 * @return {string} The generated value as a shader string.
  	 */
  	generateArrayDeclaration( type, count ) {

  		return this.getType( type ) + '[ ' + count + ' ]';

  	}

  	/**
  	 * Generates the array shader string for the given type and value.
  	 *
  	 * @param {string} type - The type.
  	 * @param {?number} [count] - The count.
  	 * @param {?Array<Node>} [values=null] - The default values.
  	 * @return {string} The generated value as a shader string.
  	 */
  	generateArray( type, count, values = null ) {

  		let snippet = this.generateArrayDeclaration( type, count ) + '( ';

  		for ( let i = 0; i < count; i ++ ) {

  			const value = values ? values[ i ] : null;

  			if ( value !== null ) {

  				snippet += value.build( this, type );

  			} else {

  				snippet += this.generateConst( type );

  			}

  			if ( i < count - 1 ) snippet += ', ';

  		}

  		snippet += ' )';

  		return snippet;

  	}

  	/**
  	 * Generates the struct shader string.
  	 *
  	 * @param {string} type - The type.
  	 * @param {Array<Object>} [membersLayout] - The count.
  	 * @param {?Array<Node>} [values=null] - The default values.
  	 * @return {string} The generated value as a shader string.
  	 */
  	generateStruct( type, membersLayout, values = null ) {

  		const snippets = [];

  		for ( const member of membersLayout ) {

  			const { name, type } = member;

  			if ( values && values[ name ] && values[ name ].isNode ) {

  				snippets.push( values[ name ].build( this, type ) );

  			} else {

  				snippets.push( this.generateConst( type ) );

  			}

  		}

  		return type + '( ' + snippets.join( ', ' ) + ' )';

  	}

  	/**
  	 * Generates the shader string for the given type and value.
  	 *
  	 * @param {string} type - The type.
  	 * @param {?any} [value=null] - The value.
  	 * @return {string} The generated value as a shader string.
  	 */
  	generateConst( type, value = null ) {

  		if ( value === null ) {

  			if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
  			else if ( type === 'bool' ) value = false;
  			else if ( type === 'color' ) value = new Color();
  			else if ( type === 'vec2' || type === 'uvec2' || type === 'ivec2' ) value = new Vector2();
  			else if ( type === 'vec3' || type === 'uvec3' || type === 'ivec3' ) value = new Vector3();
  			else if ( type === 'vec4' || type === 'uvec4' || type === 'ivec4' ) value = new Vector4();

  		}

  		if ( type === 'float' ) return toFloat( value );
  		if ( type === 'int' ) return `${ Math.round( value ) }`;
  		if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
  		if ( type === 'bool' ) return value ? 'true' : 'false';
  		if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;

  		const typeLength = this.getTypeLength( type );

  		const componentType = this.getComponentType( type );

  		const generateConst = value => this.generateConst( componentType, value );

  		if ( typeLength === 2 ) {

  			return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;

  		} else if ( typeLength === 3 ) {

  			return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;

  		} else if ( typeLength === 4 && type !== 'mat2' ) {

  			return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;

  		} else if ( typeLength >= 4 && value && ( value.isMatrix2 || value.isMatrix3 || value.isMatrix4 ) ) {

  			return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;

  		} else if ( typeLength > 4 ) {

  			return `${ this.getType( type ) }()`;

  		}

  		throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );

  	}

  	/**
  	 * It might be necessary to convert certain data types to different ones
  	 * so this method can be used to hide the conversion.
  	 *
  	 * @param {string} type - The type.
  	 * @return {string} The updated type.
  	 */
  	getType( type ) {

  		if ( type === 'color' ) return 'vec3';

  		return type;

  	}

  	/**
  	 * Whether the given attribute name is defined in the geometry or not.
  	 *
  	 * @param {string} name - The attribute name.
  	 * @return {boolean} Whether the given attribute name is defined in the geometry.
  	 */
  	hasGeometryAttribute( name ) {

  		return this.geometry && this.geometry.getAttribute( name ) !== undefined;

  	}

  	/**
  	 * Returns a node attribute for the given name and type.
  	 *
  	 * @param {string} name - The attribute's name.
  	 * @param {string} type - The attribute's type.
  	 * @return {NodeAttribute} The node attribute.
  	 */
  	getAttribute( name, type ) {

  		const attributes = this.attributes;

  		// find attribute

  		for ( const attribute of attributes ) {

  			if ( attribute.name === name ) {

  				return attribute;

  			}

  		}

  		// create a new if no exist

  		const attribute = new NodeAttribute( name, type );

  		this.registerDeclaration( attribute );

  		attributes.push( attribute );

  		return attribute;

  	}

  	/**
  	 * Returns for the given node and shader stage the property name for the shader.
  	 *
  	 * @param {Node} node - The node.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {string} The property name.
  	 */
  	getPropertyName( node/*, shaderStage*/ ) {

  		return node.name;

  	}

  	/**
  	 * Whether the given type is a vector type or not.
  	 *
  	 * @param {string} type - The type to check.
  	 * @return {boolean} Whether the given type is a vector type or not.
  	 */
  	isVector( type ) {

  		return /vec\d/.test( type );

  	}

  	/**
  	 * Whether the given type is a matrix type or not.
  	 *
  	 * @param {string} type - The type to check.
  	 * @return {boolean} Whether the given type is a matrix type or not.
  	 */
  	isMatrix( type ) {

  		return /mat\d/.test( type );

  	}

  	/**
  	 * Whether the given type is a reference type or not.
  	 *
  	 * @param {string} type - The type to check.
  	 * @return {boolean} Whether the given type is a reference type or not.
  	 */
  	isReference( type ) {

  		return type === 'void' || type === 'property' || type === 'sampler' || type === 'samplerComparison' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';

  	}

  	/**
  	 * Checks if the given texture requires a manual conversion to the working color space.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture to check.
  	 * @return {boolean} Whether the given texture requires a conversion to working color space or not.
  	 */
  	needsToWorkingColorSpace( /*texture*/ ) {

  		return false;

  	}

  	/**
  	 * Returns the component type of a given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @return {string} The component type.
  	 */
  	getComponentTypeFromTexture( texture ) {

  		const type = texture.type;

  		if ( texture.isDataTexture ) {

  			if ( type === IntType ) return 'int';
  			if ( type === UnsignedIntType ) return 'uint';

  		}

  		return 'float';

  	}

  	/**
  	 * Returns the element type for a given type.
  	 *
  	 * @param {string} type - The type.
  	 * @return {string} The element type.
  	 */
  	getElementType( type ) {

  		if ( type === 'mat2' ) return 'vec2';
  		if ( type === 'mat3' ) return 'vec3';
  		if ( type === 'mat4' ) return 'vec4';

  		return this.getComponentType( type );

  	}

  	/**
  	 * Returns the component type for a given type.
  	 *
  	 * @param {string} type - The type.
  	 * @return {string} The component type.
  	 */
  	getComponentType( type ) {

  		type = this.getVectorType( type );

  		if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;

  		const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );

  		if ( componentType === null ) return null;

  		if ( componentType[ 1 ] === 'b' ) return 'bool';
  		if ( componentType[ 1 ] === 'i' ) return 'int';
  		if ( componentType[ 1 ] === 'u' ) return 'uint';

  		return 'float';

  	}

  	/**
  	 * Returns the vector type for a given type.
  	 *
  	 * @param {string} type - The type.
  	 * @return {string} The vector type.
  	 */
  	getVectorType( type ) {

  		if ( type === 'color' ) return 'vec3';
  		if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';

  		return type;

  	}

  	/**
  	 * Returns the data type for the given the length and component type.
  	 *
  	 * @param {number} length - The length.
  	 * @param {string} [componentType='float'] - The component type.
  	 * @return {string} The type.
  	 */
  	getTypeFromLength( length, componentType = 'float' ) {

  		if ( length === 1 ) return componentType;

  		let baseType = getTypeFromLength( length );
  		const prefix = componentType === 'float' ? '' : componentType[ 0 ];

  		// fix edge case for mat2x2 being same size as vec4
  		if ( /mat2/.test( componentType ) === true ) {

  			baseType = baseType.replace( 'vec', 'mat' );

  		}

  		return prefix + baseType;

  	}

  	/**
  	 * Returns the type for a given typed array.
  	 *
  	 * @param {TypedArray} array - The typed array.
  	 * @return {string} The type.
  	 */
  	getTypeFromArray( array ) {

  		return typeFromArray.get( array.constructor );

  	}

  	/**
  	 * Returns the type is an integer type.
  	 *
  	 * @param {string} type - The type.
  	 * @return {boolean} Whether the type is an integer type or not.
  	 */
  	isInteger( type ) {

  		return /int|uint|(i|u)vec/.test( type );

  	}

  	/**
  	 * Returns the type for a given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 * @return {string} The type.
  	 */
  	getTypeFromAttribute( attribute ) {

  		let dataAttribute = attribute;

  		if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;

  		const array = dataAttribute.array;
  		const itemSize = attribute.itemSize;
  		const normalized = attribute.normalized;

  		let arrayType;

  		if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {

  			arrayType = this.getTypeFromArray( array );

  		}

  		return this.getTypeFromLength( itemSize, arrayType );

  	}

  	/**
  	 * Returns the length for the given data type.
  	 *
  	 * @param {string} type - The data type.
  	 * @return {number} The length.
  	 */
  	getTypeLength( type ) {

  		const vecType = this.getVectorType( type );
  		const vecNum = /vec([2-4])/.exec( vecType );

  		if ( vecNum !== null ) return Number( vecNum[ 1 ] );
  		if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
  		if ( /mat2/.test( type ) === true ) return 4;
  		if ( /mat3/.test( type ) === true ) return 9;
  		if ( /mat4/.test( type ) === true ) return 16;

  		return 0;

  	}

  	/**
  	 * Returns the vector type for a given matrix type.
  	 *
  	 * @param {string} type - The matrix type.
  	 * @return {string} The vector type.
  	 */
  	getVectorFromMatrix( type ) {

  		return type.replace( 'mat', 'vec' );

  	}

  	/**
  	 * For a given type this method changes the component type to the
  	 * given value. E.g. `vec4` should be changed to the new component type
  	 * `uint` which results in `uvec4`.
  	 *
  	 * @param {string} type - The type.
  	 * @param {string} newComponentType - The new component type.
  	 * @return {string} The new type.
  	 */
  	changeComponentType( type, newComponentType ) {

  		return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );

  	}

  	/**
  	 * Returns the integer type pendant for the given type.
  	 *
  	 * @param {string} type - The type.
  	 * @return {string} The integer type.
  	 */
  	getIntegerType( type ) {

  		const componentType = this.getComponentType( type );

  		if ( componentType === 'int' || componentType === 'uint' ) return type;

  		return this.changeComponentType( type, 'int' );

  	}

  	/**
  	 * Adds an active stack to the internal stack.
  	 *
  	 * @param {StackNode} stack - The stack node to add.
  	 */
  	setActiveStack( stack ) {

  		this.activeStacks.push( stack );

  	}

  	/**
  	 * Removes the active stack from the internal stack.
  	 *
  	 * @param {StackNode} stack - The stack node to remove.
  	 */
  	removeActiveStack( stack ) {

  		if ( this.activeStacks[ this.activeStacks.length - 1 ] === stack ) {

  			this.activeStacks.pop();

  		} else {

  			throw new Error( 'NodeBuilder: Invalid active stack removal.' );

  		}

  	}

  	/**
  	 * Returns the active stack.
  	 *
  	 * @return {StackNode} The active stack.
  	 */
  	getActiveStack() {

  		return this.activeStacks[ this.activeStacks.length - 1 ];

  	}

  	/**
  	 * Returns the base stack.
  	 *
  	 * @return {StackNode} The base stack.
  	 */
  	getBaseStack() {

  		return this.activeStacks[ 0 ];

  	}

  	/**
  	 * Adds a stack node to the internal stack.
  	 *
  	 * @return {StackNode} The added stack node.
  	 */
  	addStack() {

  		this.stack = stack( this.stack );

  		const previousStack = getCurrentStack();

  		this.stacks.push( previousStack );
  		setCurrentStack( this.stack );

  		return this.stack;

  	}

  	/**
  	 * Removes the last stack node from the internal stack.
  	 *
  	 * @return {StackNode} The removed stack node.
  	 */
  	removeStack() {

  		const lastStack = this.stack;

  		for ( const node of lastStack.nodes ) {

  			const nodeData = this.getDataFromNode( node );
  			nodeData.stack = lastStack;

  		}

  		this.stack = lastStack.parent;

  		setCurrentStack( this.stacks.pop() );

  		return lastStack;

  	}

  	/**
  	 * The builder maintains (cached) data for each node during the building process. This method
  	 * can be used to get these data for a specific shader stage and cache.
  	 *
  	 * @param {Node} node - The node to get the data for.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  	 * @param {?NodeCache} cache - An optional cache.
  	 * @return {Object} The node data.
  	 */
  	getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {

  		cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;

  		let nodeData = cache.getData( node );

  		if ( nodeData === undefined ) {

  			nodeData = {};

  			cache.setData( node, nodeData );

  		}

  		if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};

  		//

  		let data = nodeData[ shaderStage ];

  		const subBuilds = nodeData.any ? nodeData.any.subBuilds : null;
  		const subBuild = this.getClosestSubBuild( subBuilds );

  		if ( subBuild ) {

  			if ( data.subBuildsCache === undefined ) data.subBuildsCache = {};

  			data = data.subBuildsCache[ subBuild ] || ( data.subBuildsCache[ subBuild ] = {} );
  			data.subBuilds = subBuilds;

  		}

  		return data;

  	}

  	/**
  	 * Returns the properties for the given node and shader stage.
  	 *
  	 * Properties are typically used within a build stage to reference a node's
  	 * child node or nodes manually assigned to the properties in a separate build stage.
  	 * A typical usage pattern for defining nodes manually would be assigning dependency nodes
  	 * to the current node's properties in the setup stage and building those properties in the generate stage.
  	 *
  	 * @param {Node} node - The node to get the properties for.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage='any'] - The shader stage.
  	 * @return {Object} The node properties.
  	 */
  	getNodeProperties( node, shaderStage = 'any' ) {

  		const nodeData = this.getDataFromNode( node, shaderStage );

  		return nodeData.properties || ( nodeData.properties = { outputNode: null } );

  	}

  	/**
  	 * Returns an instance of {@link NodeAttribute} for the given buffer attribute node.
  	 *
  	 * @param {BufferAttributeNode} node - The buffer attribute node.
  	 * @param {string} type - The node type.
  	 * @return {NodeAttribute} The node attribute.
  	 */
  	getBufferAttributeFromNode( node, type ) {

  		const nodeData = this.getDataFromNode( node, 'vertex' );

  		let bufferAttribute = nodeData.bufferAttribute;

  		if ( bufferAttribute === undefined ) {

  			const index = this.uniforms.index ++;

  			bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );

  			this.bufferAttributes.push( bufferAttribute );

  			nodeData.bufferAttribute = bufferAttribute;

  		}

  		return bufferAttribute;

  	}

  	/**
  	 * Returns an instance of {@link StructType} for the given struct name and shader stage
  	 * or null if not found.
  	 *
  	 * @param {string} name - The name of the struct.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  	 * @return {?StructType} The struct type or null if not found.
  	 */
  	getStructTypeNode( name, shaderStage = this.shaderStage ) {

  		return this.types[ shaderStage ][ name ] || null;

  	}

  	/**
  	 * Returns an instance of {@link StructType} for the given output struct node.
  	 *
  	 * @param {OutputStructNode} node - The output struct node.
  	 * @param {Array<Object>} membersLayout - The output struct types.
  	 * @param {?string} [name=null] - The name of the struct.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  	 * @return {StructType} The struct type attribute.
  	 */
  	getStructTypeFromNode( node, membersLayout, name = null, shaderStage = this.shaderStage ) {

  		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );

  		let structType = nodeData.structType;

  		if ( structType === undefined ) {

  			const index = this.structs.index ++;

  			if ( name === null ) name = 'StructType' + index;

  			structType = new StructType( name, membersLayout );

  			this.structs[ shaderStage ].push( structType );
  			this.types[ shaderStage ][ name ] = node;

  			nodeData.structType = structType;

  		}

  		return structType;

  	}

  	/**
  	 * Returns an instance of {@link StructType} for the given output struct node.
  	 *
  	 * @param {OutputStructNode} node - The output struct node.
  	 * @param {Array<Object>} membersLayout - The output struct types.
  	 * @return {StructType} The struct type attribute.
  	 */
  	getOutputStructTypeFromNode( node, membersLayout ) {

  		const structType = this.getStructTypeFromNode( node, membersLayout, 'OutputType', 'fragment' );
  		structType.output = true;

  		return structType;

  	}

  	/**
  	 * Returns an instance of {@link NodeUniform} for the given uniform node.
  	 *
  	 * @param {UniformNode} node - The uniform node.
  	 * @param {string} type - The uniform type.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  	 * @param {?string} name - The name of the uniform.
  	 * @return {NodeUniform} The node uniform.
  	 */
  	getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {

  		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );

  		let nodeUniform = nodeData.uniform;

  		if ( nodeUniform === undefined ) {

  			const index = this.uniforms.index ++;

  			nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );

  			this.uniforms[ shaderStage ].push( nodeUniform );

  			this.registerDeclaration( nodeUniform );

  			nodeData.uniform = nodeUniform;

  		}

  		return nodeUniform;

  	}

  	/**
  	 * Returns an instance of {@link NodeVar} for the given variable node.
  	 *
  	 * @param {VarNode} node - The variable node.
  	 * @param {?string} name - The variable's name.
  	 * @param {string} [type=node.getNodeType( this )] - The variable's type.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  	 * @param {boolean} [readOnly=false] - Whether the variable is read-only or not.
  	 *
  	 * @return {NodeVar} The node variable.
  	 */
  	getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage, readOnly = false ) {

  		const nodeData = this.getDataFromNode( node, shaderStage );
  		const subBuildVariable = this.getSubBuildProperty( 'variable', nodeData.subBuilds );

  		let nodeVar = nodeData[ subBuildVariable ];

  		if ( nodeVar === undefined ) {

  			const idNS = readOnly ? '_const' : '_var';

  			const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
  			const id = this.vars[ idNS ] || ( this.vars[ idNS ] = 0 );

  			if ( name === null ) {

  				name = ( readOnly ? 'nodeConst' : 'nodeVar' ) + id;

  				this.vars[ idNS ] ++;

  			}

  			//

  			if ( subBuildVariable !== 'variable' ) {

  				name = this.getSubBuildProperty( name, nodeData.subBuilds );

  			}

  			//

  			const count = node.getArrayCount( this );

  			nodeVar = new NodeVar( name, type, readOnly, count );

  			if ( ! readOnly ) {

  				vars.push( nodeVar );

  			}

  			this.registerDeclaration( nodeVar );

  			nodeData[ subBuildVariable ] = nodeVar;

  		}

  		return nodeVar;

  	}

  	/**
  	 * Returns whether a Node or its flow is deterministic, useful for use in `const`.
  	 *
  	 * @param {Node} node - The varying node.
  	 * @return {boolean} Returns true if deterministic.
  	 */
  	isDeterministic( node ) {

  		if ( node.isMathNode ) {

  			return this.isDeterministic( node.aNode ) &&
  				( node.bNode ? this.isDeterministic( node.bNode ) : true ) &&
  				( node.cNode ? this.isDeterministic( node.cNode ) : true );

  		} else if ( node.isOperatorNode ) {

  			return this.isDeterministic( node.aNode ) &&
  				( node.bNode ? this.isDeterministic( node.bNode ) : true );

  		} else if ( node.isArrayNode ) {

  			if ( node.values !== null ) {

  				for ( const n of node.values ) {

  					if ( ! this.isDeterministic( n ) ) {

  						return false;

  					}

  				}

  			}

  			return true;

  		} else if ( node.isConstNode ) {

  			return true;

  		}

  		return false;

  	}

  	/**
  	 * Returns an instance of {@link NodeVarying} for the given varying node.
  	 *
  	 * @param {(VaryingNode|PropertyNode)} node - The varying node.
  	 * @param {?string} name - The varying's name.
  	 * @param {string} [type=node.getNodeType( this )] - The varying's type.
  	 * @param {?string} interpolationType - The interpolation type of the varying.
  	 * @param {?string} interpolationSampling - The interpolation sampling type of the varying.
  	 * @return {NodeVar} The node varying.
  	 */
  	getVaryingFromNode( node, name = null, type = node.getNodeType( this ), interpolationType = null, interpolationSampling = null ) {

  		const nodeData = this.getDataFromNode( node, 'any' );
  		const subBuildVarying = this.getSubBuildProperty( 'varying', nodeData.subBuilds );

  		let nodeVarying = nodeData[ subBuildVarying ];

  		if ( nodeVarying === undefined ) {

  			const varyings = this.varyings;
  			const index = varyings.length;

  			if ( name === null ) name = 'nodeVarying' + index;

  			//

  			if ( subBuildVarying !== 'varying' ) {

  				name = this.getSubBuildProperty( name, nodeData.subBuilds );

  			}

  			//

  			nodeVarying = new NodeVarying( name, type, interpolationType, interpolationSampling );

  			varyings.push( nodeVarying );

  			this.registerDeclaration( nodeVarying );

  			nodeData[ subBuildVarying ] = nodeVarying;

  		}

  		return nodeVarying;

  	}

  	/**
  	 * Registers a node declaration in the current shader stage.
  	 *
  	 * @param {Object} node - The node to be registered.
  	 */
  	registerDeclaration( node ) {

  		const shaderStage = this.shaderStage;
  		const declarations = this.declarations[ shaderStage ] || ( this.declarations[ shaderStage ] = {} );

  		const property = this.getPropertyName( node );

  		let index = 1;
  		let name = property;

  		// Automatically renames the property if the name is already in use.

  		while ( declarations[ name ] !== undefined ) {

  			name = property + '_' + index ++;

  		}

  		if ( index > 1 ) {

  			node.name = name;

  			warn( `TSL: Declaration name '${ property }' of '${ node.type }' already in use. Renamed to '${ name }'.` );

  		}

  		declarations[ name ] = node;

  	}

  	/**
  	 * Returns an instance of {@link NodeCode} for the given code node.
  	 *
  	 * @param {CodeNode} node - The code node.
  	 * @param {string} type - The node type.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage.
  	 * @return {NodeCode} The node code.
  	 */
  	getCodeFromNode( node, type, shaderStage = this.shaderStage ) {

  		const nodeData = this.getDataFromNode( node );

  		let nodeCode = nodeData.code;

  		if ( nodeCode === undefined ) {

  			const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
  			const index = codes.length;

  			nodeCode = new NodeCode( 'nodeCode' + index, type );

  			codes.push( nodeCode );

  			nodeData.code = nodeCode;

  		}

  		return nodeCode;

  	}

  	/**
  	 * Adds a code flow based on the code-block hierarchy.

  	 * This is used so that code-blocks like If,Else create their variables locally if the Node
  	 * is only used inside one of these conditionals in the current shader stage.
  	 *
  	 * @param {Node} node - The node to add.
  	 * @param {Node} nodeBlock - Node-based code-block. Usually 'ConditionalNode'.
  	 */
  	addFlowCodeHierarchy( node, nodeBlock ) {

  		const { flowCodes, flowCodeBlock } = this.getDataFromNode( node );

  		let needsFlowCode = true;
  		let nodeBlockHierarchy = nodeBlock;

  		while ( nodeBlockHierarchy ) {

  			if ( flowCodeBlock.get( nodeBlockHierarchy ) === true ) {

  				needsFlowCode = false;
  				break;

  			}

  			nodeBlockHierarchy = this.getDataFromNode( nodeBlockHierarchy ).parentNodeBlock;

  		}

  		if ( needsFlowCode ) {

  			for ( const flowCode of flowCodes ) {

  				this.addLineFlowCode( flowCode );

  			}

  		}

  	}

  	/**
  	 * Add a inline-code to the current flow code-block.
  	 *
  	 * @param {Node} node - The node to add.
  	 * @param {string} code - The code to add.
  	 * @param {Node} nodeBlock - Current ConditionalNode
  	 */
  	addLineFlowCodeBlock( node, code, nodeBlock ) {

  		const nodeData = this.getDataFromNode( node );
  		const flowCodes = nodeData.flowCodes || ( nodeData.flowCodes = [] );
  		const codeBlock = nodeData.flowCodeBlock || ( nodeData.flowCodeBlock = new WeakMap() );

  		flowCodes.push( code );
  		codeBlock.set( nodeBlock, true );

  	}

  	/**
  	 * Add a inline-code to the current flow.
  	 *
  	 * @param {string} code - The code to add.
  	 * @param {?Node} [node= null] - Optional Node, can help the system understand if the Node is part of a code-block.
  	 * @return {NodeBuilder} A reference to this node builder.
  	 */
  	addLineFlowCode( code, node = null ) {

  		if ( code === '' ) return this;

  		if ( node !== null && this.context.nodeBlock ) {

  			this.addLineFlowCodeBlock( node, code, this.context.nodeBlock );

  		}

  		code = this.tab + code;

  		if ( ! /;\s*$/.test( code ) ) {

  			code = code + ';\n';

  		}

  		this.flow.code += code;

  		return this;

  	}

  	/**
  	 * Adds a code to the current code flow.
  	 *
  	 * @param {string} code - Shader code.
  	 * @return {NodeBuilder} A reference to this node builder.
  	 */
  	addFlowCode( code ) {

  		this.flow.code += code;

  		return this;

  	}

  	/**
  	 * Add tab in the code that will be generated so that other snippets respect the current tabulation.
  	 * Typically used in codes with If,Else.
  	 *
  	 * @return {NodeBuilder} A reference to this node builder.
  	 */
  	addFlowTab() {

  		this.tab += '\t';

  		return this;

  	}

  	/**
  	 * Removes a tab.
  	 *
  	 * @return {NodeBuilder} A reference to this node builder.
  	 */
  	removeFlowTab() {

  		this.tab = this.tab.slice( 0, -1 );

  		return this;

  	}

  	/**
  	 * Gets the current flow data based on a Node.
  	 *
  	 * @param {Node} node - Node that the flow was started.
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {Object} The flow data.
  	 */
  	getFlowData( node/*, shaderStage*/ ) {

  		return this.flowsData.get( node );

  	}

  	/**
  	 * Executes the node flow based on a root node to generate the final shader code.
  	 *
  	 * @param {Node} node - The node to execute.
  	 * @return {Object} The code flow.
  	 */
  	flowNode( node ) {

  		const output = node.getNodeType( this );

  		const flowData = this.flowChildNode( node, output );

  		this.flowsData.set( node, flowData );

  		return flowData;

  	}

  	/**
  	 * Includes a node in the current function node.
  	 *
  	 * @param {Node} node - The node to include.
  	 * @returns {void}
  	 */
  	addInclude( node ) {

  		if ( this.currentFunctionNode !== null ) {

  			this.currentFunctionNode.includes.push( node );

  		}

  	}

  	/**
  	 * Returns the native shader operator name for a given generic name.
  	 * It is a similar type of method like {@link NodeBuilder#getMethod}.
  	 *
  	 * @param {ShaderNodeInternal} shaderNode - The shader node to build the function node with.
  	 * @return {FunctionNode} The build function node.
  	 */
  	buildFunctionNode( shaderNode ) {

  		const fn = new FunctionNode();

  		const previous = this.currentFunctionNode;

  		this.currentFunctionNode = fn;

  		fn.code = this.buildFunctionCode( shaderNode );

  		this.currentFunctionNode = previous;

  		return fn;

  	}

  	/**
  	 * Generates a code flow based on a TSL function: Fn().
  	 *
  	 * @param {ShaderNodeInternal} shaderNode - A function code will be generated based on the input.
  	 * @return {Object}
  	 */
  	flowShaderNode( shaderNode ) {

  		const layout = shaderNode.layout;

  		const inputs = {
  			[ Symbol.iterator ]() {

  				let index = 0;
  				const values = Object.values( this );
  				return {
  					next: () => ( {
  						value: values[ index ],
  						done: index ++ >= values.length
  					} )
  				};

  			}
  		};

  		for ( const input of layout.inputs ) {

  			inputs[ input.name ] = new ParameterNode( input.type, input.name );

  		}

  		//

  		shaderNode.layout = null;

  		const callNode = shaderNode.call( inputs );
  		const flowData = this.flowStagesNode( callNode, layout.type );

  		shaderNode.layout = layout;

  		return flowData;

  	}

  	/**
  	 * Executes the node in a specific build stage.
  	 *
  	 * This function can be used to arbitrarily execute the specified build stage
  	 * outside of the standard build process. For instance, if a node's type depends
  	 * on properties created by the 'setup' stage, then flowBuildStage(node, 'setup')
  	 * can be used to execute the setup build stage and access its generated nodes
  	 * before the standard build process begins.
  	 *
  	 * @param {Node} node - The node to execute.
  	 * @param {string} buildStage - The build stage to execute the node in.
  	 * @param {?(Node|string)} [output=null] - Expected output type. For example 'vec3'.
  	 * @return {?(Node|string)} The result of the node build.
  	 */
  	flowBuildStage( node, buildStage, output = null ) {

  		const previousBuildStage = this.getBuildStage();

  		this.setBuildStage( buildStage );

  		const result = node.build( this, output );

  		this.setBuildStage( previousBuildStage );

  		return result;

  	}

  	/**
  	 * Runs the node flow through all the steps of creation, 'setup', 'analyze', 'generate'.
  	 *
  	 * @param {Node} node - The node to execute.
  	 * @param {?string} output - Expected output type. For example 'vec3'.
  	 * @return {Object}
  	 */
  	flowStagesNode( node, output = null ) {

  		const previousFlow = this.flow;
  		const previousVars = this.vars;
  		const previousDeclarations = this.declarations;
  		const previousCache = this.cache;
  		const previousBuildStage = this.buildStage;
  		const previousStack = this.stack;

  		const flow = {
  			code: ''
  		};

  		this.flow = flow;
  		this.vars = {};
  		this.declarations = {};
  		this.cache = new NodeCache();
  		this.stack = stack();

  		for ( const buildStage of defaultBuildStages ) {

  			this.setBuildStage( buildStage );

  			flow.result = node.build( this, output );

  		}

  		flow.vars = this.getVars( this.shaderStage );

  		this.flow = previousFlow;
  		this.vars = previousVars;
  		this.declarations = previousDeclarations;
  		this.cache = previousCache;
  		this.stack = previousStack;

  		this.setBuildStage( previousBuildStage );

  		return flow;

  	}

  	/**
  	 * Returns the native shader operator name for a given generic name.
  	 * It is a similar type of method like {@link NodeBuilder#getMethod}.
  	 *
  	 * @abstract
  	 * @param {string} op - The operator name to resolve.
  	 * @return {?string} The resolved operator name.
  	 */
  	getFunctionOperator( /* op */ ) {

  		return null;

  	}

  	/**
  	 * Builds the given shader node.
  	 *
  	 * @abstract
  	 * @param {ShaderNodeInternal} shaderNode - The shader node.
  	 * @return {string} The function code.
  	 */
  	buildFunctionCode( /* shaderNode */ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Generates a code flow based on a child Node.
  	 *
  	 * @param {Node} node - The node to execute.
  	 * @param {?string} output - Expected output type. For example 'vec3'.
  	 * @return {Object} The code flow.
  	 */
  	flowChildNode( node, output = null ) {

  		const previousFlow = this.flow;

  		const flow = {
  			code: ''
  		};

  		this.flow = flow;

  		flow.result = node.build( this, output );

  		this.flow = previousFlow;

  		return flow;

  	}

  	/**
  	 * Executes a flow of code in a different stage.
  	 *
  	 * Some nodes like `varying()` have the ability to compute code in vertex-stage and
  	 * return the value in fragment-stage even if it is being executed in an input fragment.
  	 *
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @param {Node} node - The node to execute.
  	 * @param {?string} output - Expected output type. For example 'vec3'.
  	 * @param {?string} propertyName - The property name to assign the result.
  	 * @return {?(Object|Node)} The code flow or node.build() result.
  	 */
  	flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {

  		const previousTab = this.tab;
  		const previousCache = this.cache;
  		const previousShaderStage = this.shaderStage;
  		const previousContext = this.context;

  		this.setShaderStage( shaderStage );

  		const context = { ...this.context };
  		delete context.nodeBlock;

  		this.cache = this.globalCache;
  		this.tab = '\t';
  		this.context = context;

  		let result = null;

  		if ( this.buildStage === 'generate' ) {

  			const flowData = this.flowChildNode( node, output );

  			if ( propertyName !== null ) {

  				flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;

  			}

  			this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;

  			result = flowData;

  		} else {

  			result = node.build( this );

  		}

  		this.setShaderStage( previousShaderStage );

  		this.cache = previousCache;
  		this.tab = previousTab;
  		this.context = previousContext;

  		return result;

  	}

  	/**
  	 * Returns an array holding all node attributes of this node builder.
  	 *
  	 * @return {Array<NodeAttribute>} The node attributes of this builder.
  	 */
  	getAttributesArray() {

  		return this.attributes.concat( this.bufferAttributes );

  	}

  	/**
  	 * Returns the attribute definitions as a shader string for the given shader stage.
  	 *
  	 * @abstract
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {string} The attribute code section.
  	 */
  	getAttributes( /*shaderStage*/ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Returns the varying definitions as a shader string for the given shader stage.
  	 *
  	 * @abstract
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {string} The varying code section.
  	 */
  	getVaryings( /*shaderStage*/ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Returns a single variable definition as a shader string for the given variable type and name.
  	 *
  	 * @param {string} type - The variable's type.
  	 * @param {string} name - The variable's name.
  	 * @param {?number} [count=null] - The array length.
  	 * @return {string} The shader string.
  	 */
  	getVar( type, name, count = null ) {

  		return `${ count !== null ? this.generateArrayDeclaration( type, count ) : this.getType( type ) } ${ name }`;

  	}

  	/**
  	 * Returns the variable definitions as a shader string for the given shader stage.
  	 *
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {string} The variable code section.
  	 */
  	getVars( shaderStage ) {

  		let snippet = '';

  		const vars = this.vars[ shaderStage ];

  		if ( vars !== undefined ) {

  			for ( const variable of vars ) {

  				snippet += `${ this.getVar( variable.type, variable.name ) }; `;

  			}

  		}

  		return snippet;

  	}

  	/**
  	 * Returns the uniform definitions as a shader string for the given shader stage.
  	 *
  	 * @abstract
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {string} The uniform code section.
  	 */
  	getUniforms( /*shaderStage*/ ) {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Returns the native code definitions as a shader string for the given shader stage.
  	 *
  	 * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage.
  	 * @return {string} The native code section.
  	 */
  	getCodes( shaderStage ) {

  		const codes = this.codes[ shaderStage ];

  		let code = '';

  		if ( codes !== undefined ) {

  			for ( const nodeCode of codes ) {

  				code += nodeCode.code + '\n';

  			}

  		}

  		return code;

  	}

  	/**
  	 * Returns the hash of this node builder.
  	 *
  	 * @return {string} The hash.
  	 */
  	getHash() {

  		return this.vertexShader + this.fragmentShader + this.computeShader;

  	}

  	/**
  	 * Sets the current shader stage.
  	 *
  	 * @param {?('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage to set.
  	 */
  	setShaderStage( shaderStage ) {

  		this.shaderStage = shaderStage;

  	}

  	/**
  	 * Returns the current shader stage.
  	 *
  	 * @return {?('vertex'|'fragment'|'compute'|'any')} The current shader stage.
  	 */
  	getShaderStage() {

  		return this.shaderStage;

  	}

  	/**
  	 * Sets the current build stage.
  	 *
  	 * @param {?('setup'|'analyze'|'generate')} buildStage - The build stage to set.
  	 */
  	setBuildStage( buildStage ) {

  		this.buildStage = buildStage;

  	}

  	/**
  	 * Returns the current build stage.
  	 *
  	 * @return {?('setup'|'analyze'|'generate')} The current build stage.
  	 */
  	getBuildStage() {

  		return this.buildStage;

  	}

  	/**
  	 * Controls the code build of the shader stages.
  	 *
  	 * @abstract
  	 */
  	buildCode() {

  		warn( 'Abstract function.' );

  	}

  	/**
  	 * Returns the current sub-build layer.
  	 *
  	 * @return {SubBuildNode} The current sub-build layers.
  	 */
  	get subBuild() {

  		return this.subBuildLayers[ this.subBuildLayers.length - 1 ] || null;

  	}

  	/**
  	 * Adds a sub-build layer to the node builder.
  	 *
  	 * @param {SubBuildNode} subBuild - The sub-build layer to add.
  	 */
  	addSubBuild( subBuild ) {

  		this.subBuildLayers.push( subBuild );

  	}

  	/**
  	 * Removes the last sub-build layer from the node builder.
  	 *
  	 * @return {SubBuildNode} The removed sub-build layer.
  	 */
  	removeSubBuild() {

  		return this.subBuildLayers.pop();

  	}

  	/**
  	 * Returns the closest sub-build layer for the given data.
  	 *
  	 * @param {Node|Set<string>|Array<string>} data - The data to get the closest sub-build layer from.
  	 * @return {?string} The closest sub-build name or null if none found.
  	 */
  	getClosestSubBuild( data ) {

  		let subBuilds;

  		if ( data && data.isNode ) {

  			if ( data.isShaderCallNodeInternal ) {

  				subBuilds = data.shaderNode.subBuilds;

  			} else if ( data.isStackNode ) {

  				subBuilds = [ data.subBuild ];

  			} else {

  				subBuilds = this.getDataFromNode( data, 'any' ).subBuilds;

  			}

  		} else if ( data instanceof Set ) {

  			subBuilds = [ ...data ];

  		} else {

  			subBuilds = data;

  		}

  		if ( ! subBuilds ) return null;

  		const subBuildLayers = this.subBuildLayers;

  		for ( let i = subBuilds.length - 1; i >= 0; i -- ) {

  			const subBuild = subBuilds[ i ];

  			if ( subBuildLayers.includes( subBuild ) ) {

  				return subBuild;

  			}

  		}

  		return null;

  	}


  	/**
  	 * Returns the output node of a sub-build layer.
  	 *
  	 * @param {Node} node - The node to get the output from.
  	 * @return {string} The output node name.
  	 */
  	getSubBuildOutput( node ) {

  		return this.getSubBuildProperty( 'outputNode', node );

  	}

  	/**
  	 * Returns the sub-build property name for the given property and node.
  	 *
  	 * @param {string} [property=''] - The property name.
  	 * @param {?Node} [node=null] - The node to get the sub-build from.
  	 * @return {string} The sub-build property name.
  	 */
  	getSubBuildProperty( property = '', node = null ) {

  		let subBuild;

  		if ( node !== null ) {

  			subBuild = this.getClosestSubBuild( node );

  		} else {

  			subBuild = this.subBuildFn;

  		}

  		let result;

  		if ( subBuild ) {

  			result = property ? ( subBuild + '_' + property ) : subBuild;

  		} else {

  			result = property;

  		}

  		return result;

  	}

  	/**
  	 * Central build method which controls the build for the given object.
  	 *
  	 * @return {NodeBuilder} A reference to this node builder.
  	 */
  	build() {

  		const { object, material, renderer } = this;

  		if ( material !== null ) {

  			let nodeMaterial = renderer.library.fromMaterial( material );

  			if ( nodeMaterial === null ) {

  				error( `NodeMaterial: Material "${ material.type }" is not compatible.` );

  				nodeMaterial = new NodeMaterial();

  			}

  			nodeMaterial.build( this );

  		} else {

  			this.addFlow( 'compute', object );

  		}

  		// setup() -> stage 1: create possible new nodes and/or return an output reference node
  		// analyze()   -> stage 2: analyze nodes to possible optimization and validation
  		// generate()  -> stage 3: generate shader

  		for ( const buildStage of defaultBuildStages ) {

  			this.setBuildStage( buildStage );

  			if ( this.context.position && this.context.position.isNode ) {

  				this.flowNodeFromShaderStage( 'vertex', this.context.position );

  			}

  			for ( const shaderStage of shaderStages ) {

  				this.setShaderStage( shaderStage );

  				const flowNodes = this.flowNodes[ shaderStage ];

  				for ( const node of flowNodes ) {

  					if ( buildStage === 'generate' ) {

  						this.flowNode( node );

  					} else {

  						node.build( this );

  					}

  				}

  			}

  		}

  		this.setBuildStage( null );
  		this.setShaderStage( null );

  		// stage 4: build code for a specific output

  		this.buildCode();
  		this.buildUpdateNodes();

  		return this;

  	}

  	/**
  	 * Returns shared data object for the given node.
  	 *
  	 * @param {Node} node - The node to get shared data from.
  	 * @return {Object} The shared data.
  	 */
  	getSharedDataFromNode( node ) {

  		let data = sharedNodeData.get( node );

  		if ( data === undefined ) {

  			data = {};

  		}

  		return data;

  	}

  	/**
  	 * Returns a uniform representation which is later used for UBO generation and rendering.
  	 *
  	 * @param {NodeUniform} uniformNode - The uniform node.
  	 * @param {string} type - The requested type.
  	 * @return {Uniform} The uniform.
  	 */
  	getNodeUniform( uniformNode, type ) {

  		const nodeData = this.getSharedDataFromNode( uniformNode );

  		let node = nodeData.cache;

  		if ( node === undefined ) {

  			if ( type === 'float' || type === 'int' || type === 'uint' ) node = new NumberNodeUniform( uniformNode );
  			else if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) node = new Vector2NodeUniform( uniformNode );
  			else if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) node = new Vector3NodeUniform( uniformNode );
  			else if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) node = new Vector4NodeUniform( uniformNode );
  			else if ( type === 'color' ) node = new ColorNodeUniform( uniformNode );
  			else if ( type === 'mat2' ) node = new Matrix2NodeUniform( uniformNode );
  			else if ( type === 'mat3' ) node = new Matrix3NodeUniform( uniformNode );
  			else if ( type === 'mat4' ) node = new Matrix4NodeUniform( uniformNode );
  			else {

  				throw new Error( `Uniform "${ type }" not implemented.` );

  			}

  			nodeData.cache = node;

  		}

  		return node;

  	}

  	/**
  	 * Formats the given shader snippet from a given type into another one. E.g.
  	 * this method might be used to convert a simple float string `"1.0"` into a
  	 * `vec3` representation: `"vec3<f32>( 1.0 )"`.
  	 *
  	 * @param {string} snippet - The shader snippet.
  	 * @param {string} fromType - The source type.
  	 * @param {string} toType - The target type.
  	 * @return {string} The updated shader string.
  	 */
  	format( snippet, fromType, toType ) {

  		fromType = this.getVectorType( fromType );
  		toType = this.getVectorType( toType );

  		if ( fromType === toType || toType === null || this.isReference( toType ) ) {

  			return snippet;

  		}

  		const fromTypeLength = this.getTypeLength( fromType );
  		const toTypeLength = this.getTypeLength( toType );

  		if ( fromTypeLength === 16 && toTypeLength === 9 ) {

  			return `${ this.getType( toType ) }( ${ snippet }[ 0 ].xyz, ${ snippet }[ 1 ].xyz, ${ snippet }[ 2 ].xyz )`;

  		}

  		if ( fromTypeLength === 9 && toTypeLength === 4 ) {

  			return `${ this.getType( toType ) }( ${ snippet }[ 0 ].xy, ${ snippet }[ 1 ].xy )`;

  		}


  		if ( fromTypeLength > 4 ) { // fromType is matrix-like

  			// @TODO: ignore for now

  			return snippet;

  		}

  		if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown

  			// @TODO: ignore for now

  			return snippet;

  		}

  		if ( fromTypeLength === toTypeLength ) {

  			return `${ this.getType( toType ) }( ${ snippet } )`;

  		}

  		if ( fromTypeLength > toTypeLength ) {

  			snippet = toType === 'bool' ? `all( ${ snippet } )` : `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`;

  			return this.format( snippet, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );

  		}

  		if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like

  			return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;

  		}

  		if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like

  			return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;

  		}

  		if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like

  			// convert a number value to vector type, e.g:
  			// vec3( 1u ) -> vec3( float( 1u ) )

  			snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;

  		}

  		return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like

  	}

  	/**
  	 * Returns a signature with the engine's current revision.
  	 *
  	 * @return {string} The signature.
  	 */
  	getSignature() {

  		return `// Three.js r${ REVISION } - Node System\n`;

  	}

  	/**
  	 * Returns `true` if data from the previous frame are required. Relevant
  	 * when computing motion vectors with {@link VelocityNode}.
  	 *
  	 * @return {boolean} Whether data from the previous frame are required or not.
  	 */
  	needsPreviousData() {

  		const mrt = this.renderer.getMRT();

  		return ( mrt && mrt.has( 'velocity' ) ) || getDataFromObject( this.object ).useVelocity === true;

  	}

  }

  /**
   * Management class for updating nodes. The module tracks metrics like
   * the elapsed time, delta time, the render and frame ID to correctly
   * call the node update methods {@link Node#updateBefore}, {@link Node#update}
   * and {@link Node#updateAfter} depending on the node's configuration.
   */
  class NodeFrame {

  	/**
  	 * Constructs a new node fame.
  	 */
  	constructor() {

  		/**
  		 * The elapsed time in seconds.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.time = 0;

  		/**
  		 * The delta time in seconds.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.deltaTime = 0;

  		/**
  		 * The frame ID.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.frameId = 0;

  		/**
  		 * The render ID.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.renderId = 0;

  		/**
  		 * Used to control the {@link Node#update} call.
  		 *
  		 * @type {WeakMap<Node, Object>}
  		 */
  		this.updateMap = new WeakMap();

  		/**
  		 * Used to control the {@link Node#updateBefore} call.
  		 *
  		 * @type {WeakMap<Node, Object>}
  		 */
  		this.updateBeforeMap = new WeakMap();

  		/**
  		 * Used to control the {@link Node#updateAfter} call.
  		 *
  		 * @type {WeakMap<Node, Object>}
  		 */
  		this.updateAfterMap = new WeakMap();

  		/**
  		 * A reference to the current renderer.
  		 *
  		 * @type {?Renderer}
  		 * @default null
  		 */
  		this.renderer = null;

  		/**
  		 * A reference to the current material.
  		 *
  		 * @type {?Material}
  		 * @default null
  		 */
  		this.material = null;

  		/**
  		 * A reference to the current camera.
  		 *
  		 * @type {?Camera}
  		 * @default null
  		 */
  		this.camera = null;

  		/**
  		 * A reference to the current 3D object.
  		 *
  		 * @type {?Object3D}
  		 * @default null
  		 */
  		this.object = null;

  		/**
  		 * A reference to the current scene.
  		 *
  		 * @type {?Scene}
  		 * @default null
  		 */
  		this.scene = null;

  	}

  	/**
  	 * Returns a dictionary for a given node and update map which
  	 * is used to correctly call node update methods per frame or render.
  	 *
  	 * @private
  	 * @param {WeakMap<Node, Object>} referenceMap - The reference weak map.
  	 * @param {Node} nodeRef - The reference to the current node.
  	 * @return {Object<string,WeakMap<Object, number>>} The dictionary.
  	 */
  	_getMaps( referenceMap, nodeRef ) {

  		let maps = referenceMap.get( nodeRef );

  		if ( maps === undefined ) {

  			maps = {
  				renderId: 0,
  				frameId: 0,
  			};

  			referenceMap.set( nodeRef, maps );

  		}

  		return maps;

  	}

  	/**
  	 * This method executes the {@link Node#updateBefore} for the given node.
  	 * It makes sure {@link Node#updateBeforeType} is honored meaning the update
  	 * is only executed once per frame, render or object depending on the update
  	 * type.
  	 *
  	 * @param {Node} node - The node that should be updated.
  	 */
  	updateBeforeNode( node ) {

  		const updateType = node.getUpdateBeforeType();
  		const reference = node.updateReference( this );

  		if ( updateType === NodeUpdateType.FRAME ) {

  			const nodeUpdateBeforeMap = this._getMaps( this.updateBeforeMap, reference );

  			if ( nodeUpdateBeforeMap.frameId !== this.frameId ) {

  				const previousFrameId = nodeUpdateBeforeMap.frameId;

  				nodeUpdateBeforeMap.frameId = this.frameId;

  				if ( node.updateBefore( this ) === false ) {

  					nodeUpdateBeforeMap.frameId = previousFrameId;

  				}

  			}

  		} else if ( updateType === NodeUpdateType.RENDER ) {

  			const nodeUpdateBeforeMap = this._getMaps( this.updateBeforeMap, reference );

  			if ( nodeUpdateBeforeMap.renderId !== this.renderId ) {

  				const previousRenderId = nodeUpdateBeforeMap.renderId;

  				nodeUpdateBeforeMap.renderId = this.renderId;

  				if ( node.updateBefore( this ) === false ) {

  					nodeUpdateBeforeMap.renderId = previousRenderId;

  				}

  			}

  		} else if ( updateType === NodeUpdateType.OBJECT ) {

  			node.updateBefore( this );

  		}

  	}

  	/**
  	 * This method executes the {@link Node#updateAfter} for the given node.
  	 * It makes sure {@link Node#updateAfterType} is honored meaning the update
  	 * is only executed once per frame, render or object depending on the update
  	 * type.
  	 *
  	 * @param {Node} node - The node that should be updated.
  	 */
  	updateAfterNode( node ) {

  		const updateType = node.getUpdateAfterType();
  		const reference = node.updateReference( this );

  		if ( updateType === NodeUpdateType.FRAME ) {

  			const nodeUpdateAfterMap = this._getMaps( this.updateAfterMap, reference );

  			if ( nodeUpdateAfterMap.frameId !== this.frameId ) {

  				if ( node.updateAfter( this ) !== false ) {

  					nodeUpdateAfterMap.frameId = this.frameId;

  				}

  			}

  		} else if ( updateType === NodeUpdateType.RENDER ) {

  			const nodeUpdateAfterMap = this._getMaps( this.updateAfterMap, reference );

  			if ( nodeUpdateAfterMap.renderId !== this.renderId ) {

  				if ( node.updateAfter( this ) !== false ) {

  					nodeUpdateAfterMap.renderId = this.renderId;

  				}

  			}

  		} else if ( updateType === NodeUpdateType.OBJECT ) {

  			node.updateAfter( this );

  		}

  	}

  	/**
  	 * This method executes the {@link Node#update} for the given node.
  	 * It makes sure {@link Node#updateType} is honored meaning the update
  	 * is only executed once per frame, render or object depending on the update
  	 * type.
  	 *
  	 * @param {Node} node - The node that should be updated.
  	 */
  	updateNode( node ) {

  		const updateType = node.getUpdateType();
  		const reference = node.updateReference( this );

  		if ( updateType === NodeUpdateType.FRAME ) {

  			const nodeUpdateMap = this._getMaps( this.updateMap, reference );

  			if ( nodeUpdateMap.frameId !== this.frameId ) {

  				if ( node.update( this ) !== false ) {

  					nodeUpdateMap.frameId = this.frameId;

  				}

  			}

  		} else if ( updateType === NodeUpdateType.RENDER ) {

  			const nodeUpdateMap = this._getMaps( this.updateMap, reference );

  			if ( nodeUpdateMap.renderId !== this.renderId ) {

  				if ( node.update( this ) !== false ) {

  					nodeUpdateMap.renderId = this.renderId;

  				}

  			}

  		} else if ( updateType === NodeUpdateType.OBJECT ) {

  			node.update( this );

  		}

  	}

  	/**
  	 * Updates the internal state of the node frame. This method is
  	 * called by the renderer in its internal animation loop.
  	 */
  	update() {

  		this.frameId ++;

  		if ( this.lastTime === undefined ) this.lastTime = performance.now();

  		this.deltaTime = ( performance.now() - this.lastTime ) / 1000;

  		this.lastTime = performance.now();

  		this.time += this.deltaTime;

  	}

  }

  /**
   * Describes the input of a {@link NodeFunction}.
   */
  class NodeFunctionInput {

  	/**
  	 * Constructs a new node function input.
  	 *
  	 * @param {string} type - The input type.
  	 * @param {string} name - The input name.
  	 * @param {?number} [count=null] - If the input is an Array, count will be the length.
  	 * @param {('in'|'out'|'inout')} [qualifier=''] - The parameter qualifier (only relevant for GLSL).
  	 * @param {boolean} [isConst=false] - Whether the input uses a const qualifier or not (only relevant for GLSL).
  	 */
  	constructor( type, name, count = null, qualifier = '', isConst = false ) {

  		/**
  		 *  The input type.
  		 *
  		 * @type {string}
  		 */
  		this.type = type;

  		/**
  		 * The input name.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * If the input is an Array, count will be the length.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this.count = count;

  		/**
  		 *The parameter qualifier (only relevant for GLSL).
  		 *
  		 * @type {('in'|'out'|'inout')}
  		 * @default ''
  		 */
  		this.qualifier = qualifier;

  		/**
  		 * Whether the input uses a const qualifier or not (only relevant for GLSL).
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.isConst = isConst;

  	}

  }

  NodeFunctionInput.isNodeFunctionInput = true;

  /**
   * Module for representing ambient lights as nodes.
   *
   * @augments AnalyticLightNode
   */
  class AmbientLightNode extends AnalyticLightNode {

  	static get type() {

  		return 'AmbientLightNode';

  	}

  	/**
  	 * Constructs a new ambient light node.
  	 *
  	 * @param {?AmbientLight} [light=null] - The ambient light source.
  	 */
  	constructor( light = null ) {

  		super( light );

  	}

  	setup( { context } ) {

  		context.irradiance.addAssign( this.colorNode );

  	}

  }

  /**
   * Module for representing directional lights as nodes.
   *
   * @augments AnalyticLightNode
   */
  class DirectionalLightNode extends AnalyticLightNode {

  	static get type() {

  		return 'DirectionalLightNode';

  	}

  	/**
  	 * Constructs a new directional light node.
  	 *
  	 * @param {?DirectionalLight} [light=null] - The directional light source.
  	 */
  	constructor( light = null ) {

  		super( light );

  	}

  	setupDirect() {

  		const lightColor = this.colorNode;
  		const lightDirection = lightTargetDirection( this.light );

  		return { lightDirection, lightColor };

  	}

  }

  /**
   * Module for representing hemisphere lights as nodes.
   *
   * @augments AnalyticLightNode
   */
  class HemisphereLightNode extends AnalyticLightNode {

  	static get type() {

  		return 'HemisphereLightNode';

  	}

  	/**
  	 * Constructs a new hemisphere light node.
  	 *
  	 * @param {?HemisphereLight} [light=null] - The hemisphere light source.
  	 */
  	constructor( light = null ) {

  		super( light );

  		/**
  		 * Uniform node representing the light's position.
  		 *
  		 * @type {UniformNode<vec3>}
  		 */
  		this.lightPositionNode = lightPosition( light );

  		/**
  		 * A node representing the light's direction.
  		 *
  		 * @type {Node<vec3>}
  		 */
  		this.lightDirectionNode = this.lightPositionNode.normalize();

  		/**
  		 * Uniform node representing the light's ground color.
  		 *
  		 * @type {UniformNode<vec3>}
  		 */
  		this.groundColorNode = uniform( new Color() ).setGroup( renderGroup );

  	}

  	/**
  	 * Overwritten to updated hemisphere light specific uniforms.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( frame ) {

  		const { light } = this;

  		super.update( frame );

  		this.lightPositionNode.object3d = light;

  		this.groundColorNode.value.copy( light.groundColor ).multiplyScalar( light.intensity );

  	}

  	setup( builder ) {

  		const { colorNode, groundColorNode, lightDirectionNode } = this;

  		const dotNL = normalWorld.dot( lightDirectionNode );
  		const hemiDiffuseWeight = dotNL.mul( 0.5 ).add( 0.5 );

  		const irradiance = mix$2( groundColorNode, colorNode, hemiDiffuseWeight );

  		builder.context.irradiance.addAssign( irradiance );

  	}

  }

  /**
   * Module for representing spot lights as nodes.
   *
   * @augments AnalyticLightNode
   */
  class SpotLightNode extends AnalyticLightNode {

  	static get type() {

  		return 'SpotLightNode';

  	}

  	/**
  	 * Constructs a new spot light node.
  	 *
  	 * @param {?SpotLight} [light=null] - The spot light source.
  	 */
  	constructor( light = null ) {

  		super( light );

  		/**
  		 * Uniform node representing the cone cosine.
  		 *
  		 * @type {UniformNode<float>}
  		 */
  		this.coneCosNode = uniform( 0 ).setGroup( renderGroup );

  		/**
  		 * Uniform node representing the penumbra cosine.
  		 *
  		 * @type {UniformNode<float>}
  		 */
  		this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup );

  		/**
  		 * Uniform node representing the cutoff distance.
  		 *
  		 * @type {UniformNode<float>}
  		 */
  		this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup );

  		/**
  		 * Uniform node representing the decay exponent.
  		 *
  		 * @type {UniformNode<float>}
  		 */
  		this.decayExponentNode = uniform( 0 ).setGroup( renderGroup );

  		/**
  		 * Uniform node representing the light color.
  		 *
  		 * @type {UniformNode<Color>}
  		 */
  		this.colorNode = uniform( this.color ).setGroup( renderGroup );

  	}

  	/**
  	 * Overwritten to updated spot light specific uniforms.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( frame ) {

  		super.update( frame );

  		const { light } = this;

  		this.coneCosNode.value = Math.cos( light.angle );
  		this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) );

  		this.cutoffDistanceNode.value = light.distance;
  		this.decayExponentNode.value = light.decay;

  	}

  	/**
  	 * Computes the spot attenuation for the given angle.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
  	 * @return {Node<float>} The spot attenuation.
  	 */
  	getSpotAttenuation( builder, angleCosine ) {

  		const { coneCosNode, penumbraCosNode } = this;

  		return smoothstep( coneCosNode, penumbraCosNode, angleCosine );

  	}

  	getLightCoord( builder ) {

  		const properties = builder.getNodeProperties( this );
  		let projectionUV = properties.projectionUV;

  		if ( projectionUV === undefined ) {

  			projectionUV = lightProjectionUV( this.light, builder.context.positionWorld );

  			properties.projectionUV = projectionUV;

  		}

  		return projectionUV;

  	}

  	setupDirect( builder ) {

  		const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this;

  		const lightVector = this.getLightVector( builder );

  		const lightDirection = lightVector.normalize();
  		const angleCos = lightDirection.dot( lightTargetDirection( light ) );

  		const spotAttenuation = this.getSpotAttenuation( builder, angleCos );

  		const lightDistance = lightVector.length();

  		const lightAttenuation = getDistanceAttenuation( {
  			lightDistance,
  			cutoffDistance: cutoffDistanceNode,
  			decayExponent: decayExponentNode
  		} );

  		let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation );

  		let projected, lightCoord;

  		if ( light.colorNode ) {

  			lightCoord = this.getLightCoord( builder );
  			projected = light.colorNode( lightCoord );

  		} else if ( light.map ) {

  			lightCoord = this.getLightCoord( builder );
  			projected = texture( light.map, lightCoord.xy ).onRenderUpdate( () => light.map );

  		}

  		if ( projected ) {

  			const inSpotLightMap = lightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all();

  			lightColor = inSpotLightMap.select( lightColor.mul( projected ), lightColor );

  		}

  		return { lightColor, lightDirection };

  	}

  }

  /**
   * An IES version of the default spot light node.
   *
   * @augments SpotLightNode
   */
  class IESSpotLightNode extends SpotLightNode {

  	static get type() {

  		return 'IESSpotLightNode';

  	}

  	/**
  	 * Overwrites the default implementation to compute an IES conform spot attenuation.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @param {Node<float>} angleCosine - The angle to compute the spot attenuation for.
  	 * @return {Node<float>} The spot attenuation.
  	 */
  	getSpotAttenuation( builder, angleCosine ) {

  		const iesMap = this.light.iesMap;

  		let spotAttenuation = null;

  		if ( iesMap && iesMap.isTexture === true ) {

  			const angle = angleCosine.acos().mul( 1.0 / Math.PI );

  			spotAttenuation = texture( iesMap, vec2( angle, 0 ), 0 ).r;

  		} else {

  			spotAttenuation = super.getSpotAttenuation( angleCosine );

  		}

  		return spotAttenuation;

  	}

  }

  /**
   * Module for representing light probes as nodes.
   *
   * @augments AnalyticLightNode
   */
  class LightProbeNode extends AnalyticLightNode {

  	static get type() {

  		return 'LightProbeNode';

  	}

  	/**
  	 * Constructs a new light probe node.
  	 *
  	 * @param {?LightProbe} [light=null] - The light probe.
  	 */
  	constructor( light = null ) {

  		super( light );

  		const array = [];

  		for ( let i = 0; i < 9; i ++ ) array.push( new Vector3() );

  		/**
  		 * Light probe represented as a uniform of spherical harmonics.
  		 *
  		 * @type {UniformArrayNode}
  		 */
  		this.lightProbe = uniformArray( array );

  	}

  	/**
  	 * Overwritten to updated light probe specific uniforms.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( frame ) {

  		const { light } = this;

  		super.update( frame );

  		//

  		for ( let i = 0; i < 9; i ++ ) {

  			this.lightProbe.array[ i ].copy( light.sh.coefficients[ i ] ).multiplyScalar( light.intensity );

  		}

  	}

  	setup( builder ) {

  		const irradiance = getShIrradianceAt( normalWorld, this.lightProbe );

  		builder.context.irradiance.addAssign( irradiance );

  	}

  }

  const sdBox = /*@__PURE__*/ Fn( ( [ p, b ] ) => {

  	const d = p.abs().sub( b );

  	return length( max$1( d, 0.0 ) ).add( min$1( max$1( d.x, d.y ), 0.0 ) );

  } );

  /**
   * An implementation of a projector light node.
   *
   * @augments SpotLightNode
   */
  class ProjectorLightNode extends SpotLightNode {

  	static get type() {

  		return 'ProjectorLightNode';

  	}

  	update( frame ) {

  		super.update( frame );

  		const light = this.light;

  		this.penumbraCosNode.value = Math.min( Math.cos( light.angle * ( 1 - light.penumbra ) ), .99999 );

  		if ( light.aspect === null ) {

  			let aspect = 1;

  			if ( light.map !== null ) {

  				aspect = light.map.width / light.map.height;

  			}

  			light.shadow.aspect = aspect;

  		} else {

  			light.shadow.aspect = light.aspect;

  		}

  	}

  	/**
  	 * Overwrites the default implementation to compute projection attenuation.
  	 *
  	 * @param {NodeBuilder} builder - The node builder.
  	 * @return {Node<float>} The spot attenuation.
  	 */
  	getSpotAttenuation( builder ) {

  		const attenuation = float( 0 );
  		const penumbraCos = this.penumbraCosNode;

  		// compute the fragment's position in the light's clip space

  		const spotLightCoord = lightShadowMatrix( this.light ).mul( builder.context.positionWorld || positionWorld );

  		// the sign of w determines whether the current fragment is in front or behind the light.
  		// to avoid a back-projection, it's important to only compute an attenuation if w is positive

  		If( spotLightCoord.w.greaterThan( 0 ), () => {

  			const projectionUV = spotLightCoord.xyz.div( spotLightCoord.w );
  			const boxDist = sdBox( projectionUV.xy.sub( vec2( 0.5 ) ), vec2( 0.5 ) );
  			const angleFactor = div( -1, sub( 1.0, acos( penumbraCos ) ).sub( 1.0 ) );
  			attenuation.assign( saturate$1( boxDist.mul( -2 ).mul( angleFactor ) ) );

  		} );

  		return attenuation;

  	}

  }

  const _matrix41 = /*@__PURE__*/ new Matrix4();
  const _matrix42 = /*@__PURE__*/ new Matrix4();

  let _ltcLib = null;

  /**
   * Module for representing rect area lights as nodes.
   *
   * @augments AnalyticLightNode
   */
  class RectAreaLightNode extends AnalyticLightNode {

  	static get type() {

  		return 'RectAreaLightNode';

  	}

  	/**
  	 * Constructs a new rect area light node.
  	 *
  	 * @param {?RectAreaLight} [light=null] - The rect area light source.
  	 */
  	constructor( light = null ) {

  		super( light );

  		/**
  		 * Uniform node representing the half height of the are light.
  		 *
  		 * @type {UniformNode<vec3>}
  		 */
  		this.halfHeight = uniform( new Vector3() ).setGroup( renderGroup );

  		/**
  		 * Uniform node representing the half width of the are light.
  		 *
  		 * @type {UniformNode<vec3>}
  		 */
  		this.halfWidth = uniform( new Vector3() ).setGroup( renderGroup );

  		/**
  		 * The `updateType` is set to `NodeUpdateType.RENDER` since the light
  		 * relies on `viewMatrix` which might vary per render call.
  		 *
  		 * @type {string}
  		 * @default 'render'
  		 */
  		this.updateType = NodeUpdateType.RENDER;

  	}

  	/**
  	 * Overwritten to updated rect area light specific uniforms.
  	 *
  	 * @param {NodeFrame} frame - A reference to the current node frame.
  	 */
  	update( frame ) {

  		super.update( frame );

  		const { light } = this;

  		const viewMatrix = frame.camera.matrixWorldInverse;

  		_matrix42.identity();
  		_matrix41.copy( light.matrixWorld );
  		_matrix41.premultiply( viewMatrix );
  		_matrix42.extractRotation( _matrix41 );

  		this.halfWidth.value.set( light.width * 0.5, 0.0, 0.0 );
  		this.halfHeight.value.set( 0.0, light.height * 0.5, 0.0 );

  		this.halfWidth.value.applyMatrix4( _matrix42 );
  		this.halfHeight.value.applyMatrix4( _matrix42 );

  	}

  	setupDirectRectArea( builder ) {

  		let ltc_1, ltc_2;

  		if ( builder.isAvailable( 'float32Filterable' ) ) {

  			ltc_1 = texture( _ltcLib.LTC_FLOAT_1 );
  			ltc_2 = texture( _ltcLib.LTC_FLOAT_2 );

  		} else {

  			ltc_1 = texture( _ltcLib.LTC_HALF_1 );
  			ltc_2 = texture( _ltcLib.LTC_HALF_2 );

  		}

  		const { colorNode, light } = this;

  		const lightPosition = lightViewPosition( light );

  		return {
  			lightColor: colorNode,
  			lightPosition,
  			halfWidth: this.halfWidth,
  			halfHeight: this.halfHeight,
  			ltc_1,
  			ltc_2
  		};

  	}

  	/**
  	 * Used to configure the internal BRDF approximation texture data.
  	 *
  	 * @param {RectAreaLightTexturesLib} ltc - The BRDF approximation texture data.
  	 */
  	static setLTC( ltc ) {

  		_ltcLib = ltc;

  	}

  }

  /**
   * Base class for node parsers. A derived parser must be implemented
   * for each supported native shader language.
   */
  class NodeParser {

  	/**
  	 * The method parses the given native code an returns a node function.
  	 *
  	 * @abstract
  	 * @param {string} source - The native shader code.
  	 * @return {NodeFunction} A node function.
  	 */
  	parseFunction( /*source*/ ) {

  		warn( 'Abstract function.' );

  	}

  }

  /**
   * Base class for node functions. A derived module must be implemented
   * for each supported native shader language. Similar to other `Node*` modules,
   * this class is only relevant during the building process and not used
   * in user-level code.
   */
  class NodeFunction {

  	/**
  	 * Constructs a new node function.
  	 *
  	 * @param {string} type - The node type. This type is the return type of the node function.
  	 * @param {Array<NodeFunctionInput>} inputs - The function's inputs.
  	 * @param {string} [name=''] - The function's name.
  	 * @param {string} [precision=''] - The precision qualifier.
  	 */
  	constructor( type, inputs, name = '', precision = '' ) {

  		/**
  		 * The node type. This type is the return type of the node function.
  		 *
  		 * @type {string}
  		 */
  		this.type = type;

  		/**
  		 * The function's inputs.
  		 *
  		 * @type {Array<NodeFunctionInput>}
  		 */
  		this.inputs = inputs;

  		/**
  		 * The name of the uniform.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.name = name;

  		/**
  		 * The precision qualifier.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.precision = precision;

  	}

  	/**
  	 * This method returns the native code of the node function.
  	 *
  	 * @abstract
  	 * @param {string} name - The function's name.
  	 * @return {string} A shader code.
  	 */
  	getCode( /*name = this.name*/ ) {

  		warn( 'Abstract function.' );

  	}

  }

  NodeFunction.isNodeFunction = true;

  const declarationRegexp$1 = /^\s*(highp|mediump|lowp)?\s*([a-z_0-9]+)\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)/i;
  const propertiesRegexp$1 = /[a-z_0-9]+/ig;

  const pragmaMain = '#pragma main';

  const parse$1 = ( source ) => {

  	source = source.trim();

  	const pragmaMainIndex = source.indexOf( pragmaMain );

  	const mainCode = pragmaMainIndex !== -1 ? source.slice( pragmaMainIndex + pragmaMain.length ) : source;

  	const declaration = mainCode.match( declarationRegexp$1 );

  	if ( declaration !== null && declaration.length === 5 ) {

  		// tokenizer

  		const inputsCode = declaration[ 4 ];
  		const propsMatches = [];

  		let nameMatch = null;

  		while ( ( nameMatch = propertiesRegexp$1.exec( inputsCode ) ) !== null ) {

  			propsMatches.push( nameMatch );

  		}

  		// parser

  		const inputs = [];

  		let i = 0;

  		while ( i < propsMatches.length ) {

  			const isConst = propsMatches[ i ][ 0 ] === 'const';

  			if ( isConst === true ) {

  				i ++;

  			}

  			let qualifier = propsMatches[ i ][ 0 ];

  			if ( qualifier === 'in' || qualifier === 'out' || qualifier === 'inout' ) {

  				i ++;

  			} else {

  				qualifier = '';

  			}

  			const type = propsMatches[ i ++ ][ 0 ];

  			let count = Number.parseInt( propsMatches[ i ][ 0 ] );

  			if ( Number.isNaN( count ) === false ) i ++;
  			else count = null;

  			const name = propsMatches[ i ++ ][ 0 ];

  			inputs.push( new NodeFunctionInput( type, name, count, qualifier, isConst ) );

  		}

  		//

  		const blockCode = mainCode.substring( declaration[ 0 ].length );

  		const name = declaration[ 3 ] !== undefined ? declaration[ 3 ] : '';
  		const type = declaration[ 2 ];

  		const precision = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';

  		const headerCode = pragmaMainIndex !== -1 ? source.slice( 0, pragmaMainIndex ) : '';

  		return {
  			type,
  			inputs,
  			name,
  			precision,
  			inputsCode,
  			blockCode,
  			headerCode
  		};

  	} else {

  		throw new Error( 'FunctionNode: Function is not a GLSL code.' );

  	}

  };

  /**
   * This class represents a GLSL node function.
   *
   * @augments NodeFunction
   */
  class GLSLNodeFunction extends NodeFunction {

  	/**
  	 * Constructs a new GLSL node function.
  	 *
  	 * @param {string} source - The GLSL source.
  	 */
  	constructor( source ) {

  		const { type, inputs, name, precision, inputsCode, blockCode, headerCode } = parse$1( source );

  		super( type, inputs, name, precision );

  		this.inputsCode = inputsCode;
  		this.blockCode = blockCode;
  		this.headerCode = headerCode;

  	}

  	/**
  	 * This method returns the GLSL code of the node function.
  	 *
  	 * @param {string} [name=this.name] - The function's name.
  	 * @return {string} The shader code.
  	 */
  	getCode( name = this.name ) {

  		let code;

  		const blockCode = this.blockCode;

  		if ( blockCode !== '' ) {

  			const { type, inputsCode, headerCode, precision } = this;

  			let declarationCode = `${ type } ${ name } ( ${ inputsCode.trim() } )`;

  			if ( precision !== '' ) {

  				declarationCode = `${ precision } ${ declarationCode }`;

  			}

  			code = headerCode + declarationCode + blockCode;

  		} else {

  			// interface function

  			code = '';

  		}

  		return code;

  	}

  }

  /**
   * A GLSL node parser.
   *
   * @augments NodeParser
   */
  class GLSLNodeParser extends NodeParser {

  	/**
  	 * The method parses the given GLSL code an returns a node function.
  	 *
  	 * @param {string} source - The GLSL code.
  	 * @return {GLSLNodeFunction} A node function.
  	 */
  	parseFunction( source ) {

  		return new GLSLNodeFunction( source );

  	}

  }

  const _outputNodeMap = new WeakMap();
  const _chainKeys$1 = [];
  const _cacheKeyValues = [];

  /**
   * This renderer module manages node-related objects and is the
   * primary interface between the renderer and the node system.
   *
   * @private
   * @augments DataMap
   */
  class NodeManager extends DataMap {

  	/**
  	 * Constructs a new nodes management component.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {Backend} backend - The renderer's backend.
  	 */
  	constructor( renderer, backend ) {

  		super();

  		/**
  		 * The renderer.
  		 *
  		 * @type {Renderer}
  		 */
  		this.renderer = renderer;

  		/**
  		 * The renderer's backend.
  		 *
  		 * @type {Backend}
  		 */
  		this.backend = backend;

  		/**
  		 * The node frame.
  		 *
  		 * @type {Renderer}
  		 */
  		this.nodeFrame = new NodeFrame();

  		/**
  		 * A cache for managing node builder states.
  		 *
  		 * @type {Map<number,NodeBuilderState>}
  		 */
  		this.nodeBuilderCache = new Map();

  		/**
  		 * A cache for managing data cache key data.
  		 *
  		 * @type {ChainMap}
  		 */
  		this.callHashCache = new ChainMap();

  		/**
  		 * A cache for managing node uniforms group data.
  		 *
  		 * @type {ChainMap}
  		 */
  		this.groupsData = new ChainMap();

  		/**
  		 * A cache for managing node objects of
  		 * scene properties like fog or environments.
  		 *
  		 * @type {Object<string,WeakMap>}
  		 */
  		this.cacheLib = {};

  	}

  	/**
  	 * Returns `true` if the given node uniforms group must be updated or not.
  	 *
  	 * @param {NodeUniformsGroup} nodeUniformsGroup - The node uniforms group.
  	 * @return {boolean} Whether the node uniforms group requires an update or not.
  	 */
  	updateGroup( nodeUniformsGroup ) {

  		const groupNode = nodeUniformsGroup.groupNode;
  		const name = groupNode.name;

  		// objectGroup is always updated

  		if ( name === objectGroup.name ) return true;

  		// renderGroup is updated once per render/compute call

  		if ( name === renderGroup.name ) {

  			const uniformsGroupData = this.get( nodeUniformsGroup );
  			const renderId = this.nodeFrame.renderId;

  			if ( uniformsGroupData.renderId !== renderId ) {

  				uniformsGroupData.renderId = renderId;

  				return true;

  			}

  			return false;

  		}

  		// frameGroup is updated once per frame

  		if ( name === frameGroup.name ) {

  			const uniformsGroupData = this.get( nodeUniformsGroup );
  			const frameId = this.nodeFrame.frameId;

  			if ( uniformsGroupData.frameId !== frameId ) {

  				uniformsGroupData.frameId = frameId;

  				return true;

  			}

  			return false;

  		}

  		// other groups are updated just when groupNode.needsUpdate is true

  		_chainKeys$1[ 0 ] = groupNode;
  		_chainKeys$1[ 1 ] = nodeUniformsGroup;

  		let groupData = this.groupsData.get( _chainKeys$1 );
  		if ( groupData === undefined ) this.groupsData.set( _chainKeys$1, groupData = {} );

  		_chainKeys$1[ 0 ] = null;
  		_chainKeys$1[ 1 ] = null;

  		if ( groupData.version !== groupNode.version ) {

  			groupData.version = groupNode.version;

  			return true;

  		}

  		return false;

  	}

  	/**
  	 * Returns the cache key for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {number} The cache key.
  	 */
  	getForRenderCacheKey( renderObject ) {

  		return renderObject.initialCacheKey;

  	}

  	/**
  	 * Returns a node builder state for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {NodeBuilderState} The node builder state.
  	 */
  	getForRender( renderObject ) {

  		const renderObjectData = this.get( renderObject );

  		let nodeBuilderState = renderObjectData.nodeBuilderState;

  		if ( nodeBuilderState === undefined ) {

  			const { nodeBuilderCache } = this;

  			const cacheKey = this.getForRenderCacheKey( renderObject );

  			nodeBuilderState = nodeBuilderCache.get( cacheKey );

  			if ( nodeBuilderState === undefined ) {

  				const createNodeBuilder = ( material ) => {

  					const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
  					nodeBuilder.scene = renderObject.scene;
  					nodeBuilder.material = material;
  					nodeBuilder.camera = renderObject.camera;
  					nodeBuilder.context.material = material;
  					nodeBuilder.lightsNode = renderObject.lightsNode;
  					nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
  					nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
  					nodeBuilder.clippingContext = renderObject.clippingContext;
  					if ( this.renderer.getOutputRenderTarget() ? this.renderer.getOutputRenderTarget().multiview : false ) {

  						nodeBuilder.enableMultiview();

  					}

  					return nodeBuilder;

  				};

  				let nodeBuilder = createNodeBuilder( renderObject.material );

  				try {

  					nodeBuilder.build();

  				} catch ( e ) {

  					nodeBuilder = createNodeBuilder( new NodeMaterial() );
  					nodeBuilder.build();

  					let stackTrace = e.stackTrace;

  					if ( ! stackTrace && e.stack ) {

  						// Capture stack trace for JavaScript errors

  						stackTrace = new StackTrace( e.stack );

  					}

  					error( 'TSL: ' + e, stackTrace );

  				}

  				nodeBuilderState = this._createNodeBuilderState( nodeBuilder );

  				nodeBuilderCache.set( cacheKey, nodeBuilderState );

  			}

  			nodeBuilderState.usedTimes ++;

  			renderObjectData.nodeBuilderState = nodeBuilderState;

  		}

  		return nodeBuilderState;

  	}

  	/**
  	 * Deletes the given object from the internal data map
  	 *
  	 * @param {any} object - The object to delete.
  	 * @return {?Object} The deleted dictionary.
  	 */
  	delete( object ) {

  		if ( object.isRenderObject ) {

  			const nodeBuilderState = this.get( object ).nodeBuilderState;
  			nodeBuilderState.usedTimes --;

  			if ( nodeBuilderState.usedTimes === 0 ) {

  				this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );

  			}

  		}

  		return super.delete( object );

  	}

  	/**
  	 * Returns a node builder state for the given compute node.
  	 *
  	 * @param {Node} computeNode - The compute node.
  	 * @return {NodeBuilderState} The node builder state.
  	 */
  	getForCompute( computeNode ) {

  		const computeData = this.get( computeNode );

  		let nodeBuilderState = computeData.nodeBuilderState;

  		if ( nodeBuilderState === undefined ) {

  			const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
  			nodeBuilder.build();

  			nodeBuilderState = this._createNodeBuilderState( nodeBuilder );

  			computeData.nodeBuilderState = nodeBuilderState;

  		}

  		return nodeBuilderState;

  	}

  	/**
  	 * Creates a node builder state for the given node builder.
  	 *
  	 * @private
  	 * @param {NodeBuilder} nodeBuilder - The node builder.
  	 * @return {NodeBuilderState} The node builder state.
  	 */
  	_createNodeBuilderState( nodeBuilder ) {

  		return new NodeBuilderState(
  			nodeBuilder.vertexShader,
  			nodeBuilder.fragmentShader,
  			nodeBuilder.computeShader,
  			nodeBuilder.getAttributesArray(),
  			nodeBuilder.getBindings(),
  			nodeBuilder.updateNodes,
  			nodeBuilder.updateBeforeNodes,
  			nodeBuilder.updateAfterNodes,
  			nodeBuilder.observer,
  			nodeBuilder.transforms
  		);

  	}

  	/**
  	 * Returns an environment node for the current configured
  	 * scene environment.
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @return {Node} A node representing the current scene environment.
  	 */
  	getEnvironmentNode( scene ) {

  		this.updateEnvironment( scene );

  		let environmentNode = null;

  		if ( scene.environmentNode && scene.environmentNode.isNode ) {

  			environmentNode = scene.environmentNode;

  		} else {

  			const sceneData = this.get( scene );

  			if ( sceneData.environmentNode ) {

  				environmentNode = sceneData.environmentNode;

  			}

  		}

  		return environmentNode;

  	}

  	/**
  	 * Returns a background node for the current configured
  	 * scene background.
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @return {Node} A node representing the current scene background.
  	 */
  	getBackgroundNode( scene ) {

  		this.updateBackground( scene );

  		let backgroundNode = null;

  		if ( scene.backgroundNode && scene.backgroundNode.isNode ) {

  			backgroundNode = scene.backgroundNode;

  		} else {

  			const sceneData = this.get( scene );

  			if ( sceneData.backgroundNode ) {

  				backgroundNode = sceneData.backgroundNode;

  			}

  		}

  		return backgroundNode;

  	}

  	/**
  	 * Returns a fog node for the current configured scene fog.
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @return {Node} A node representing the current scene fog.
  	 */
  	getFogNode( scene ) {

  		this.updateFog( scene );

  		return scene.fogNode || this.get( scene ).fogNode || null;

  	}

  	/**
  	 * Returns a cache key for the given scene and lights node.
  	 * This key is used by `RenderObject` as a part of the dynamic
  	 * cache key (a key that must be checked every time the render
  	 * objects is drawn).
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @param {LightsNode} lightsNode - The lights node.
  	 * @return {number} The cache key.
  	 */
  	getCacheKey( scene, lightsNode ) {

  		_chainKeys$1[ 0 ] = scene;
  		_chainKeys$1[ 1 ] = lightsNode;

  		const callId = this.renderer.info.calls;

  		const cacheKeyData = this.callHashCache.get( _chainKeys$1 ) || {};

  		if ( cacheKeyData.callId !== callId ) {

  			const environmentNode = this.getEnvironmentNode( scene );
  			const fogNode = this.getFogNode( scene );

  			if ( lightsNode ) _cacheKeyValues.push( lightsNode.getCacheKey( true ) );
  			if ( environmentNode ) _cacheKeyValues.push( environmentNode.getCacheKey() );
  			if ( fogNode ) _cacheKeyValues.push( fogNode.getCacheKey() );

  			_cacheKeyValues.push( this.renderer.getOutputRenderTarget() && this.renderer.getOutputRenderTarget().multiview ? 1 : 0 );
  			_cacheKeyValues.push( this.renderer.shadowMap.enabled ? 1 : 0 );
  			_cacheKeyValues.push( this.renderer.shadowMap.type );

  			cacheKeyData.callId = callId;
  			cacheKeyData.cacheKey = hashArray( _cacheKeyValues );

  			this.callHashCache.set( _chainKeys$1, cacheKeyData );

  			_cacheKeyValues.length = 0;

  		}

  		_chainKeys$1[ 0 ] = null;
  		_chainKeys$1[ 1 ] = null;

  		return cacheKeyData.cacheKey;

  	}

  	/**
  	 * A boolean that indicates whether tone mapping should be enabled
  	 * or not.
  	 *
  	 * @type {boolean}
  	 */
  	get isToneMappingState() {

  		return this.renderer.getRenderTarget() ? false : true;

  	}

  	/**
  	 * If a scene background is configured, this method makes sure to
  	 * represent the background with a corresponding node-based implementation.
  	 *
  	 * @param {Scene} scene - The scene.
  	 */
  	updateBackground( scene ) {

  		const sceneData = this.get( scene );
  		const background = scene.background;

  		if ( background ) {

  			const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );

  			if ( sceneData.background !== background || forceUpdate ) {

  				const backgroundNode = this.getCacheNode( 'background', background, () => {

  					if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) {

  						if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {

  							return pmremTexture( background );

  						} else {

  							let envMap;

  							if ( background.isCubeTexture === true ) {

  								envMap = cubeTexture( background );

  							} else {

  								envMap = texture( background );

  							}

  							return cubeMapNode( envMap );

  						}

  					} else if ( background.isTexture === true ) {

  						return texture( background, screenUV.flipY() ).setUpdateMatrix( true );

  					} else if ( background.isColor !== true ) {

  						error( 'WebGPUNodes: Unsupported background configuration.', background );

  					}

  				}, forceUpdate );

  				sceneData.backgroundNode = backgroundNode;
  				sceneData.background = background;
  				sceneData.backgroundBlurriness = scene.backgroundBlurriness;

  			}

  		} else if ( sceneData.backgroundNode ) {

  			delete sceneData.backgroundNode;
  			delete sceneData.background;

  		}

  	}

  	/**
  	 * This method is part of the caching of nodes which are used to represents the
  	 * scene's background, fog or environment.
  	 *
  	 * @param {string} type - The type of object to cache.
  	 * @param {Object} object - The object.
  	 * @param {Function} callback - A callback that produces a node representation for the given object.
  	 * @param {boolean} [forceUpdate=false] - Whether an update should be enforced or not.
  	 * @return {Node} The node representation.
  	 */
  	getCacheNode( type, object, callback, forceUpdate = false ) {

  		const nodeCache = this.cacheLib[ type ] || ( this.cacheLib[ type ] = new WeakMap() );

  		let node = nodeCache.get( object );

  		if ( node === undefined || forceUpdate ) {

  			node = callback();
  			nodeCache.set( object, node );

  		}

  		return node;

  	}

  	/**
  	 * If a scene fog is configured, this method makes sure to
  	 * represent the fog with a corresponding node-based implementation.
  	 *
  	 * @param {Scene} scene - The scene.
  	 */
  	updateFog( scene ) {

  		const sceneData = this.get( scene );
  		const sceneFog = scene.fog;

  		if ( sceneFog ) {

  			if ( sceneData.fog !== sceneFog ) {

  				const fogNode = this.getCacheNode( 'fog', sceneFog, () => {

  					if ( sceneFog.isFogExp2 ) {

  						const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
  						const density = reference( 'density', 'float', sceneFog ).setGroup( renderGroup );

  						return fog( color, densityFogFactor( density ) );

  					} else if ( sceneFog.isFog ) {

  						const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
  						const near = reference( 'near', 'float', sceneFog ).setGroup( renderGroup );
  						const far = reference( 'far', 'float', sceneFog ).setGroup( renderGroup );

  						return fog( color, rangeFogFactor( near, far ) );

  					} else {

  						error( 'Renderer: Unsupported fog configuration.', sceneFog );

  					}

  				} );

  				sceneData.fogNode = fogNode;
  				sceneData.fog = sceneFog;

  			}

  		} else {

  			delete sceneData.fogNode;
  			delete sceneData.fog;

  		}

  	}

  	/**
  	 * If a scene environment is configured, this method makes sure to
  	 * represent the environment with a corresponding node-based implementation.
  	 *
  	 * @param {Scene} scene - The scene.
  	 */
  	updateEnvironment( scene ) {

  		const sceneData = this.get( scene );
  		const environment = scene.environment;

  		if ( environment ) {

  			if ( sceneData.environment !== environment ) {

  				const environmentNode = this.getCacheNode( 'environment', environment, () => {

  					if ( environment.isCubeTexture === true ) {

  						return cubeTexture( environment );

  					} else if ( environment.isTexture === true ) {

  						return texture( environment );

  					} else {

  						error( 'Nodes: Unsupported environment configuration.', environment );

  					}

  				} );

  				sceneData.environmentNode = environmentNode;
  				sceneData.environment = environment;

  			}

  		} else if ( sceneData.environmentNode ) {

  			delete sceneData.environmentNode;
  			delete sceneData.environment;

  		}

  	}

  	getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {

  		const nodeFrame = this.nodeFrame;
  		nodeFrame.renderer = renderer;
  		nodeFrame.scene = scene;
  		nodeFrame.object = object;
  		nodeFrame.camera = camera;
  		nodeFrame.material = material;

  		return nodeFrame;

  	}

  	getNodeFrameForRender( renderObject ) {

  		return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );

  	}

  	/**
  	 * Returns the current output cache key.
  	 *
  	 * @return {string} The output cache key.
  	 */
  	getOutputCacheKey() {

  		const renderer = this.renderer;

  		return renderer.toneMapping + ',' + renderer.currentColorSpace + ',' + renderer.xr.isPresenting;

  	}

  	/**
  	 * Checks if the output configuration (tone mapping and color space) for
  	 * the given target has changed.
  	 *
  	 * @param {Texture} outputTarget - The output target.
  	 * @return {boolean} Whether the output configuration has changed or not.
  	 */
  	hasOutputChange( outputTarget ) {

  		const cacheKey = _outputNodeMap.get( outputTarget );

  		return cacheKey !== this.getOutputCacheKey();

  	}

  	/**
  	 * Returns a node that represents the output configuration (tone mapping and
  	 * color space) for the current target.
  	 *
  	 * @param {Texture} outputTarget - The output target.
  	 * @return {Node} The output node.
  	 */
  	getOutputNode( outputTarget ) {

  		const renderer = this.renderer;
  		const cacheKey = this.getOutputCacheKey();

  		const output = outputTarget.isArrayTexture ?
  			texture3D( outputTarget, vec3( screenUV, builtin( 'gl_ViewID_OVR' ) ) ).renderOutput( renderer.toneMapping, renderer.currentColorSpace ) :
  			texture( outputTarget, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );

  		_outputNodeMap.set( outputTarget, cacheKey );

  		return output;

  	}

  	/**
  	 * Triggers the call of `updateBefore()` methods
  	 * for all nodes of the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	updateBefore( renderObject ) {

  		const nodeBuilder = renderObject.getNodeBuilderState();

  		for ( const node of nodeBuilder.updateBeforeNodes ) {

  			// update frame state for each node

  			this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );

  		}

  	}

  	/**
  	 * Triggers the call of `updateAfter()` methods
  	 * for all nodes of the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	updateAfter( renderObject ) {

  		const nodeBuilder = renderObject.getNodeBuilderState();

  		for ( const node of nodeBuilder.updateAfterNodes ) {

  			// update frame state for each node

  			this.getNodeFrameForRender( renderObject ).updateAfterNode( node );

  		}

  	}

  	/**
  	 * Triggers the call of `update()` methods
  	 * for all nodes of the given compute node.
  	 *
  	 * @param {Node} computeNode - The compute node.
  	 */
  	updateForCompute( computeNode ) {

  		const nodeFrame = this.getNodeFrame();
  		const nodeBuilder = this.getForCompute( computeNode );

  		for ( const node of nodeBuilder.updateNodes ) {

  			nodeFrame.updateNode( node );

  		}

  	}

  	/**
  	 * Triggers the call of `update()` methods
  	 * for all nodes of the given compute node.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 */
  	updateForRender( renderObject ) {

  		const nodeFrame = this.getNodeFrameForRender( renderObject );
  		const nodeBuilder = renderObject.getNodeBuilderState();

  		for ( const node of nodeBuilder.updateNodes ) {

  			nodeFrame.updateNode( node );

  		}

  	}

  	/**
  	 * Returns `true` if the given render object requires a refresh.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {boolean} Whether the given render object requires a refresh or not.
  	 */
  	needsRefresh( renderObject ) {

  		const nodeFrame = this.getNodeFrameForRender( renderObject );
  		const monitor = renderObject.getMonitor();

  		return monitor.needsRefresh( renderObject, nodeFrame );

  	}

  	/**
  	 * Frees the internal resources.
  	 */
  	dispose() {

  		super.dispose();

  		this.nodeFrame = new NodeFrame();
  		this.nodeBuilderCache = new Map();
  		this.cacheLib = {};

  	}

  }

  const _plane$1 = /*@__PURE__*/ new Plane();

  /**
   * Represents the state that is used to perform clipping via clipping planes.
   * There is a default clipping context for each render context. When the
   * scene holds instances of `ClippingGroup`, there will be a context for each
   * group.
   *
   * @private
   */
  class ClippingContext {

  	/**
  	 * Constructs a new clipping context.
  	 *
  	 * @param {?ClippingContext} [parentContext=null] - A reference to the parent clipping context.
  	 */
  	constructor( parentContext = null ) {

  		/**
  		 * The clipping context's version.
  		 *
  		 * @type {number}
  		 * @readonly
  		 */
  		this.version = 0;

  		/**
  		 * Whether the intersection of the clipping planes is used to clip objects, rather than their union.
  		 *
  		 * @type {?boolean}
  		 * @default null
  		 */
  		this.clipIntersection = null;

  		/**
  		 * The clipping context's cache key.
  		 *
  		 * @type {string}
  		 */
  		this.cacheKey = '';

  		/**
  		 * Whether the shadow pass is active or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.shadowPass = false;

  		/**
  		 * The view normal matrix.
  		 *
  		 * @type {Matrix3}
  		 */
  		this.viewNormalMatrix = new Matrix3();

  		/**
  		 * Internal cache for maintaining clipping contexts.
  		 *
  		 * @type {WeakMap<ClippingGroup,ClippingContext>}
  		 */
  		this.clippingGroupContexts = new WeakMap();

  		/**
  		 * The intersection planes.
  		 *
  		 * @type {Array<Vector4>}
  		 */
  		this.intersectionPlanes = [];

  		/**
  		 * The intersection planes.
  		 *
  		 * @type {Array<Vector4>}
  		 */
  		this.unionPlanes = [];

  		/**
  		 * The version of the clipping context's parent context.
  		 *
  		 * @type {?number}
  		 * @readonly
  		 */
  		this.parentVersion = null;

  		if ( parentContext !== null ) {

  			this.viewNormalMatrix = parentContext.viewNormalMatrix;
  			this.clippingGroupContexts = parentContext.clippingGroupContexts;

  			this.shadowPass = parentContext.shadowPass;
  			this.viewMatrix = parentContext.viewMatrix;

  		}

  	}

  	/**
  	 * Projects the given source clipping planes and writes the result into the
  	 * destination array.
  	 *
  	 * @param {Array<Plane>} source - The source clipping planes.
  	 * @param {Array<Vector4>} destination - The destination.
  	 * @param {number} offset - The offset.
  	 */
  	projectPlanes( source, destination, offset ) {

  		const l = source.length;

  		for ( let i = 0; i < l; i ++ ) {

  			_plane$1.copy( source[ i ] ).applyMatrix4( this.viewMatrix, this.viewNormalMatrix );

  			const v = destination[ offset + i ];
  			const normal = _plane$1.normal;

  			v.x = - normal.x;
  			v.y = - normal.y;
  			v.z = - normal.z;
  			v.w = _plane$1.constant;

  		}

  	}

  	/**
  	 * Updates the root clipping context of a scene.
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 */
  	updateGlobal( scene, camera ) {

  		this.shadowPass = ( scene.overrideMaterial !== null && scene.overrideMaterial.isShadowPassMaterial );
  		this.viewMatrix = camera.matrixWorldInverse;

  		this.viewNormalMatrix.getNormalMatrix( this.viewMatrix );

  	}

  	/**
  	 * Updates the clipping context.
  	 *
  	 * @param {ClippingContext} parentContext - The parent context.
  	 * @param {ClippingGroup} clippingGroup - The clipping group this context belongs to.
  	 */
  	update( parentContext, clippingGroup ) {

  		let update = false;

  		if ( parentContext.version !== this.parentVersion ) {

  			this.intersectionPlanes = Array.from( parentContext.intersectionPlanes );
  			this.unionPlanes = Array.from( parentContext.unionPlanes );
  			this.parentVersion = parentContext.version;

  		}

  		if ( this.clipIntersection !== clippingGroup.clipIntersection ) {

  			this.clipIntersection = clippingGroup.clipIntersection;

  			if ( this.clipIntersection ) {

  				this.unionPlanes.length = parentContext.unionPlanes.length;

  			} else {

  				this.intersectionPlanes.length = parentContext.intersectionPlanes.length;

  			}

  		}

  		const srcClippingPlanes = clippingGroup.clippingPlanes;
  		const l = srcClippingPlanes.length;

  		let dstClippingPlanes;
  		let offset;

  		if ( this.clipIntersection ) {

  			dstClippingPlanes = this.intersectionPlanes;
  			offset = parentContext.intersectionPlanes.length;

  		} else {

  			dstClippingPlanes = this.unionPlanes;
  			offset = parentContext.unionPlanes.length;

  		}

  		if ( dstClippingPlanes.length !== offset + l ) {

  			dstClippingPlanes.length = offset + l;

  			for ( let i = 0; i < l; i ++ ) {

  				dstClippingPlanes[ offset + i ] = new Vector4();

  			}

  			update = true;

  		}

  		this.projectPlanes( srcClippingPlanes, dstClippingPlanes, offset );

  		if ( update ) {

  			this.version ++;
  			this.cacheKey = `${ this.intersectionPlanes.length }:${ this.unionPlanes.length }`;

  		}

  	}

  	/**
  	 * Returns a clipping context for the given clipping group.
  	 *
  	 * @param {ClippingGroup} clippingGroup - The clipping group.
  	 * @return {ClippingContext} The clipping context.
  	 */
  	getGroupContext( clippingGroup ) {

  		if ( this.shadowPass && ! clippingGroup.clipShadows ) return this;

  		let context = this.clippingGroupContexts.get( clippingGroup );

  		if ( context === undefined ) {

  			context = new ClippingContext( this );
  			this.clippingGroupContexts.set( clippingGroup, context );

  		}

  		context.update( this, clippingGroup );

  		return context;

  	}

  	/**
  	 * The count of union clipping planes.
  	 *
  	 * @type {number}
  	 * @readonly
  	 */
  	get unionClippingCount() {

  		return this.unionPlanes.length;

  	}

  }

  /**
   * This module is used to represent render bundles inside the renderer
   * for further processing.
   *
   * @private
   */
  class RenderBundle {

  	/**
  	 * Constructs a new bundle group.
  	 *
  	 * @param {BundleGroup} bundleGroup - The bundle group.
  	 * @param {Camera} camera - The camera the bundle group is rendered with.
  	 */
  	constructor( bundleGroup, camera ) {

  		this.bundleGroup = bundleGroup;
  		this.camera = camera;

  	}

  }

  const _chainKeys = [];

  /**
   * This renderer module manages render bundles.
   *
   * @private
   */
  class RenderBundles {

  	/**
  	 * Constructs a new render bundle management component.
  	 */
  	constructor() {

  		/**
  		 * A chain map for maintaining the render bundles.
  		 *
  		 * @type {ChainMap}
  		 */
  		this.bundles = new ChainMap();

  	}

  	/**
  	 * Returns a render bundle for the given bundle group and camera.
  	 *
  	 * @param {BundleGroup} bundleGroup - The bundle group.
  	 * @param {Camera} camera - The camera the bundle group is rendered with.
  	 * @return {RenderBundle} The render bundle.
  	 */
  	get( bundleGroup, camera ) {

  		const bundles = this.bundles;

  		_chainKeys[ 0 ] = bundleGroup;
  		_chainKeys[ 1 ] = camera;

  		let bundle = bundles.get( _chainKeys );

  		if ( bundle === undefined ) {

  			bundle = new RenderBundle( bundleGroup, camera );
  			bundles.set( _chainKeys, bundle );

  		}

  		_chainKeys[ 0 ] = null;
  		_chainKeys[ 1 ] = null;

  		return bundle;

  	}

  	/**
  	 * Frees all internal resources.
  	 */
  	dispose() {

  		this.bundles = new ChainMap();

  	}

  }

  /**
   * The purpose of a node library is to assign node implementations
   * to existing library features. In `WebGPURenderer` lights, materials
   * which are not based on `NodeMaterial` as well as tone mapping techniques
   * are implemented with node-based modules.
   *
   * @private
   */
  class NodeLibrary {

  	/**
  	 * Constructs a new node library.
  	 */
  	constructor() {

  		/**
  		 * A weak map that maps lights to light nodes.
  		 *
  		 * @type {WeakMap<Light.constructor,AnalyticLightNode.constructor>}
  		 */
  		this.lightNodes = new WeakMap();

  		/**
  		 * A map that maps materials to node materials.
  		 *
  		 * @type {Map<string,NodeMaterial.constructor>}
  		 */
  		this.materialNodes = new Map();

  		/**
  		 * A map that maps tone mapping techniques (constants)
  		 * to tone mapping node functions.
  		 *
  		 * @type {Map<number,Function>}
  		 */
  		this.toneMappingNodes = new Map();

  	}

  	/**
  	 * Returns a matching node material instance for the given material object.
  	 *
  	 * This method also assigns/copies the properties of the given material object
  	 * to the node material. This is done to make sure the current material
  	 * configuration carries over to the node version.
  	 *
  	 * @param {Material} material - A material.
  	 * @return {NodeMaterial} The corresponding node material.
  	 */
  	fromMaterial( material ) {

  		if ( material.isNodeMaterial ) return material;

  		let nodeMaterial = null;

  		const nodeMaterialClass = this.getMaterialNodeClass( material.type );

  		if ( nodeMaterialClass !== null ) {

  			nodeMaterial = new nodeMaterialClass();

  			for ( const key in material ) {

  				nodeMaterial[ key ] = material[ key ];

  			}

  		}

  		return nodeMaterial;

  	}

  	/**
  	 * Adds a tone mapping node function for a tone mapping technique (constant).
  	 *
  	 * @param {Function} toneMappingNode - The tone mapping node function.
  	 * @param {number} toneMapping - The tone mapping.
  	 */
  	addToneMapping( toneMappingNode, toneMapping ) {

  		this.addType( toneMappingNode, toneMapping, this.toneMappingNodes );

  	}

  	/**
  	 * Returns a tone mapping node function for a tone mapping technique (constant).
  	 *
  	 * @param {number} toneMapping - The tone mapping.
  	 * @return {?Function} The tone mapping node function. Returns `null` if no node function is found.
  	 */
  	getToneMappingFunction( toneMapping ) {

  		return this.toneMappingNodes.get( toneMapping ) || null;

  	}

  	/**
  	 * Returns a node material class definition for a material type.
  	 *
  	 * @param {string} materialType - The material type.
  	 * @return {?NodeMaterial.constructor} The node material class definition. Returns `null` if no node material is found.
  	 */
  	getMaterialNodeClass( materialType ) {

  		return this.materialNodes.get( materialType ) || null;

  	}

  	/**
  	 * Adds a node material class definition for a given material type.
  	 *
  	 * @param {NodeMaterial.constructor} materialNodeClass - The node material class definition.
  	 * @param {string} materialClassType - The material type.
  	 */
  	addMaterial( materialNodeClass, materialClassType ) {

  		this.addType( materialNodeClass, materialClassType, this.materialNodes );

  	}

  	/**
  	 * Returns a light node class definition for a light class definition.
  	 *
  	 * @param {Light.constructor} light - The light class definition.
  	 * @return {?AnalyticLightNode.constructor} The light node class definition. Returns `null` if no light node is found.
  	 */
  	getLightNodeClass( light ) {

  		return this.lightNodes.get( light ) || null;

  	}

  	/**
  	 * Adds a light node class definition for a given light class definition.
  	 *
  	 * @param {AnalyticLightNode.constructor} lightNodeClass - The light node class definition.
  	 * @param {Light.constructor} lightClass - The light class definition.
  	 */
  	addLight( lightNodeClass, lightClass ) {

  		this.addClass( lightNodeClass, lightClass, this.lightNodes );

  	}

  	/**
  	 * Adds a node class definition for the given type to the provided type library.
  	 *
  	 * @param {Node.constructor} nodeClass - The node class definition.
  	 * @param {number|string} type - The object type.
  	 * @param {Map<number|string,Node.constructor>} library - The type library.
  	 */
  	addType( nodeClass, type, library ) {

  		if ( library.has( type ) ) {

  			warn( `Redefinition of node ${ type }` );
  			return;

  		}

  		if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  		if ( typeof type === 'function' || typeof type === 'object' ) throw new Error( `Base class ${ type } is not a class.` );

  		library.set( type, nodeClass );

  	}

  	/**
  	 * Adds a node class definition for the given class definition to the provided type library.
  	 *
  	 * @param {Node.constructor} nodeClass - The node class definition.
  	 * @param {Node.constructor} baseClass - The class definition.
  	 * @param {WeakMap<Node.constructor, Node.constructor>} library - The type library.
  	 */
  	addClass( nodeClass, baseClass, library ) {

  		if ( library.has( baseClass ) ) {

  			warn( `Redefinition of node ${ baseClass.name }` );
  			return;

  		}

  		if ( typeof nodeClass !== 'function' ) throw new Error( `Node class ${ nodeClass.name } is not a class.` );
  		if ( typeof baseClass !== 'function' ) throw new Error( `Base class ${ baseClass.name } is not a class.` );

  		library.set( baseClass, nodeClass );

  	}

  }

  const _defaultLights = /*@__PURE__*/ new LightsNode();
  const _weakMap = /*@__PURE__*/ new WeakMap();

  /**
   * This renderer module manages the lights nodes which are unique
   * per scene and camera combination.
   *
   * The lights node itself is later configured in the render list
   * with the actual lights from the scene.
   *
   * @private
   */
  class Lighting {

  	/**
  	 * Creates a new lights node for the given array of lights.
  	 *
  	 * @param {Array<Light>} lights - The render object.
  	 * @return {LightsNode} The lights node.
  	 */
  	createNode( lights = [] ) {

  		return new LightsNode().setLights( lights );

  	}

  	/**
  	 * Returns a lights node for the given scene and camera.
  	 *
  	 * @param {Scene} scene - The scene.
  	 * @param {Camera} camera - The camera.
  	 * @return {LightsNode} The lights node.
  	 */
  	getNode( scene ) {

  		// ignore post-processing

  		if ( scene.isQuadMesh ) return _defaultLights;

  		let node = _weakMap.get( scene );

  		if ( node === undefined ) {

  			node = this.createNode();
  			_weakMap.set( scene, node );

  		}

  		return node;

  	}

  }

  /**
   * A special type of render target that is used when rendering
   * with the WebXR Device API.
   *
   * @private
   * @augments RenderTarget
   */
  class XRRenderTarget extends RenderTarget {

  	/**
  	 * Constructs a new XR render target.
  	 *
  	 * @param {number} [width=1] - The width of the render target.
  	 * @param {number} [height=1] - The height of the render target.
  	 * @param {Object} [options={}] - The configuration options.
  	 */
  	constructor( width = 1, height = 1, options = {} ) {

  		super( width, height, options );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isXRRenderTarget = true;

  		/**
  		 * Whether the attachments of the render target
  		 * are defined by external textures. This flag is
  		 * set to `true` when using the WebXR Layers API.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @default false
  		 */
  		this._hasExternalTextures = false;

  		/**
  		 * Whether a depth buffer should automatically be allocated
  		 * for this XR render target or not.
  		 *
  		 * Allocating a depth buffer is the default behavior of XR render
  		 * targets. However, when using the WebXR Layers API, this flag
  		 * must be set to `false` when the `ignoreDepthValues` property of
  		 * the projection layers evaluates to `false`.
  		 *
  		 * Reference: {@link https://www.w3.org/TR/webxrlayers-1/#dom-xrprojectionlayer-ignoredepthvalues}.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @default true
  		 */
  		this._autoAllocateDepthBuffer = true;

  		/**
  		 * Whether this render target is associated with a XRWebGLLayer.
  		 *
  		 * A XRWebGLLayer points to an opaque framebuffer. Basically,
  		 * this means that you don't have access to its bound color,
  		 * stencil and depth buffers. We need to handle this framebuffer
  		 * differently since its textures are always bound.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @default false
  		 * */
  		this._isOpaqueFramebuffer = false;

  	}

  	copy( source ) {

  		super.copy( source );

  		this._hasExternalTextures = source._hasExternalTextures;
  		this._autoAllocateDepthBuffer = source._autoAllocateDepthBuffer;
  		this._isOpaqueFramebuffer = source._isOpaqueFramebuffer;

  		return this;

  	}


  }

  const _cameraLPos = /*@__PURE__*/ new Vector3();
  const _cameraRPos = /*@__PURE__*/ new Vector3();

  /**
   * The XR manager is built on top of the WebXR Device API to
   * manage XR sessions with `WebGPURenderer`.
   *
   * XR is currently only supported with a WebGL 2 backend.
   *
   * @augments EventDispatcher
   */
  class XRManager extends EventDispatcher {

  	/**
  	 * Constructs a new XR manager.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 * @param {boolean} [multiview=false] - Enables multiview if the device supports it.
  	 */
  	constructor( renderer, multiview = false ) {

  		super();

  		/**
  		 * This flag globally enables XR rendering.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.enabled = false;

  		/**
  		 * Whether the XR device is currently presenting or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 * @readonly
  		 */
  		this.isPresenting = false;

  		/**
  		 * Whether the XR camera should automatically be updated or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.cameraAutoUpdate = true;

  		/**
  		 * The renderer.
  		 *
  		 * @private
  		 * @type {Renderer}
  		 */
  		this._renderer = renderer;

  		// camera

  		/**
  		 * Represents the camera for the left eye.
  		 *
  		 * @private
  		 * @type {PerspectiveCamera}
  		 */
  		this._cameraL = new PerspectiveCamera();
  		this._cameraL.viewport = new Vector4();

  		/**
  		 * Represents the camera for the right eye.
  		 *
  		 * @private
  		 * @type {PerspectiveCamera}
  		 */
  		this._cameraR = new PerspectiveCamera();
  		this._cameraR.viewport = new Vector4();

  		/**
  		 * A list of cameras used for rendering the XR views.
  		 *
  		 * @private
  		 * @type {Array<Camera>}
  		 */
  		this._cameras = [ this._cameraL, this._cameraR ];

  		/**
  		 * The main XR camera.
  		 *
  		 * @private
  		 * @type {ArrayCamera}
  		 */
  		this._cameraXR = new ArrayCamera();

  		/**
  		 * The current near value of the XR camera.
  		 *
  		 * @private
  		 * @type {?number}
  		 * @default null
  		 */
  		this._currentDepthNear = null;

  		/**
  		 * The current far value of the XR camera.
  		 *
  		 * @private
  		 * @type {?number}
  		 * @default null
  		 */
  		this._currentDepthFar = null;

  		/**
  		 * A list of WebXR controllers requested by the application.
  		 *
  		 * @private
  		 * @type {Array<WebXRController>}
  		 */
  		this._controllers = [];

  		/**
  		 * A list of XR input source. Each input source belongs to
  		 * an instance of WebXRController.
  		 *
  		 * @private
  		 * @type {Array<XRInputSource?>}
  		 */
  		this._controllerInputSources = [];

  		/**
  		 * The XR render target that represents the rendering destination
  		 * during an active XR session.
  		 *
  		 * @private
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this._xrRenderTarget = null;

  		/**
  		 * An array holding all the non-projection layers
  		 *
  		 * @private
  		 * @type {Array<Object>}
  		 * @default []
  		 */
  		this._layers = [];

  		/**
  		 * Whether the XR session uses layers.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @default false
  		 */
  		this._sessionUsesLayers = false;

  		/**
  		 * Whether the device supports binding gl objects.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @readonly
  		 */
  		this._supportsGlBinding = typeof XRWebGLBinding !== 'undefined';

  		this._frameBufferTargets = null;

  		/**
  		 * Helper function to create native WebXR Layer.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._createXRLayer = createXRLayer.bind( this );

  		/**
  		* The current WebGL context.
  		*
  		* @private
  		* @type {?WebGL2RenderingContext}
  		* @default null
  		*/
  		this._gl = null;

  		/**
  		 * The current animation context.
  		 *
  		 * @private
  		 * @type {?Window}
  		 * @default null
  		 */
  		this._currentAnimationContext = null;

  		/**
  		 * The current animation loop.
  		 *
  		 * @private
  		 * @type {?Function}
  		 * @default null
  		 */
  		this._currentAnimationLoop = null;

  		/**
  		 * The current pixel ratio.
  		 *
  		 * @private
  		 * @type {?number}
  		 * @default null
  		 */
  		this._currentPixelRatio = null;

  		/**
  		 * The current size of the renderer's canvas
  		 * in logical pixel unit.
  		 *
  		 * @private
  		 * @type {Vector2}
  		 */
  		this._currentSize = new Vector2();

  		/**
  		 * The default event listener for handling events inside a XR session.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._onSessionEvent = onSessionEvent.bind( this );

  		/**
  		 * The event listener for handling the end of a XR session.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._onSessionEnd = onSessionEnd.bind( this );

  		/**
  		 * The event listener for handling the `inputsourceschange` event.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._onInputSourcesChange = onInputSourcesChange.bind( this );

  		/**
  		 * The animation loop which is used as a replacement for the default
  		 * animation loop of the application. It is only used when a XR session
  		 * is active.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._onAnimationFrame = onAnimationFrame.bind( this );

  		/**
  		 * The current XR reference space.
  		 *
  		 * @private
  		 * @type {?XRReferenceSpace}
  		 * @default null
  		 */
  		this._referenceSpace = null;

  		/**
  		 * The current XR reference space type.
  		 *
  		 * @private
  		 * @type {XRReferenceSpaceType}
  		 * @default 'local-floor'
  		 */
  		this._referenceSpaceType = 'local-floor';

  		/**
  		 * A custom reference space defined by the application.
  		 *
  		 * @private
  		 * @type {?XRReferenceSpace}
  		 * @default null
  		 */
  		this._customReferenceSpace = null;

  		/**
  		 * The framebuffer scale factor.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._framebufferScaleFactor = 1;

  		/**
  		 * The foveation factor.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._foveation = 1.0;

  		/**
  		 * A reference to the current XR session.
  		 *
  		 * @private
  		 * @type {?XRSession}
  		 * @default null
  		 */
  		this._session = null;

  		/**
  		 * A reference to the current XR base layer.
  		 *
  		 * @private
  		 * @type {?XRWebGLLayer}
  		 * @default null
  		 */
  		this._glBaseLayer = null;

  		/**
  		 * A reference to the current XR binding.
  		 *
  		 * @private
  		 * @type {?XRWebGLBinding}
  		 * @default null
  		 */
  		this._glBinding = null;

  		/**
  		 * A reference to the current XR projection layer.
  		 *
  		 * @private
  		 * @type {?XRProjectionLayer}
  		 * @default null
  		 */
  		this._glProjLayer = null;

  		/**
  		 * A reference to the current XR frame.
  		 *
  		 * @private
  		 * @type {?XRFrame}
  		 * @default null
  		 */
  		this._xrFrame = null;

  		/**
  		 * Whether the browser supports the APIs necessary to use XRProjectionLayers.
  		 *
  		 * Note: this does not represent XRSession explicitly requesting
  		 * `'layers'` as a feature - see `_sessionUsesLayers` and #30112
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @readonly
  		 */
  		this._supportsLayers = ( this._supportsGlBinding && 'createProjectionLayer' in XRWebGLBinding.prototype ); // eslint-disable-line compat/compat

  		/**
  		 * Whether the usage of multiview has been requested by the application or not.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @default false
  		 * @readonly
  		 */
  		this._useMultiviewIfPossible = multiview;

  		/**
  		 * Whether the usage of multiview is actually enabled. This flag only evaluates to `true`
  		 * if multiview has been requested by the application and the `OVR_multiview2` is available.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @readonly
  		 */
  		this._useMultiview = false;

  	}

  	/**
  	 * Returns an instance of `THREE.Group` that represents the transformation
  	 * of a XR controller in target ray space. The requested controller is defined
  	 * by the given index.
  	 *
  	 * @param {number} index - The index of the XR controller.
  	 * @return {Group} A group that represents the controller's transformation.
  	 */
  	getController( index ) {

  		const controller = this._getController( index );

  		return controller.getTargetRaySpace();

  	}

  	/**
  	 * Returns an instance of `THREE.Group` that represents the transformation
  	 * of a XR controller in grip space. The requested controller is defined
  	 * by the given index.
  	 *
  	 * @param {number} index - The index of the XR controller.
  	 * @return {Group} A group that represents the controller's transformation.
  	 */
  	getControllerGrip( index ) {

  		const controller = this._getController( index );

  		return controller.getGripSpace();

  	}

  	/**
  	 * Returns an instance of `THREE.Group` that represents the transformation
  	 * of a XR controller in hand space. The requested controller is defined
  	 * by the given index.
  	 *
  	 * @param {number} index - The index of the XR controller.
  	 * @return {Group} A group that represents the controller's transformation.
  	 */
  	getHand( index ) {

  		const controller = this._getController( index );

  		return controller.getHandSpace();

  	}

  	/**
  	 * Returns the foveation value.
  	 *
  	 * @return {number|undefined} The foveation value. Returns `undefined` if no base or projection layer is defined.
  	 */
  	getFoveation() {

  		if ( this._glProjLayer === null && this._glBaseLayer === null ) {

  			return undefined;

  		}

  		return this._foveation;

  	}

  	/**
  	 * Sets the foveation value.
  	 *
  	 * @param {number} foveation - A number in the range `[0,1]` where `0` means no foveation (full resolution)
  	 * and `1` means maximum foveation (the edges render at lower resolution).
  	 */
  	setFoveation( foveation ) {

  		this._foveation = foveation;

  		if ( this._glProjLayer !== null ) {

  			this._glProjLayer.fixedFoveation = foveation;

  		}

  		if ( this._glBaseLayer !== null && this._glBaseLayer.fixedFoveation !== undefined ) {

  			this._glBaseLayer.fixedFoveation = foveation;

  		}

  	}

  	/**
  	 * Returns the framebuffer scale factor.
  	 *
  	 * @return {number} The framebuffer scale factor.
  	 */
  	getFramebufferScaleFactor() {

  		return this._framebufferScaleFactor;

  	}

  	/**
  	 * Sets the framebuffer scale factor.
  	 *
  	 * This method can not be used during a XR session.
  	 *
  	 * @param {number} factor - The framebuffer scale factor.
  	 */
  	setFramebufferScaleFactor( factor ) {

  		this._framebufferScaleFactor = factor;

  		if ( this.isPresenting === true ) {

  			warn( 'XRManager: Cannot change framebuffer scale while presenting.' );

  		}

  	}

  	/**
  	 * Returns the reference space type.
  	 *
  	 * @return {XRReferenceSpaceType} The reference space type.
  	 */
  	getReferenceSpaceType() {

  		return this._referenceSpaceType;

  	}

  	/**
  	 * Sets the reference space type.
  	 *
  	 * This method can not be used during a XR session.
  	 *
  	 * @param {XRReferenceSpaceType} type - The reference space type.
  	 */
  	setReferenceSpaceType( type ) {

  		this._referenceSpaceType = type;

  		if ( this.isPresenting === true ) {

  			warn( 'XRManager: Cannot change reference space type while presenting.' );

  		}

  	}

  	/**
  	 * Returns the XR reference space.
  	 *
  	 * @return {XRReferenceSpace} The XR reference space.
  	 */
  	getReferenceSpace() {

  		return this._customReferenceSpace || this._referenceSpace;

  	}

  	/**
  	 * Sets a custom XR reference space.
  	 *
  	 * @param {XRReferenceSpace} space - The XR reference space.
  	 */
  	setReferenceSpace( space ) {

  		this._customReferenceSpace = space;

  	}

  	/**
  	 * Returns the XR camera.
  	 *
  	 * @return {ArrayCamera} The XR camera.
  	 */
  	getCamera() {

  		return this._cameraXR;

  	}

  	/**
  	 * Returns the environment blend mode from the current XR session.
  	 *
  	 * @return {'opaque'|'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session.
  	 */
  	getEnvironmentBlendMode() {

  		if ( this._session !== null ) {

  			return this._session.environmentBlendMode;

  		}

  	}


  	/**
  	 * Returns the current XR binding.
  	 *
  	 * Creates a new binding if needed and the browser is
  	 * capable of doing so.
  	 *
  	 * @return {?XRWebGLBinding} The XR binding. Returns `null` if one cannot be created.
  	 */
  	getBinding() {

  		if ( this._glBinding === null && this._supportsGlBinding ) {

  			this._glBinding = new XRWebGLBinding( this._session, this._gl );

  		}

  		return this._glBinding;

  	}

  	/**
  	 * Returns the current XR frame.
  	 *
  	 * @return {?XRFrame} The XR frame. Returns `null` when used outside a XR session.
  	 */
  	getFrame() {

  		return this._xrFrame;

  	}

  	/**
  	 * Returns `true` if the engine renders to a multiview target.
  	 *
  	 * @return {boolean} Whether the engine renders to a multiview render target or not.
  	 */
  	useMultiview() {

  		return this._useMultiview;

  	}

  	/**
  	 * This method can be used in XR applications to create a quadratic layer that presents a separate
  	 * rendered scene.
  	 *
  	 * @param {number} width - The width of the layer plane in world units.
  	 * @param {number} height - The height of the layer plane in world units.
  	 * @param {Vector3} translation - The position/translation of the layer plane in world units.
  	 * @param {Quaternion} quaternion - The orientation of the layer plane expressed as a quaternion.
  	 * @param {number} pixelwidth - The width of the layer's render target in pixels.
  	 * @param {number} pixelheight - The height of the layer's render target in pixels.
  	 * @param {Function} rendercall - A callback function that renders the layer. Similar to code in
  	 * the default animation loop, this method can be used to update/transform 3D object in the layer's scene.
  	 * @param {Object} [attributes={}] - Allows to configure the layer's render target.
  	 * @return {Mesh} A mesh representing the quadratic XR layer. This mesh should be added to the XR scene.
  	 */
  	createQuadLayer( width, height, translation, quaternion, pixelwidth, pixelheight, rendercall, attributes = {} ) {

  		const geometry = new PlaneGeometry( width, height );
  		const renderTarget = new XRRenderTarget(
  			pixelwidth,
  			pixelheight,
  			{
  				format: RGBAFormat,
  				type: UnsignedByteType,
  				depthTexture: new DepthTexture(
  					pixelwidth,
  					pixelheight,
  					attributes.stencil ? UnsignedInt248Type : UnsignedIntType,
  					undefined,
  					undefined,
  					undefined,
  					undefined,
  					undefined,
  					undefined,
  					attributes.stencil ? DepthStencilFormat : DepthFormat
  				),
  				stencilBuffer: attributes.stencil,
  				resolveDepthBuffer: false,
  				resolveStencilBuffer: false
  			} );

  		renderTarget._autoAllocateDepthBuffer = true;

  		const material = new MeshBasicMaterial( { color: 0xffffff, side: FrontSide } );
  		material.map = renderTarget.texture;
  		material.map.offset.y = 1;
  		material.map.repeat.y = -1;
  		const plane = new Mesh( geometry, material );
  		plane.position.copy( translation );
  		plane.quaternion.copy( quaternion );

  		const layer = {
  			type: 'quad',
  			width: width,
  			height: height,
  			translation: translation,
  			quaternion: quaternion,
  			pixelwidth: pixelwidth,
  			pixelheight: pixelheight,
  			plane: plane,
  			material: material,
  			rendercall: rendercall,
  			renderTarget: renderTarget };

  		this._layers.push( layer );

  		if ( this._session !== null ) {

  			layer.plane.material = new MeshBasicMaterial( { color: 0xffffff, side: FrontSide } );
  			layer.plane.material.blending = CustomBlending;
  			layer.plane.material.blendEquation = AddEquation;
  			layer.plane.material.blendSrc = ZeroFactor;
  			layer.plane.material.blendDst = ZeroFactor;

  			layer.xrlayer = this._createXRLayer( layer );

  			const xrlayers = this._session.renderState.layers;
  			xrlayers.unshift( layer.xrlayer );
  			this._session.updateRenderState( { layers: xrlayers } );

  		} else {

  			renderTarget.isXRRenderTarget = false;

  		}

  		return plane;

  	}

  	/**
  	 * This method can be used in XR applications to create a cylindrical layer that presents a separate
  	 * rendered scene.
  	 *
  	 * @param {number} radius - The radius of the cylinder in world units.
  	 * @param {number} centralAngle - The central angle of the cylinder in radians.
  	 * @param {number} aspectratio - The aspect ratio.
  	 * @param {Vector3} translation - The position/translation of the layer plane in world units.
  	 * @param {Quaternion} quaternion - The orientation of the layer plane expressed as a quaternion.
  	 * @param {number} pixelwidth - The width of the layer's render target in pixels.
  	 * @param {number} pixelheight - The height of the layer's render target in pixels.
  	 * @param {Function} rendercall - A callback function that renders the layer. Similar to code in
  	 * the default animation loop, this method can be used to update/transform 3D object in the layer's scene.
  	 * @param {Object} [attributes={}] - Allows to configure the layer's render target.
  	 * @return {Mesh} A mesh representing the cylindrical XR layer. This mesh should be added to the XR scene.
  	 */
  	createCylinderLayer( radius, centralAngle, aspectratio, translation, quaternion, pixelwidth, pixelheight, rendercall, attributes = {} ) {

  		const geometry = new CylinderGeometry( radius, radius, radius * centralAngle / aspectratio, 64, 64, true, Math.PI - centralAngle / 2, centralAngle );
  		const renderTarget = new XRRenderTarget(
  			pixelwidth,
  			pixelheight,
  			{
  				format: RGBAFormat,
  				type: UnsignedByteType,
  				depthTexture: new DepthTexture(
  					pixelwidth,
  					pixelheight,
  					attributes.stencil ? UnsignedInt248Type : UnsignedIntType,
  					undefined,
  					undefined,
  					undefined,
  					undefined,
  					undefined,
  					undefined,
  					attributes.stencil ? DepthStencilFormat : DepthFormat
  				),
  				stencilBuffer: attributes.stencil,
  				resolveDepthBuffer: false,
  				resolveStencilBuffer: false
  			} );

  		renderTarget._autoAllocateDepthBuffer = true;

  		const material = new MeshBasicMaterial( { color: 0xffffff, side: BackSide } );
  		material.map = renderTarget.texture;
  		material.map.offset.y = 1;
  		material.map.repeat.y = -1;
  		const plane = new Mesh( geometry, material );
  		plane.position.copy( translation );
  		plane.quaternion.copy( quaternion );

  		const layer = {
  			type: 'cylinder',
  			radius: radius,
  			centralAngle: centralAngle,
  			aspectratio: aspectratio,
  			translation: translation,
  			quaternion: quaternion,
  			pixelwidth: pixelwidth,
  			pixelheight: pixelheight,
  			plane: plane,
  			material: material,
  			rendercall: rendercall,
  			renderTarget: renderTarget };

  		this._layers.push( layer );

  		if ( this._session !== null ) {

  			layer.plane.material = new MeshBasicMaterial( { color: 0xffffff, side: BackSide } );
  			layer.plane.material.blending = CustomBlending;
  			layer.plane.material.blendEquation = AddEquation;
  			layer.plane.material.blendSrc = ZeroFactor;
  			layer.plane.material.blendDst = ZeroFactor;

  			layer.xrlayer = this._createXRLayer( layer );

  			const xrlayers = this._session.renderState.layers;
  			xrlayers.unshift( layer.xrlayer );
  			this._session.updateRenderState( { layers: xrlayers } );

  		} else {

  			renderTarget.isXRRenderTarget = false;

  		}

  		return plane;

  	}

  	/**
  	 * Renders the XR layers that have been previously added to the scene.
  	 *
  	 * This method is usually called in your animation loop before rendering
  	 * the actual scene via `renderer.render( scene, camera );`.
  	 */
  	renderLayers( ) {

  		const translationObject = new Vector3();
  		const quaternionObject = new Quaternion();
  		const renderer = this._renderer;

  		const wasPresenting = this.isPresenting;
  		const rendererOutputTarget = renderer.getOutputRenderTarget();
  		const rendererFramebufferTarget = renderer._frameBufferTarget;
  		this.isPresenting = false;

  		const rendererSize = new Vector2();
  		renderer.getSize( rendererSize );
  		const rendererQuad = renderer._quad;

  		for ( const layer of this._layers ) {

  			layer.renderTarget.isXRRenderTarget = this._session !== null;
  			layer.renderTarget._hasExternalTextures = layer.renderTarget.isXRRenderTarget;

  			if ( layer.renderTarget.isXRRenderTarget && this._sessionUsesLayers ) {

  				layer.xrlayer.transform = new XRRigidTransform( layer.plane.getWorldPosition( translationObject ), layer.plane.getWorldQuaternion( quaternionObject ) );

  				const glSubImage = this._glBinding.getSubImage( layer.xrlayer, this._xrFrame );
  				renderer.backend.setXRRenderTargetTextures(
  					layer.renderTarget,
  					glSubImage.colorTexture,
  					undefined );

  				renderer._setXRLayerSize( layer.renderTarget.width, layer.renderTarget.height );
  				renderer.setOutputRenderTarget( layer.renderTarget );
  				renderer.setRenderTarget( null );
  				renderer._frameBufferTarget = null;

  				this._frameBufferTargets || ( this._frameBufferTargets = new WeakMap() );
  				const { frameBufferTarget, quad } = this._frameBufferTargets.get( layer.renderTarget ) || { frameBufferTarget: null, quad: null };
  				if ( ! frameBufferTarget ) {

  					renderer._quad = new QuadMesh( new NodeMaterial() );
  					this._frameBufferTargets.set( layer.renderTarget, { frameBufferTarget: renderer._getFrameBufferTarget(), quad: renderer._quad } );

  				} else {

  					renderer._frameBufferTarget = frameBufferTarget;
  					renderer._quad = quad;

  				}

  				layer.rendercall();

  				renderer._frameBufferTarget = null;

  			} else {

  				renderer.setRenderTarget( layer.renderTarget );
  				layer.rendercall();

  			}

  		}

  		renderer.setRenderTarget( null );
  		renderer.setOutputRenderTarget( rendererOutputTarget );
  		renderer._frameBufferTarget = rendererFramebufferTarget;
  		renderer._setXRLayerSize( rendererSize.x, rendererSize.y );
  		renderer._quad = rendererQuad;
  		this.isPresenting = wasPresenting;

  	}


  	/**
  	 * Returns the current XR session.
  	 *
  	 * @return {?XRSession} The XR session. Returns `null` when used outside a XR session.
  	 */
  	getSession() {

  		return this._session;

  	}

  	/**
  	 * After a XR session has been requested usually with one of the `*Button` modules, it
  	 * is injected into the renderer with this method. This method triggers the start of
  	 * the actual XR rendering.
  	 *
  	 * @async
  	 * @param {XRSession} session - The XR session to set.
  	 * @return {Promise} A Promise that resolves when the session has been set.
  	 */
  	async setSession( session ) {

  		const renderer = this._renderer;
  		const backend = renderer.backend;

  		this._gl = renderer.getContext();
  		const gl = this._gl;
  		const attributes = gl.getContextAttributes();

  		this._session = session;

  		if ( session !== null ) {

  			if ( backend.isWebGPUBackend === true ) throw new Error( 'THREE.XRManager: XR is currently not supported with a WebGPU backend. Use WebGL by passing "{ forceWebGL: true }" to the constructor of the renderer.' );

  			session.addEventListener( 'select', this._onSessionEvent );
  			session.addEventListener( 'selectstart', this._onSessionEvent );
  			session.addEventListener( 'selectend', this._onSessionEvent );
  			session.addEventListener( 'squeeze', this._onSessionEvent );
  			session.addEventListener( 'squeezestart', this._onSessionEvent );
  			session.addEventListener( 'squeezeend', this._onSessionEvent );
  			session.addEventListener( 'end', this._onSessionEnd );
  			session.addEventListener( 'inputsourceschange', this._onInputSourcesChange );

  			await backend.makeXRCompatible();

  			this._currentPixelRatio = renderer.getPixelRatio();
  			renderer.getSize( this._currentSize );

  			this._currentAnimationContext = renderer._animation.getContext();
  			this._currentAnimationLoop = renderer._animation.getAnimationLoop();
  			renderer._animation.stop();

  			//

  			if ( this._supportsLayers === true ) {

  				// default path using XRProjectionLayer

  				let depthFormat = null;
  				let depthType = null;
  				let glDepthFormat = null;

  				if ( renderer.depth ) {

  					glDepthFormat = renderer.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
  					depthFormat = renderer.stencil ? DepthStencilFormat : DepthFormat;
  					depthType = renderer.stencil ? UnsignedInt248Type : UnsignedIntType;

  				}

  				const projectionlayerInit = {
  					colorFormat: gl.RGBA8,
  					depthFormat: glDepthFormat,
  					scaleFactor: this._framebufferScaleFactor,
  					clearOnAccess: false
  				};

  				if ( this._useMultiviewIfPossible && renderer.hasFeature( 'OVR_multiview2' ) ) {

  					projectionlayerInit.textureType = 'texture-array';
  					this._useMultiview = true;

  				}

  				this._glBinding = this.getBinding();
  				const glProjLayer = this._glBinding.createProjectionLayer( projectionlayerInit );
  				const layersArray = [ glProjLayer ];

  				this._glProjLayer = glProjLayer;

  				renderer.setPixelRatio( 1 );
  				renderer._setXRLayerSize( glProjLayer.textureWidth, glProjLayer.textureHeight );

  				const depth = this._useMultiview ? 2 : 1;
  				const depthTexture = new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat, depth );

  				this._xrRenderTarget = new XRRenderTarget(
  					glProjLayer.textureWidth,
  					glProjLayer.textureHeight,
  					{
  						format: RGBAFormat,
  						type: UnsignedByteType,
  						colorSpace: renderer.outputColorSpace,
  						depthTexture: depthTexture,
  						stencilBuffer: renderer.stencil,
  						samples: attributes.antialias ? 4 : 0,
  						resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ),
  						resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false ),
  						depth: this._useMultiview ? 2 : 1,
  						multiview: this._useMultiview
  					} );

  				this._xrRenderTarget._hasExternalTextures = true;
  				this._xrRenderTarget.depth = this._useMultiview ? 2 : 1;

  				this._sessionUsesLayers = session.enabledFeatures.includes( 'layers' );

  				this._referenceSpace = await session.requestReferenceSpace( this.getReferenceSpaceType() );

  				if ( this._sessionUsesLayers ) {

  					// switch layers to native
  					for ( const layer of this._layers ) {

  						// change material so it "punches" out a hole to show the XR Layer.
  						layer.plane.material = new MeshBasicMaterial( { color: 0xffffff, side: layer.type === 'cylinder' ? BackSide : FrontSide } );
  						layer.plane.material.blending = CustomBlending;
  						layer.plane.material.blendEquation = AddEquation;
  						layer.plane.material.blendSrc = ZeroFactor;
  						layer.plane.material.blendDst = ZeroFactor;

  						layer.xrlayer = this._createXRLayer( layer );

  						layersArray.unshift( layer.xrlayer );

  					}

  				}

  				session.updateRenderState( { layers: layersArray } );

  			} else {

  				// fallback to XRWebGLLayer

  				const layerInit = {
  					antialias: renderer.currentSamples > 0,
  					alpha: true,
  					depth: renderer.depth,
  					stencil: renderer.stencil,
  					framebufferScaleFactor: this.getFramebufferScaleFactor()
  				};

  				const glBaseLayer = new XRWebGLLayer( session, gl, layerInit );
  				this._glBaseLayer = glBaseLayer;

  				session.updateRenderState( { baseLayer: glBaseLayer } );

  				renderer.setPixelRatio( 1 );
  				renderer._setXRLayerSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight );

  				this._xrRenderTarget = new XRRenderTarget(
  					glBaseLayer.framebufferWidth,
  					glBaseLayer.framebufferHeight,
  					{
  						format: RGBAFormat,
  						type: UnsignedByteType,
  						colorSpace: renderer.outputColorSpace,
  						stencilBuffer: renderer.stencil,
  						resolveDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ),
  						resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ),
  					}
  				);

  				this._xrRenderTarget._isOpaqueFramebuffer = true;
  				this._referenceSpace = await session.requestReferenceSpace( this.getReferenceSpaceType() );

  			}

  			//

  			this.setFoveation( this.getFoveation() );

  			renderer._animation.setAnimationLoop( this._onAnimationFrame );
  			renderer._animation.setContext( session );
  			renderer._animation.start();

  			this.isPresenting = true;

  			this.dispatchEvent( { type: 'sessionstart' } );

  		}

  	}

  	/**
  	 * This method is called by the renderer per frame and updates the XR camera
  	 * and it sub cameras based on the given camera. The given camera is the "user"
  	 * camera created on application level and used for non-XR rendering.
  	 *
  	 * @param {PerspectiveCamera} camera - The camera.
  	 */
  	updateCamera( camera ) {

  		const session = this._session;

  		if ( session === null ) return;

  		const depthNear = camera.near;
  		const depthFar = camera.far;

  		const cameraXR = this._cameraXR;
  		const cameraL = this._cameraL;
  		const cameraR = this._cameraR;

  		cameraXR.near = cameraR.near = cameraL.near = depthNear;
  		cameraXR.far = cameraR.far = cameraL.far = depthFar;
  		cameraXR.isMultiViewCamera = this._useMultiview;

  		if ( this._currentDepthNear !== cameraXR.near || this._currentDepthFar !== cameraXR.far ) {

  			// Note that the new renderState won't apply until the next frame. See #18320

  			session.updateRenderState( {
  				depthNear: cameraXR.near,
  				depthFar: cameraXR.far
  			} );

  			this._currentDepthNear = cameraXR.near;
  			this._currentDepthFar = cameraXR.far;

  		}

  		// inherit camera layers and enable eye layers (1 = left, 2 = right)
  		cameraXR.layers.mask = camera.layers.mask | 0b110;
  		cameraL.layers.mask = cameraXR.layers.mask & -5;
  		cameraR.layers.mask = cameraXR.layers.mask & -3;


  		const parent = camera.parent;
  		const cameras = cameraXR.cameras;

  		updateCamera( cameraXR, parent );

  		for ( let i = 0; i < cameras.length; i ++ ) {

  			updateCamera( cameras[ i ], parent );

  		}

  		// update projection matrix for proper view frustum culling

  		if ( cameras.length === 2 ) {

  			setProjectionFromUnion( cameraXR, cameraL, cameraR );

  		} else {

  			// assume single camera setup (AR)

  			cameraXR.projectionMatrix.copy( cameraL.projectionMatrix );

  		}

  		// update user camera and its children

  		updateUserCamera( camera, cameraXR, parent );


  	}

  	/**
  	 * Returns a WebXR controller for the given controller index.
  	 *
  	 * @private
  	 * @param {number} index - The controller index.
  	 * @return {WebXRController} The XR controller.
  	 */
  	_getController( index ) {

  		let controller = this._controllers[ index ];

  		if ( controller === undefined ) {

  			controller = new WebXRController();
  			this._controllers[ index ] = controller;

  		}

  		return controller;

  	}

  }

  /**
   * Assumes 2 cameras that are parallel and share an X-axis, and that
   * the cameras' projection and world matrices have already been set.
   * And that near and far planes are identical for both cameras.
   * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
   *
   * @param {ArrayCamera} camera - The camera to update.
   * @param {PerspectiveCamera} cameraL - The left camera.
   * @param {PerspectiveCamera} cameraR - The right camera.
   */
  function setProjectionFromUnion( camera, cameraL, cameraR ) {

  	_cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  	_cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );

  	const ipd = _cameraLPos.distanceTo( _cameraRPos );

  	const projL = cameraL.projectionMatrix.elements;
  	const projR = cameraR.projectionMatrix.elements;

  	// VR systems will have identical far and near planes, and
  	// most likely identical top and bottom frustum extents.
  	// Use the left camera for these values.
  	const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  	const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  	const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  	const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];

  	const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  	const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  	const left = near * leftFov;
  	const right = near * rightFov;

  	// Calculate the new camera's position offset from the
  	// left camera. xOffset should be roughly half `ipd`.
  	const zOffset = ipd / ( - leftFov + rightFov );
  	const xOffset = zOffset * - leftFov;

  	// TODO: Better way to apply this offset?
  	cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  	camera.translateX( xOffset );
  	camera.translateZ( zOffset );
  	camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  	camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

  	// Check if the projection uses an infinite far plane.
  	if ( projL[ 10 ] === -1 ) {

  		// Use the projection matrix from the left eye.
  		// The camera offset is sufficient to include the view volumes
  		// of both eyes (assuming symmetric projections).
  		camera.projectionMatrix.copy( cameraL.projectionMatrix );
  		camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse );

  	} else {

  		// Find the union of the frustum values of the cameras and scale
  		// the values so that the near plane's position does not change in world space,
  		// although must now be relative to the new union camera.
  		const near2 = near + zOffset;
  		const far2 = far + zOffset;
  		const left2 = left - xOffset;
  		const right2 = right + ( ipd - xOffset );
  		const top2 = topFov * far / far2 * near2;
  		const bottom2 = bottomFov * far / far2 * near2;

  		camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  		camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();

  	}

  }

  /**
   * Updates the world matrices for the given camera based on the parent 3D object.
   *
   * @inner
   * @param {Camera} camera - The camera to update.
   * @param {Object3D} parent - The parent 3D object.
   */
  function updateCamera( camera, parent ) {

  	if ( parent === null ) {

  		camera.matrixWorld.copy( camera.matrix );

  	} else {

  		camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );

  	}

  	camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

  }

  /**
   * Updates the given camera with the transformation of the XR camera and parent object.
   *
   * @inner
   * @param {Camera} camera - The camera to update.
   * @param {ArrayCamera} cameraXR - The XR camera.
   * @param {Object3D} parent - The parent 3D object.
   */
  function updateUserCamera( camera, cameraXR, parent ) {

  	if ( parent === null ) {

  		camera.matrix.copy( cameraXR.matrixWorld );

  	} else {

  		camera.matrix.copy( parent.matrixWorld );
  		camera.matrix.invert();
  		camera.matrix.multiply( cameraXR.matrixWorld );

  	}

  	camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
  	camera.updateMatrixWorld( true );

  	camera.projectionMatrix.copy( cameraXR.projectionMatrix );
  	camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );

  	if ( camera.isPerspectiveCamera ) {

  		camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );
  		camera.zoom = 1;

  	}

  }

  function onSessionEvent( event ) {

  	const controllerIndex = this._controllerInputSources.indexOf( event.inputSource );

  	if ( controllerIndex === -1 ) {

  		return;

  	}

  	const controller = this._controllers[ controllerIndex ];

  	if ( controller !== undefined ) {

  		const referenceSpace = this.getReferenceSpace();

  		controller.update( event.inputSource, event.frame, referenceSpace );
  		controller.dispatchEvent( { type: event.type, data: event.inputSource } );

  	}

  }

  function onSessionEnd() {

  	const session = this._session;
  	const renderer = this._renderer;

  	session.removeEventListener( 'select', this._onSessionEvent );
  	session.removeEventListener( 'selectstart', this._onSessionEvent );
  	session.removeEventListener( 'selectend', this._onSessionEvent );
  	session.removeEventListener( 'squeeze', this._onSessionEvent );
  	session.removeEventListener( 'squeezestart', this._onSessionEvent );
  	session.removeEventListener( 'squeezeend', this._onSessionEvent );
  	session.removeEventListener( 'end', this._onSessionEnd );
  	session.removeEventListener( 'inputsourceschange', this._onInputSourcesChange );

  	for ( let i = 0; i < this._controllers.length; i ++ ) {

  		const inputSource = this._controllerInputSources[ i ];

  		if ( inputSource === null ) continue;

  		this._controllerInputSources[ i ] = null;

  		this._controllers[ i ].disconnect( inputSource );

  	}

  	this._currentDepthNear = null;
  	this._currentDepthFar = null;

  	// restore framebuffer/rendering state

  	renderer._resetXRState();

  	this._session = null;
  	this._xrRenderTarget = null;
  	this._glBinding = null;
  	this._glBaseLayer = null;
  	this._glProjLayer = null;

  	// switch layers back to emulated
  	if ( this._sessionUsesLayers === true ) {

  		for ( const layer of this._layers ) {

  			// Recreate layer render target to reset state
  			layer.renderTarget = new XRRenderTarget(
  				layer.pixelwidth,
  				layer.pixelheight,
  				{
  					format: RGBAFormat,
  					type: UnsignedByteType,
  					depthTexture: new DepthTexture(
  						layer.pixelwidth,
  						layer.pixelheight,
  						layer.stencilBuffer ? UnsignedInt248Type : UnsignedIntType,
  						undefined,
  						undefined,
  						undefined,
  						undefined,
  						undefined,
  						undefined,
  						layer.stencilBuffer ? DepthStencilFormat : DepthFormat
  					),
  					stencilBuffer: layer.stencilBuffer,
  					resolveDepthBuffer: false,
  					resolveStencilBuffer: false
  				} );

  			layer.renderTarget.isXRRenderTarget = false;

  			layer.plane.material = layer.material;
  			layer.material.map = layer.renderTarget.texture;
  			layer.material.map.offset.y = 1;
  			layer.material.map.repeat.y = -1;
  			delete layer.xrlayer;

  		}

  	}

  	//

  	this.isPresenting = false;
  	this._useMultiview = false;

  	renderer._animation.stop();
  	renderer._animation.setAnimationLoop( this._currentAnimationLoop );
  	renderer._animation.setContext( this._currentAnimationContext );
  	renderer._animation.start();

  	renderer.setPixelRatio( this._currentPixelRatio );
  	renderer.setSize( this._currentSize.width, this._currentSize.height, false );

  	this.dispatchEvent( { type: 'sessionend' } );

  }

  function onInputSourcesChange( event ) {

  	const controllers = this._controllers;
  	const controllerInputSources = this._controllerInputSources;

  	// Notify disconnected

  	for ( let i = 0; i < event.removed.length; i ++ ) {

  		const inputSource = event.removed[ i ];
  		const index = controllerInputSources.indexOf( inputSource );

  		if ( index >= 0 ) {

  			controllerInputSources[ index ] = null;
  			controllers[ index ].disconnect( inputSource );

  		}

  	}

  	// Notify connected

  	for ( let i = 0; i < event.added.length; i ++ ) {

  		const inputSource = event.added[ i ];

  		let controllerIndex = controllerInputSources.indexOf( inputSource );

  		if ( controllerIndex === -1 ) {

  			// Assign input source a controller that currently has no input source

  			for ( let i = 0; i < controllers.length; i ++ ) {

  				if ( i >= controllerInputSources.length ) {

  					controllerInputSources.push( inputSource );
  					controllerIndex = i;
  					break;

  				} else if ( controllerInputSources[ i ] === null ) {

  					controllerInputSources[ i ] = inputSource;
  					controllerIndex = i;
  					break;

  				}

  			}

  			// If all controllers do currently receive input we ignore new ones

  			if ( controllerIndex === -1 ) break;

  		}

  		const controller = controllers[ controllerIndex ];

  		if ( controller ) {

  			controller.connect( inputSource );

  		}

  	}

  }

  // Creation method for native WebXR layers
  function createXRLayer( layer ) {

  	if ( layer.type === 'quad' ) {

  		return this._glBinding.createQuadLayer( {
  			transform: new XRRigidTransform( layer.translation, layer.quaternion ),
  			width: layer.width / 2,
  			height: layer.height / 2,
  			space: this._referenceSpace,
  			viewPixelWidth: layer.pixelwidth,
  			viewPixelHeight: layer.pixelheight,
  			clearOnAccess: false
  		} );

  	} else {

  		return this._glBinding.createCylinderLayer( {
  			transform: new XRRigidTransform( layer.translation, layer.quaternion ),
  			radius: layer.radius,
  			centralAngle: layer.centralAngle,
  			aspectRatio: layer.aspectRatio,
  			space: this._referenceSpace,
  			viewPixelWidth: layer.pixelwidth,
  			viewPixelHeight: layer.pixelheight,
  			clearOnAccess: false
  		} );

  	}

  }

  // Animation Loop

  function onAnimationFrame( time, frame ) {

  	if ( frame === undefined ) return;

  	const cameraXR = this._cameraXR;
  	const renderer = this._renderer;
  	const backend = renderer.backend;

  	const glBaseLayer = this._glBaseLayer;

  	const referenceSpace = this.getReferenceSpace();
  	const pose = frame.getViewerPose( referenceSpace );

  	this._xrFrame = frame;

  	if ( pose !== null ) {

  		const views = pose.views;

  		if ( this._glBaseLayer !== null ) {

  			backend.setXRTarget( glBaseLayer.framebuffer );

  		}

  		let cameraXRNeedsUpdate = false;

  		// check if it's necessary to rebuild cameraXR's camera list

  		if ( views.length !== cameraXR.cameras.length ) {

  			cameraXR.cameras.length = 0;
  			cameraXRNeedsUpdate = true;

  		}

  		for ( let i = 0; i < views.length; i ++ ) {

  			const view = views[ i ];

  			let viewport;

  			if ( this._supportsLayers === true ) {

  				const glSubImage = this._glBinding.getViewSubImage( this._glProjLayer, view );
  				viewport = glSubImage.viewport;

  				// For side-by-side projection, we only produce a single texture for both eyes.
  				if ( i === 0 ) {

  					backend.setXRRenderTargetTextures(
  						this._xrRenderTarget,
  						glSubImage.colorTexture,
  						( this._glProjLayer.ignoreDepthValues && ! this._useMultiview ) ? undefined : glSubImage.depthStencilTexture
  					);

  				}

  			} else {

  				viewport = glBaseLayer.getViewport( view );

  			}

  			let camera = this._cameras[ i ];

  			if ( camera === undefined ) {

  				camera = new PerspectiveCamera();
  				camera.layers.enable( i );
  				camera.viewport = new Vector4();
  				this._cameras[ i ] = camera;

  			}

  			camera.matrix.fromArray( view.transform.matrix );
  			camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
  			camera.projectionMatrix.fromArray( view.projectionMatrix );
  			camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
  			camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );

  			if ( i === 0 ) {

  				cameraXR.matrix.copy( camera.matrix );
  				cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );

  			}

  			if ( cameraXRNeedsUpdate === true ) {

  				cameraXR.cameras.push( camera );

  			}

  		}

  		renderer.setOutputRenderTarget( this._xrRenderTarget );

  	}

  	//

  	for ( let i = 0; i < this._controllers.length; i ++ ) {

  		const inputSource = this._controllerInputSources[ i ];
  		const controller = this._controllers[ i ];

  		if ( inputSource !== null && controller !== undefined ) {

  			controller.update( inputSource, frame, referenceSpace );

  		}

  	}

  	if ( this._currentAnimationLoop ) this._currentAnimationLoop( time, frame );

  	if ( frame.detectedPlanes ) {

  		this.dispatchEvent( { type: 'planesdetected', data: frame } );

  	}

  	this._xrFrame = null;

  }

  /**
   * CanvasTarget is a class that represents the final output destination of the renderer.
   *
   * @augments EventDispatcher
   */
  class CanvasTarget extends EventDispatcher {

  	/**
  	 * Constructs a new CanvasTarget.
  	 *
  	 * @param {HTMLCanvasElement|OffscreenCanvas} domElement - The canvas element to render to.
  	 */
  	constructor( domElement ) {

  		super();

  		/**
  		 * A reference to the canvas element the renderer is drawing to.
  		 * This value of this property will automatically be created by
  		 * the renderer.
  		 *
  		 * @type {HTMLCanvasElement|OffscreenCanvas}
  		 */
  		this.domElement = domElement;

  		/**
  		 * The renderer's pixel ratio.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._pixelRatio = 1;

  		/**
  		 * The width of the renderer's default framebuffer in logical pixel unit.
  		 *
  		 * @private
  		 * @type {number}
  		 */
  		this._width = this.domElement.width;

  		/**
  		 * The height of the renderer's default framebuffer in logical pixel unit.
  		 *
  		 * @private
  		 * @type {number}
  		 */
  		this._height = this.domElement.height;

  		/**
  		 * The viewport of the renderer in logical pixel unit.
  		 *
  		 * @private
  		 * @type {Vector4}
  		 */
  		this._viewport = new Vector4( 0, 0, this._width, this._height );

  		/**
  		 * The scissor rectangle of the renderer in logical pixel unit.
  		 *
  		 * @private
  		 * @type {Vector4}
  		 */
  		this._scissor = new Vector4( 0, 0, this._width, this._height );

  		/**
  		 * Whether the scissor test should be enabled or not.
  		 *
  		 * @private
  		 * @type {boolean}
  		 */
  		this._scissorTest = false;

  		/**
  		 * The color texture of the default framebuffer.
  		 *
  		 * @type {FramebufferTexture}
  		 */
  		this.colorTexture = new FramebufferTexture();

  		/**
  		 * The depth texture of the default framebuffer.
  		 *
  		 * @type {DepthTexture}
  		 */
  		this.depthTexture = new DepthTexture();

  	}

  	/**
  	 * Returns the pixel ratio.
  	 *
  	 * @return {number} The pixel ratio.
  	 */
  	getPixelRatio() {

  		return this._pixelRatio;

  	}

  	/**
  	 * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
  	 *
  	 * @param {Vector2} target - The method writes the result in this target object.
  	 * @return {Vector2} The drawing buffer size.
  	 */
  	getDrawingBufferSize( target ) {

  		return target.set( this._width * this._pixelRatio, this._height * this._pixelRatio ).floor();

  	}

  	/**
  	 * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
  	 *
  	 * @param {Vector2} target - The method writes the result in this target object.
  	 * @return {Vector2} The renderer's size in logical pixels.
  	 */
  	getSize( target ) {

  		return target.set( this._width, this._height );

  	}

  	/**
  	 * Sets the given pixel ratio and resizes the canvas if necessary.
  	 *
  	 * @param {number} [value=1] - The pixel ratio.
  	 */
  	setPixelRatio( value = 1 ) {

  		if ( this._pixelRatio === value ) return;

  		this._pixelRatio = value;

  		this.setSize( this._width, this._height, false );

  	}

  	/**
  	 * This method allows to define the drawing buffer size by specifying
  	 * width, height and pixel ratio all at once. The size of the drawing
  	 * buffer is computed with this formula:
  	 * ```js
  	 * size.x = width * pixelRatio;
  	 * size.y = height * pixelRatio;
  	 * ```
  	 *
  	 * @param {number} width - The width in logical pixels.
  	 * @param {number} height - The height in logical pixels.
  	 * @param {number} pixelRatio - The pixel ratio.
  	 */
  	setDrawingBufferSize( width, height, pixelRatio ) {

  		// Renderer can't be resized while presenting in XR.
  		if ( this.xr && this.xr.isPresenting ) return;

  		this._width = width;
  		this._height = height;

  		this._pixelRatio = pixelRatio;

  		this.domElement.width = Math.floor( width * pixelRatio );
  		this.domElement.height = Math.floor( height * pixelRatio );

  		this.setViewport( 0, 0, width, height );

  		this._dispatchResize();

  	}

  	/**
  	 * Sets the size of the renderer.
  	 *
  	 * @param {number} width - The width in logical pixels.
  	 * @param {number} height - The height in logical pixels.
  	 * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
  	 */
  	setSize( width, height, updateStyle = true ) {

  		// Renderer can't be resized while presenting in XR.
  		if ( this.xr && this.xr.isPresenting ) return;

  		this._width = width;
  		this._height = height;

  		this.domElement.width = Math.floor( width * this._pixelRatio );
  		this.domElement.height = Math.floor( height * this._pixelRatio );

  		if ( updateStyle === true ) {

  			this.domElement.style.width = width + 'px';
  			this.domElement.style.height = height + 'px';

  		}

  		this.setViewport( 0, 0, width, height );

  		this._dispatchResize();

  	}

  	/**
  	 * Returns the scissor rectangle.
  	 *
  	 * @param {Vector4} target - The method writes the result in this target object.
  	 * @return {Vector4} The scissor rectangle.
  	 */
  	getScissor( target ) {

  		const scissor = this._scissor;

  		target.x = scissor.x;
  		target.y = scissor.y;
  		target.width = scissor.width;
  		target.height = scissor.height;

  		return target;

  	}

  	/**
  	 * Defines the scissor rectangle.
  	 *
  	 * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the box in logical pixel unit.
  	 * Instead of passing four arguments, the method also works with a single four-dimensional vector.
  	 * @param {number} y - The vertical coordinate for the lower left corner of the box in logical pixel unit.
  	 * @param {number} width - The width of the scissor box in logical pixel unit.
  	 * @param {number} height - The height of the scissor box in logical pixel unit.
  	 */
  	setScissor( x, y, width, height ) {

  		const scissor = this._scissor;

  		if ( x.isVector4 ) {

  			scissor.copy( x );

  		} else {

  			scissor.set( x, y, width, height );

  		}

  	}

  	/**
  	 * Returns the scissor test value.
  	 *
  	 * @return {boolean} Whether the scissor test should be enabled or not.
  	 */
  	getScissorTest() {

  		return this._scissorTest;

  	}

  	/**
  	 * Defines the scissor test.
  	 *
  	 * @param {boolean} boolean - Whether the scissor test should be enabled or not.
  	 */
  	setScissorTest( boolean ) {

  		this._scissorTest = boolean;

  	}

  	/**
  	 * Returns the viewport definition.
  	 *
  	 * @param {Vector4} target - The method writes the result in this target object.
  	 * @return {Vector4} The viewport definition.
  	 */
  	getViewport( target ) {

  		return target.copy( this._viewport );

  	}

  	/**
  	 * Defines the viewport.
  	 *
  	 * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
  	 * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin  in logical pixel unit.
  	 * @param {number} width - The width of the viewport in logical pixel unit.
  	 * @param {number} height - The height of the viewport in logical pixel unit.
  	 * @param {number} minDepth - The minimum depth value of the viewport. WebGPU only.
  	 * @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only.
  	 */
  	setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {

  		const viewport = this._viewport;

  		if ( x.isVector4 ) {

  			viewport.copy( x );

  		} else {

  			viewport.set( x, y, width, height );

  		}

  		viewport.minDepth = minDepth;
  		viewport.maxDepth = maxDepth;

  	}

  	/**
  	 * Dispatches the resize event.
  	 *
  	 * @private
  	 */
  	_dispatchResize() {

  		this.dispatchEvent( { type: 'resize' } );

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever this instance is no longer used in your app.
  	 *
  	 * @fires RenderTarget#dispose
  	 */
  	dispose() {

  		this.dispatchEvent( { type: 'dispose' } );

  	}

  }

  const _scene = /*@__PURE__*/ new Scene();
  const _drawingBufferSize = /*@__PURE__*/ new Vector2();
  const _screen = /*@__PURE__*/ new Vector4();
  const _frustum = /*@__PURE__*/ new Frustum();
  const _frustumArray = /*@__PURE__*/ new FrustumArray();

  const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  const _vector4 = /*@__PURE__*/ new Vector4();

  const _shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };

  /**
   * Base class for renderers.
   */
  class Renderer {

  	/**
  	 * Renderer options.
  	 *
  	 * @typedef {Object} Renderer~Options
  	 * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  	 * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
  	 * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  	 * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
  	 * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  	 * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  	 * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. This parameter can set to any other integer value than 0
  	 * to overwrite the default.
  	 * @property {?Function} [getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
  	 * @property {number} [outputBufferType=HalfFloatType] - Defines the type of output buffers. The default `HalfFloatType` is recommend for best
  	 * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
  	 * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported.
  	 */

  	/**
  	 * Constructs a new renderer.
  	 *
  	 * @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2).
  	 * @param {Renderer~Options} [parameters] - The configuration parameter.

  	 */
  	constructor( backend, parameters = {} ) {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRenderer = true;

  		//

  		const {
  			logarithmicDepthBuffer = false,
  			reversedDepthBuffer = false,
  			alpha = true,
  			depth = true,
  			stencil = false,
  			antialias = false,
  			samples = 0,
  			getFallback = null,
  			outputBufferType = HalfFloatType,
  			multiview = false
  		} = parameters;

  		/**
  		 * A reference to the current backend.
  		 *
  		 * @type {Backend}
  		 */
  		this.backend = backend;

  		/**
  		 * Whether the renderer should automatically clear the current rendering target
  		 * before execute a `render()` call. The target can be the canvas (default framebuffer)
  		 * or the current bound render target (custom framebuffer).
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClear = true;

  		/**
  		 * When `autoClear` is set to `true`, this property defines whether the renderer
  		 * should clear the color buffer.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClearColor = true;

  		/**
  		 * When `autoClear` is set to `true`, this property defines whether the renderer
  		 * should clear the depth buffer.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClearDepth = true;

  		/**
  		 * When `autoClear` is set to `true`, this property defines whether the renderer
  		 * should clear the stencil buffer.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.autoClearStencil = true;

  		/**
  		 * Whether the default framebuffer should be transparent or opaque.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.alpha = alpha;

  		/**
  		 * Whether logarithmic depth buffer is enabled or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 * @readonly
  		 */
  		this.logarithmicDepthBuffer = logarithmicDepthBuffer;

  		/**
  		 * Whether reversed depth buffer is enabled or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 * @readonly
  		 */
  		this.reversedDepthBuffer = reversedDepthBuffer;

  		/**
  		 * Defines the output color space of the renderer.
  		 *
  		 * @type {string}
  		 * @default SRGBColorSpace
  		 */
  		this.outputColorSpace = SRGBColorSpace;

  		/**
  		 * Defines the tone mapping of the renderer.
  		 *
  		 * @type {number}
  		 * @default NoToneMapping
  		 */
  		this.toneMapping = NoToneMapping;

  		/**
  		 * Defines the tone mapping exposure.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.toneMappingExposure = 1.0;

  		/**
  		 * Whether the renderer should sort its render lists or not.
  		 *
  		 * Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
  		 * By definition, sorting objects may not work in all cases. Depending on the needs of application,
  		 * it may be necessary to turn off sorting and use other methods to deal with transparency rendering
  		 * e.g. manually determining each object's rendering order.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.sortObjects = true;

  		/**
  		 * Whether the default framebuffer should have a depth buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.depth = depth;

  		/**
  		 * Whether the default framebuffer should have a stencil buffer or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.stencil = stencil;

  		/**
  		 * Holds a series of statistical information about the GPU memory
  		 * and the rendering process. Useful for debugging and monitoring.
  		 *
  		 * @type {Info}
  		 */
  		this.info = new Info();

  		/**
  		 * A global context node that stores override nodes for specific transformations or calculations.
  		 * These nodes can be used to replace default behavior in the rendering pipeline.
  		 *
  		 * @type {ContextNode}
  		 * @property {Object} value - The context value object.
  		 */
  		this.contextNode = context();

  		/**
  		 * The node library defines how certain library objects like materials, lights
  		 * or tone mapping functions are mapped to node types. This is required since
  		 * although instances of classes like `MeshBasicMaterial` or `PointLight` can
  		 * be part of the scene graph, they are internally represented as nodes for
  		 * further processing.
  		 *
  		 * @type {NodeLibrary}
  		 */
  		this.library = new NodeLibrary();

  		/**
  		 * A map-like data structure for managing lights.
  		 *
  		 * @type {Lighting}
  		 */
  		this.lighting = new Lighting();

  		// internals

  		/**
  		 * The number of MSAA samples.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 0
  		 */
  		this._samples = samples || ( antialias === true ) ? 4 : 0;

  		/**
  		 * OnCanvasTargetResize callback function.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._onCanvasTargetResize = this._onCanvasTargetResize.bind( this );

  		/**
  		 * The canvas target for rendering.
  		 *
  		 * @private
  		 * @type {CanvasTarget}
  		 */
  		this._canvasTarget = new CanvasTarget( backend.getDomElement() );
  		this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );
  		this._canvasTarget.isDefaultCanvasTarget = true;

  		/**
  		 * The inspector provides information about the internal renderer state.
  		 *
  		 * @private
  		 * @type {InspectorBase}
  		 */
  		this._inspector = new InspectorBase();
  		this._inspector.setRenderer( this );

  		/**
  		 * This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
  		 *
  		 * @private
  		 * @type {?Function}
  		 */
  		this._getFallback = getFallback;

  		/**
  		 * A reference to a renderer module for managing shader attributes.
  		 *
  		 * @private
  		 * @type {?Attributes}
  		 * @default null
  		 */
  		this._attributes = null;

  		/**
  		 * A reference to a renderer module for managing geometries.
  		 *
  		 * @private
  		 * @type {?Geometries}
  		 * @default null
  		 */
  		this._geometries = null;

  		/**
  		 * A reference to a renderer module for managing node related logic.
  		 *
  		 * @private
  		 * @type {?NodeManager}
  		 * @default null
  		 */
  		this._nodes = null;

  		/**
  		 * A reference to a renderer module for managing the internal animation loop.
  		 *
  		 * @private
  		 * @type {?Animation}
  		 * @default null
  		 */
  		this._animation = null;

  		/**
  		 * A reference to a renderer module for managing shader program bindings.
  		 *
  		 * @private
  		 * @type {?Bindings}
  		 * @default null
  		 */
  		this._bindings = null;

  		/**
  		 * A reference to a renderer module for managing render objects.
  		 *
  		 * @private
  		 * @type {?RenderObjects}
  		 * @default null
  		 */
  		this._objects = null;

  		/**
  		 * A reference to a renderer module for managing render and compute pipelines.
  		 *
  		 * @private
  		 * @type {?Pipelines}
  		 * @default null
  		 */
  		this._pipelines = null;

  		/**
  		 * A reference to a renderer module for managing render bundles.
  		 *
  		 * @private
  		 * @type {?RenderBundles}
  		 * @default null
  		 */
  		this._bundles = null;

  		/**
  		 * A reference to a renderer module for managing render lists.
  		 *
  		 * @private
  		 * @type {?RenderLists}
  		 * @default null
  		 */
  		this._renderLists = null;

  		/**
  		 * A reference to a renderer module for managing render contexts.
  		 *
  		 * @private
  		 * @type {?RenderContexts}
  		 * @default null
  		 */
  		this._renderContexts = null;

  		/**
  		 * A reference to a renderer module for managing textures.
  		 *
  		 * @private
  		 * @type {?Textures}
  		 * @default null
  		 */
  		this._textures = null;

  		/**
  		 * A reference to a renderer module for backgrounds.
  		 *
  		 * @private
  		 * @type {?Background}
  		 * @default null
  		 */
  		this._background = null;

  		/**
  		 * This fullscreen quad is used for internal render passes
  		 * like the tone mapping and color space output pass.
  		 *
  		 * @private
  		 * @type {QuadMesh}
  		 */
  		this._quad = new QuadMesh( new NodeMaterial() );
  		this._quad.name = 'Output Color Transform';
  		this._quad.material.name = 'outputColorTransform';

  		/**
  		 * A reference to the current render context.
  		 *
  		 * @private
  		 * @type {?RenderContext}
  		 * @default null
  		 */
  		this._currentRenderContext = null;

  		/**
  		 * A custom sort function for the opaque render list.
  		 *
  		 * @private
  		 * @type {?Function}
  		 * @default null
  		 */
  		this._opaqueSort = null;

  		/**
  		 * A custom sort function for the transparent render list.
  		 *
  		 * @private
  		 * @type {?Function}
  		 * @default null
  		 */
  		this._transparentSort = null;

  		/**
  		 * The framebuffer target.
  		 *
  		 * @private
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this._frameBufferTarget = null;

  		const alphaClear = this.alpha === true ? 0 : 1;

  		/**
  		 * The clear color value.
  		 *
  		 * @private
  		 * @type {Color4}
  		 */
  		this._clearColor = new Color4( 0, 0, 0, alphaClear );

  		/**
  		 * The clear depth value.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 1
  		 */
  		this._clearDepth = 1;

  		/**
  		 * The clear stencil value.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 0
  		 */
  		this._clearStencil = 0;

  		/**
  		 * The current render target.
  		 *
  		 * @private
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this._renderTarget = null;

  		/**
  		 * The active cube face.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 0
  		 */
  		this._activeCubeFace = 0;

  		/**
  		 * The active mipmap level.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default 0
  		 */
  		this._activeMipmapLevel = 0;

  		/**
  		 * The current output render target.
  		 *
  		 * @private
  		 * @type {?RenderTarget}
  		 * @default null
  		 */
  		this._outputRenderTarget = null;

  		/**
  		 * The MRT setting.
  		 *
  		 * @private
  		 * @type {?MRTNode}
  		 * @default null
  		 */
  		this._mrt = null;

  		/**
  		 * This function defines how a render object is going
  		 * to be rendered.
  		 *
  		 * @private
  		 * @type {?Function}
  		 * @default null
  		 */
  		this._renderObjectFunction = null;

  		/**
  		 * Used to keep track of the current render object function.
  		 *
  		 * @private
  		 * @type {?Function}
  		 * @default null
  		 */
  		this._currentRenderObjectFunction = null;

  		/**
  		 * Used to keep track of the current render bundle.
  		 *
  		 * @private
  		 * @type {?RenderBundle}
  		 * @default null
  		 */
  		this._currentRenderBundle = null;

  		/**
  		 * Next to `_renderObjectFunction()`, this function provides another hook
  		 * for influencing the render process of a render object. It is meant for internal
  		 * use and only relevant for `compileAsync()` right now. Instead of using
  		 * the default logic of `_renderObjectDirect()` which actually draws the render object,
  		 * a different function might be used which performs no draw but just the node
  		 * and pipeline updates.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._handleObjectFunction = this._renderObjectDirect;

  		/**
  		 * Indicates whether the device has been lost or not. In WebGL terms, the device
  		 * lost is considered as a context lost. When this is set to `true`, rendering
  		 * isn't possible anymore.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @default false
  		 */
  		this._isDeviceLost = false;

  		/**
  		 * A callback function that defines what should happen when a device/context lost occurs.
  		 *
  		 * @type {Function}
  		 */
  		this.onDeviceLost = this._onDeviceLost;

  		/**
  		 * Defines the type of output buffers. The default `HalfFloatType` is recommend for
  		 * best quality. To save memory and bandwidth, `UnsignedByteType` might be used.
  		 * This will reduce rendering quality though.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default HalfFloatType
  		 */
  		this._outputBufferType = outputBufferType;

  		/**
  		 * A cache for shadow nodes per material
  		 *
  		 * @private
  		 * @type {WeakMap<Material, Object>}
  		 */
  		this._cacheShadowNodes = new WeakMap();

  		/**
  		 * Whether the renderer has been initialized or not.
  		 *
  		 * @private
  		 * @type {boolean}
  		 * @default false
  		 */
  		this._initialized = false;

  		/**
  		 * The call depth of the renderer. Counts the number of
  		 * nested render calls.
  		 *
  		 * @private
  		 * @type {number}
  		 * @default - 1
  		 */
  		this._callDepth = -1;

  		/**
  		 * A reference to the promise which initializes the renderer.
  		 *
  		 * @private
  		 * @type {?Promise<this>}
  		 * @default null
  		 */
  		this._initPromise = null;

  		/**
  		 * An array of compilation promises which are used in `compileAsync()`.
  		 *
  		 * @private
  		 * @type {?Array<Promise>}
  		 * @default null
  		 */
  		this._compilationPromises = null;

  		/**
  		 * Whether the renderer should render transparent render objects or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.transparent = true;

  		/**
  		 * Whether the renderer should render opaque render objects or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.opaque = true;

  		/**
  		 * Shadow map configuration
  		 * @typedef {Object} ShadowMapConfig
  		 * @property {boolean} enabled - Whether to globally enable shadows or not.
  		 * @property {boolean} transmitted - Whether to enable light transmission through non-opaque materials.
  		 * @property {number} type - The shadow map type.
  		 */

  		/**
  		 * The renderer's shadow configuration.
  		 *
  		 * @type {ShadowMapConfig}
  		 */
  		this.shadowMap = {
  			enabled: false,
  			transmitted: false,
  			type: PCFShadowMap
  		};

  		/**
  		 * XR configuration.
  		 * @typedef {Object} XRConfig
  		 * @property {boolean} enabled - Whether to globally enable XR or not.
  		 */

  		/**
  		 * The renderer's XR manager.
  		 *
  		 * @type {XRManager}
  		 */
  		this.xr = new XRManager( this, multiview );

  		/**
  		 * Debug configuration.
  		 * @typedef {Object} DebugConfig
  		 * @property {boolean} checkShaderErrors - Whether shader errors should be checked or not.
  		 * @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
  		 * @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
  		 */

  		/**
  		 * The renderer's debug configuration.
  		 *
  		 * @type {DebugConfig}
  		 */
  		this.debug = {
  			checkShaderErrors: true,
  			onShaderError: null,
  			getShaderAsync: async ( scene, camera, object ) => {

  				await this.compileAsync( scene, camera );

  				const renderList = this._renderLists.get( scene, camera );
  				const renderContext = this._renderContexts.get( this._renderTarget, this._mrt );

  				const material = scene.overrideMaterial || object.material;

  				const renderObject = this._objects.get( object, material, scene, camera, renderList.lightsNode, renderContext, renderContext.clippingContext );

  				const { fragmentShader, vertexShader } = renderObject.getNodeBuilderState();

  				return { fragmentShader, vertexShader };

  			}
  		};

  	}

  	/**
  	 * Initializes the renderer so it is ready for usage.
  	 *
  	 * @async
  	 * @return {Promise<this>} A Promise that resolves when the renderer has been initialized.
  	 */
  	async init() {

  		if ( this._initPromise !== null ) {

  			return this._initPromise;

  		}

  		this._initPromise = new Promise( async ( resolve, reject ) => {

  			let backend = this.backend;

  			try {

  				await backend.init( this );

  			} catch ( error ) {

  				if ( this._getFallback !== null ) {

  					// try the fallback

  					try {

  						this.backend = backend = this._getFallback( error );
  						await backend.init( this );

  					} catch ( error ) {

  						reject( error );
  						return;

  					}

  				} else {

  					reject( error );
  					return;

  				}

  			}

  			this._nodes = new NodeManager( this, backend );
  			this._animation = new Animation( this, this._nodes, this.info );
  			this._attributes = new Attributes( backend );
  			this._background = new Background( this, this._nodes );
  			this._geometries = new Geometries( this._attributes, this.info );
  			this._textures = new Textures( this, backend, this.info );
  			this._pipelines = new Pipelines( backend, this._nodes );
  			this._bindings = new Bindings( backend, this._nodes, this._textures, this._attributes, this._pipelines, this.info );
  			this._objects = new RenderObjects( this, this._nodes, this._geometries, this._pipelines, this._bindings, this.info );
  			this._renderLists = new RenderLists( this.lighting );
  			this._bundles = new RenderBundles();
  			this._renderContexts = new RenderContexts( this );

  			//

  			this._animation.start();
  			this._initialized = true;

  			//

  			this._inspector.init();

  			//

  			resolve( this );

  		} );

  		return this._initPromise;

  	}

  	/**
  	 * A reference to the canvas element the renderer is drawing to.
  	 * This value of this property will automatically be created by
  	 * the renderer.
  	 *
  	 * @type {HTMLCanvasElement|OffscreenCanvas}
  	 */
  	get domElement() {

  		return this._canvasTarget.domElement;

  	}

  	/**
  	 * The coordinate system of the renderer. The value of this property
  	 * depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or
  	 * `THREE.WebGPUCoordinateSystem`.
  	 *
  	 * @readonly
  	 * @type {number}
  	 */
  	get coordinateSystem() {

  		return this.backend.coordinateSystem;

  	}

  	/**
  	 * Compiles all materials in the given scene. This can be useful to avoid a
  	 * phenomenon which is called "shader compilation stutter", which occurs when
  	 * rendering an object with a new shader for the first time.
  	 *
  	 * If you want to add a 3D object to an existing scene, use the third optional
  	 * parameter for applying the target scene. Note that the (target) scene's lighting
  	 * and environment must be configured before calling this method.
  	 *
  	 * @async
  	 * @param {Object3D} scene - The scene or 3D object to precompile.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 * @param {?Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
  	 * @return {Promise} A Promise that resolves when the compile has been finished.
  	 */
  	async compileAsync( scene, camera, targetScene = null ) {

  		if ( this._isDeviceLost === true ) return;

  		if ( this._initialized === false ) await this.init();

  		// preserve render tree

  		const nodeFrame = this._nodes.nodeFrame;

  		const previousRenderId = nodeFrame.renderId;
  		const previousRenderContext = this._currentRenderContext;
  		const previousRenderObjectFunction = this._currentRenderObjectFunction;
  		const previousHandleObjectFunction = this._handleObjectFunction;
  		const previousCompilationPromises = this._compilationPromises;

  		//

  		const sceneRef = ( scene.isScene === true ) ? scene : _scene;

  		if ( targetScene === null ) targetScene = scene;

  		const renderTarget = this._renderTarget;
  		const renderContext = this._renderContexts.get( renderTarget, this._mrt );
  		const activeMipmapLevel = this._activeMipmapLevel;

  		const compilationPromises = [];

  		this._currentRenderContext = renderContext;
  		this._currentRenderObjectFunction = this.renderObject;

  		this._handleObjectFunction = this._createObjectPipeline;

  		this._compilationPromises = compilationPromises;

  		nodeFrame.renderId ++;

  		//

  		nodeFrame.update();

  		//

  		renderContext.depth = this.depth;
  		renderContext.stencil = this.stencil;

  		if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  		renderContext.clippingContext.updateGlobal( sceneRef, camera );

  		//

  		sceneRef.onBeforeRender( this, scene, camera, renderTarget );

  		//

  		const renderList = this._renderLists.get( scene, camera );
  		renderList.begin();

  		this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );

  		// include lights from target scene
  		if ( targetScene !== scene ) {

  			targetScene.traverseVisible( function ( object ) {

  				if ( object.isLight && object.layers.test( camera.layers ) ) {

  					renderList.pushLight( object );

  				}

  			} );

  		}

  		renderList.finish();

  		//

  		if ( renderTarget !== null ) {

  			this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );

  			const renderTargetData = this._textures.get( renderTarget );

  			renderContext.textures = renderTargetData.textures;
  			renderContext.depthTexture = renderTargetData.depthTexture;

  		} else {

  			renderContext.textures = null;
  			renderContext.depthTexture = null;

  		}

  		//

  		if ( targetScene !== scene ) {

  			this._background.update( targetScene, renderList, renderContext );

  		} else {

  			this._background.update( sceneRef, renderList, renderContext );

  		}

  		// process render lists

  		const opaqueObjects = renderList.opaque;
  		const transparentObjects = renderList.transparent;
  		const transparentDoublePassObjects = renderList.transparentDoublePass;
  		const lightsNode = renderList.lightsNode;

  		if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  		if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );

  		// restore render tree

  		nodeFrame.renderId = previousRenderId;

  		this._currentRenderContext = previousRenderContext;
  		this._currentRenderObjectFunction = previousRenderObjectFunction;
  		this._handleObjectFunction = previousHandleObjectFunction;
  		this._compilationPromises = previousCompilationPromises;

  		// wait for all promises setup by backends awaiting compilation/linking/pipeline creation to complete

  		await Promise.all( compilationPromises );

  	}

  	/**
  	 * Renders the scene in an async fashion.
  	 *
  	 * @async
  	 * @deprecated
  	 * @param {Object3D} scene - The scene or 3D object to render.
  	 * @param {Camera} camera - The camera.
  	 * @return {Promise} A Promise that resolves when the render has been finished.
  	 */
  	async renderAsync( scene, camera ) {

  		warnOnce( 'Renderer: "renderAsync()" has been deprecated. Use "render()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		await this.init();

  		this.render( scene, camera );

  	}

  	/**
  	 * Can be used to synchronize CPU operations with GPU tasks. So when this method is called,
  	 * the CPU waits for the GPU to complete its operation (e.g. a compute task).
  	 *
  	 * @async
  	 * @deprecated
  	 * @return {Promise} A Promise that resolves when synchronization has been finished.
  	 */
  	async waitForGPU() {

  		error( 'Renderer: waitForGPU() has been removed. Read https://github.com/mrdoob/three.js/issues/32012 for more information.' );

  	}

  	//

  	set inspector( value ) {

  		if ( this._inspector !== null ) {

  			this._inspector.setRenderer( null );

  		}

  		this._inspector = value;
  		this._inspector.setRenderer( this );

  	}

  	/**
  	 * The inspector instance. The inspector can be any class that extends from `InspectorBase`.
  	 *
  	 * @type {InspectorBase}
  	 */
  	get inspector() {

  		return this._inspector;

  	}

  	/**
  	 * Enables or disables high precision for model-view and normal-view matrices.
  	 * When enabled, will use CPU 64-bit precision for higher precision instead of GPU 32-bit for higher performance.
  	 *
  	 * NOTE: 64-bit precision is not compatible with `InstancedMesh` and `SkinnedMesh`.
  	 *
  	 * @param {boolean} value - Whether to enable or disable high precision.
  	 * @type {boolean}
  	 */
  	set highPrecision( value ) {

  		const contextNodeData = this.contextNode.value;

  		if ( value === true ) {

  			contextNodeData.modelViewMatrix = highpModelViewMatrix;
  			contextNodeData.modelNormalViewMatrix = highpModelNormalViewMatrix;

  		} else if ( this.highPrecision ) {

  			delete contextNodeData.modelViewMatrix;
  			delete contextNodeData.modelNormalViewMatrix;

  		}

  	}

  	/**
  	 * Returns whether high precision is enabled or not.
  	 *
  	 * @return {boolean} Whether high precision is enabled or not.
  	 * @type {boolean}
  	 */
  	get highPrecision() {

  		const contextNodeData = this.contextNode.value;

  		return contextNodeData.modelViewMatrix === highpModelViewMatrix && contextNodeData.modelNormalViewMatrix === highpModelNormalViewMatrix;

  	}

  	/**
  	 * Sets the given MRT configuration.
  	 *
  	 * @param {MRTNode} mrt - The MRT node to set.
  	 * @return {Renderer} A reference to this renderer.
  	 */
  	setMRT( mrt ) {

  		this._mrt = mrt;

  		return this;

  	}

  	/**
  	 * Returns the MRT configuration.
  	 *
  	 * @return {MRTNode} The MRT configuration.
  	 */
  	getMRT() {

  		return this._mrt;

  	}

  	/**
  	 * Returns the output buffer type.
  	 *
  	 * @return {number} The output buffer type.
  	 */
  	getOutputBufferType() {

  		return this._outputBufferType;

  	}

  	/**
  	 * Returns the output buffer type.
  	 *
  	 * @deprecated since r182. Use `.getOutputBufferType()` instead.
  	 * @return {number} The output buffer type.
  	 */
  	getColorBufferType() { // @deprecated, r182

  		warnOnce( 'Renderer: ".getColorBufferType()" has been renamed to ".getOutputBufferType()".' );

  		return this.getOutputBufferType();

  	}

  	/**
  	 * Default implementation of the device lost callback.
  	 *
  	 * @private
  	 * @param {Object} info - Information about the context lost.
  	 */
  	_onDeviceLost( info ) {

  		let errorMessage = `THREE.WebGPURenderer: ${info.api} Device Lost:\n\nMessage: ${info.message}`;

  		if ( info.reason ) {

  			errorMessage += `\nReason: ${info.reason}`;

  		}

  		error( errorMessage );

  		this._isDeviceLost = true;

  	}

  	/**
  	 * Renders the given render bundle.
  	 *
  	 * @private
  	 * @param {Object} bundle - Render bundle data.
  	 * @param {Scene} sceneRef - The scene the render bundle belongs to.
  	 * @param {LightsNode} lightsNode - The lights node.
  	 */
  	_renderBundle( bundle, sceneRef, lightsNode ) {

  		const { bundleGroup, camera, renderList } = bundle;

  		const renderContext = this._currentRenderContext;

  		//

  		const renderBundle = this._bundles.get( bundleGroup, camera );
  		const renderBundleData = this.backend.get( renderBundle );

  		if ( renderBundleData.renderContexts === undefined ) renderBundleData.renderContexts = new Set();

  		//

  		const needsUpdate = bundleGroup.version !== renderBundleData.version;
  		const renderBundleNeedsUpdate = renderBundleData.renderContexts.has( renderContext ) === false || needsUpdate;

  		renderBundleData.renderContexts.add( renderContext );

  		if ( renderBundleNeedsUpdate ) {

  			this.backend.beginBundle( renderContext );

  			if ( renderBundleData.renderObjects === undefined || needsUpdate ) {

  				renderBundleData.renderObjects = [];

  			}

  			this._currentRenderBundle = renderBundle;

  			const {
  				transparentDoublePass: transparentDoublePassObjects,
  				transparent: transparentObjects,
  				opaque: opaqueObjects
  			} = renderList;

  			if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  			if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );

  			this._currentRenderBundle = null;

  			//

  			this.backend.finishBundle( renderContext, renderBundle );

  			renderBundleData.version = bundleGroup.version;

  		} else {

  			const { renderObjects } = renderBundleData;

  			for ( let i = 0, l = renderObjects.length; i < l; i ++ ) {

  				const renderObject = renderObjects[ i ];

  				if ( this._nodes.needsRefresh( renderObject ) ) {

  					this._nodes.updateBefore( renderObject );

  					this._nodes.updateForRender( renderObject );
  					this._bindings.updateForRender( renderObject );

  					this._nodes.updateAfter( renderObject );

  				}

  			}

  		}

  		this.backend.addBundle( renderContext, renderBundle );

  	}

  	/**
  	 * Renders the scene or 3D object with the given camera. This method can only be called
  	 * if the renderer has been initialized. When using `render()` inside an animation loop,
  	 * it's guaranteed the renderer will be initialized. The animation loop must be defined
  	 * with {@link Renderer#setAnimationLoop} though.
  	 *
  	 * For all other use cases (like when using on-demand rendering), you must call
  	 * {@link Renderer#init} before rendering.
  	 *
  	 * The target of the method is the default framebuffer (meaning the canvas)
  	 * or alternatively a render target when specified via `setRenderTarget()`.
  	 *
  	 * @param {Object3D} scene - The scene or 3D object to render.
  	 * @param {Camera} camera - The camera to render the scene with.
  	 */
  	render( scene, camera ) {

  		if ( this._initialized === false ) {

  			throw new Error( 'Renderer: .render() called before the backend is initialized. Use "await renderer.init();" before rendering.' );

  		}

  		this._renderScene( scene, camera );

  	}

  	/**
  	 * Returns whether the renderer has been initialized or not.
  	 *
  	 * @readonly
  	 * @return {boolean} Whether the renderer has been initialized or not.
  	 */
  	get initialized() {

  		return this._initialized;

  	}

  	/**
  	 * Returns an internal render target which is used when computing the output tone mapping
  	 * and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render
  	 * pass and not inline to achieve more correct results.
  	 *
  	 * @private
  	 * @return {?RenderTarget} The render target. The method returns `null` if no output conversion should be applied.
  	 */
  	_getFrameBufferTarget() {

  		const { currentToneMapping, currentColorSpace } = this;

  		const useToneMapping = currentToneMapping !== NoToneMapping;
  		const useColorSpace = currentColorSpace !== ColorManagement.workingColorSpace;

  		if ( useToneMapping === false && useColorSpace === false ) return null;

  		const { width, height } = this.getDrawingBufferSize( _drawingBufferSize );
  		const { depth, stencil } = this;

  		let frameBufferTarget = this._frameBufferTarget;

  		if ( frameBufferTarget === null ) {

  			frameBufferTarget = new RenderTarget( width, height, {
  				depthBuffer: depth,
  				stencilBuffer: stencil,
  				type: this._outputBufferType,
  				format: RGBAFormat,
  				colorSpace: ColorManagement.workingColorSpace,
  				generateMipmaps: false,
  				minFilter: LinearFilter,
  				magFilter: LinearFilter,
  				samples: this.samples
  			} );

  			frameBufferTarget.isPostProcessingRenderTarget = true;

  			this._frameBufferTarget = frameBufferTarget;

  		}

  		const outputRenderTarget = this.getOutputRenderTarget();

  		frameBufferTarget.depthBuffer = depth;
  		frameBufferTarget.stencilBuffer = stencil;
  		if ( outputRenderTarget !== null ) {

  			frameBufferTarget.setSize( outputRenderTarget.width, outputRenderTarget.height, outputRenderTarget.depth );

  		} else {

  			frameBufferTarget.setSize( width, height, 1 );

  		}

  		const canvasTarget = this._canvasTarget;

  		frameBufferTarget.viewport.copy( canvasTarget._viewport );
  		frameBufferTarget.scissor.copy( canvasTarget._scissor );
  		frameBufferTarget.viewport.multiplyScalar( canvasTarget._pixelRatio );
  		frameBufferTarget.scissor.multiplyScalar( canvasTarget._pixelRatio );
  		frameBufferTarget.scissorTest = canvasTarget._scissorTest;
  		frameBufferTarget.multiview = outputRenderTarget !== null ? outputRenderTarget.multiview : false;
  		frameBufferTarget.resolveDepthBuffer = outputRenderTarget !== null ? outputRenderTarget.resolveDepthBuffer : true;
  		frameBufferTarget._autoAllocateDepthBuffer = outputRenderTarget !== null ? outputRenderTarget._autoAllocateDepthBuffer : false;

  		return frameBufferTarget;

  	}

  	/**
  	 * Renders the scene or 3D object with the given camera.
  	 *
  	 * @private
  	 * @param {Object3D} scene - The scene or 3D object to render.
  	 * @param {Camera} camera - The camera to render the scene with.
  	 * @param {boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not.
  	 * @return {RenderContext} The current render context.
  	 */
  	_renderScene( scene, camera, useFrameBufferTarget = true ) {

  		if ( this._isDeviceLost === true ) return;

  		//

  		const frameBufferTarget = useFrameBufferTarget ? this._getFrameBufferTarget() : null;

  		// preserve render tree

  		const nodeFrame = this._nodes.nodeFrame;

  		const previousRenderId = nodeFrame.renderId;
  		const previousRenderContext = this._currentRenderContext;
  		const previousRenderObjectFunction = this._currentRenderObjectFunction;
  		const previousHandleObjectFunction = this._handleObjectFunction;

  		//

  		this._callDepth ++;

  		const sceneRef = ( scene.isScene === true ) ? scene : _scene;

  		const outputRenderTarget = this._renderTarget || this._outputRenderTarget;

  		const activeCubeFace = this._activeCubeFace;
  		const activeMipmapLevel = this._activeMipmapLevel;

  		//

  		let renderTarget;

  		if ( frameBufferTarget !== null ) {

  			renderTarget = frameBufferTarget;

  			this.setRenderTarget( renderTarget );

  		} else {

  			renderTarget = outputRenderTarget;

  		}

  		//

  		const renderContext = this._renderContexts.get( renderTarget, this._mrt, this._callDepth );

  		this._currentRenderContext = renderContext;
  		this._currentRenderObjectFunction = this._renderObjectFunction || this.renderObject;
  		this._handleObjectFunction = this._renderObjectDirect;

  		//

  		this.info.calls ++;
  		this.info.render.calls ++;
  		this.info.render.frameCalls ++;

  		nodeFrame.renderId = this.info.calls;

  		//

  		this.backend.updateTimeStampUID( renderContext );

  		this.inspector.beginRender( this.backend.getTimestampUID( renderContext ), scene, camera, renderTarget );

  		//


  		const xr = this.xr;

  		if ( xr.isPresenting === false ) {

  			let projectionMatrixNeedsUpdate = false;

  			// reversed depth

  			if ( this.reversedDepthBuffer === true && camera.reversedDepth !== true ) {

  				camera._reversedDepth = true;

  				if ( camera.isArrayCamera ) {

  					for ( const subCamera of camera.cameras ) {

  						subCamera._reversedDepth = true;

  					}

  				}

  				projectionMatrixNeedsUpdate = true;

  			}

  			// WebGPU/WebGL coordinate system

  			const coordinateSystem = this.coordinateSystem;

  			if ( camera.coordinateSystem !== coordinateSystem ) {

  				camera.coordinateSystem = coordinateSystem;

  				if ( camera.isArrayCamera ) {

  					for ( const subCamera of camera.cameras ) {

  						subCamera.coordinateSystem = coordinateSystem;

  					}

  				}

  				projectionMatrixNeedsUpdate = true;

  			}

  			// camera update

  			if ( projectionMatrixNeedsUpdate === true ) {

  				camera.updateProjectionMatrix();

  				if ( camera.isArrayCamera ) {

  					for ( const subCamera of camera.cameras ) {

  						subCamera.updateProjectionMatrix();

  					}

  				}

  			}

  		}

  		//

  		if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();

  		if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();

  		if ( xr.enabled === true && xr.isPresenting === true ) {

  			if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
  			camera = xr.getCamera(); // use XR camera for rendering

  		}

  		//

  		const canvasTarget = this._canvasTarget;

  		let viewport = canvasTarget._viewport;
  		let scissor = canvasTarget._scissor;
  		let pixelRatio = canvasTarget._pixelRatio;

  		if ( renderTarget !== null ) {

  			viewport = renderTarget.viewport;
  			scissor = renderTarget.scissor;
  			pixelRatio = 1;

  		}

  		this.getDrawingBufferSize( _drawingBufferSize );

  		_screen.set( 0, 0, _drawingBufferSize.width, _drawingBufferSize.height );

  		const minDepth = ( viewport.minDepth === undefined ) ? 0 : viewport.minDepth;
  		const maxDepth = ( viewport.maxDepth === undefined ) ? 1 : viewport.maxDepth;

  		renderContext.viewportValue.copy( viewport ).multiplyScalar( pixelRatio ).floor();
  		renderContext.viewportValue.width >>= activeMipmapLevel;
  		renderContext.viewportValue.height >>= activeMipmapLevel;
  		renderContext.viewportValue.minDepth = minDepth;
  		renderContext.viewportValue.maxDepth = maxDepth;
  		renderContext.viewport = renderContext.viewportValue.equals( _screen ) === false;

  		renderContext.scissorValue.copy( scissor ).multiplyScalar( pixelRatio ).floor();
  		renderContext.scissor = canvasTarget._scissorTest && renderContext.scissorValue.equals( _screen ) === false;
  		renderContext.scissorValue.width >>= activeMipmapLevel;
  		renderContext.scissorValue.height >>= activeMipmapLevel;

  		if ( ! renderContext.clippingContext ) renderContext.clippingContext = new ClippingContext();
  		renderContext.clippingContext.updateGlobal( sceneRef, camera );

  		//

  		sceneRef.onBeforeRender( this, scene, camera, renderTarget );

  		//

  		const frustum = camera.isArrayCamera ? _frustumArray : _frustum;

  		if ( ! camera.isArrayCamera ) {

  			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  			frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );

  		}

  		const renderList = this._renderLists.get( scene, camera );
  		renderList.begin();

  		this._projectObject( scene, camera, 0, renderList, renderContext.clippingContext );

  		renderList.finish();

  		if ( this.sortObjects === true ) {

  			renderList.sort( this._opaqueSort, this._transparentSort );

  		}

  		//

  		if ( renderTarget !== null ) {

  			this._textures.updateRenderTarget( renderTarget, activeMipmapLevel );

  			const renderTargetData = this._textures.get( renderTarget );

  			renderContext.textures = renderTargetData.textures;
  			renderContext.depthTexture = renderTargetData.depthTexture;
  			renderContext.width = renderTargetData.width;
  			renderContext.height = renderTargetData.height;
  			renderContext.renderTarget = renderTarget;
  			renderContext.depth = renderTarget.depthBuffer;
  			renderContext.stencil = renderTarget.stencilBuffer;

  		} else {

  			renderContext.textures = null;
  			renderContext.depthTexture = null;
  			renderContext.width = _drawingBufferSize.width;
  			renderContext.height = _drawingBufferSize.height;
  			renderContext.depth = this.depth;
  			renderContext.stencil = this.stencil;

  		}

  		renderContext.width >>= activeMipmapLevel;
  		renderContext.height >>= activeMipmapLevel;
  		renderContext.activeCubeFace = activeCubeFace;
  		renderContext.activeMipmapLevel = activeMipmapLevel;
  		renderContext.occlusionQueryCount = renderList.occlusionQueryCount;

  		//

  		renderContext.scissorValue.max( _vector4.set( 0, 0, 0, 0 ) );

  		if ( renderContext.scissorValue.x + renderContext.scissorValue.width > renderContext.width ) {

  			renderContext.scissorValue.width = Math.max( renderContext.width - renderContext.scissorValue.x, 0 );

  		}

  		if ( renderContext.scissorValue.y + renderContext.scissorValue.height > renderContext.height ) {

  			renderContext.scissorValue.height = Math.max( renderContext.height - renderContext.scissorValue.y, 0 );

  		}

  		//

  		this._background.update( sceneRef, renderList, renderContext );

  		//

  		renderContext.camera = camera;
  		this.backend.beginRender( renderContext );

  		// process render lists

  		const {
  			bundles,
  			lightsNode,
  			transparentDoublePass: transparentDoublePassObjects,
  			transparent: transparentObjects,
  			opaque: opaqueObjects
  		} = renderList;

  		if ( bundles.length > 0 ) this._renderBundles( bundles, sceneRef, lightsNode );
  		if ( this.opaque === true && opaqueObjects.length > 0 ) this._renderObjects( opaqueObjects, camera, sceneRef, lightsNode );
  		if ( this.transparent === true && transparentObjects.length > 0 ) this._renderTransparents( transparentObjects, transparentDoublePassObjects, camera, sceneRef, lightsNode );

  		// finish render pass

  		this.backend.finishRender( renderContext );

  		// restore render tree

  		nodeFrame.renderId = previousRenderId;

  		this._currentRenderContext = previousRenderContext;
  		this._currentRenderObjectFunction = previousRenderObjectFunction;
  		this._handleObjectFunction = previousHandleObjectFunction;

  		//

  		this._callDepth --;

  		if ( frameBufferTarget !== null ) {

  			this.setRenderTarget( outputRenderTarget, activeCubeFace, activeMipmapLevel );

  			this._renderOutput( renderTarget );

  		}

  		//

  		sceneRef.onAfterRender( this, scene, camera, renderTarget );

  		//

  		this.inspector.finishRender( this.backend.getTimestampUID( renderContext ) );

  		//

  		return renderContext;

  	}

  	_setXRLayerSize( width, height ) {

  		// TODO: Find a better solution to resize the canvas when in XR.

  		this._canvasTarget._width = width;
  		this._canvasTarget._height = height;

  		this.setViewport( 0, 0, width, height );

  	}

  	/**
  	 * The output pass performs tone mapping and color space conversion.
  	 *
  	 * @private
  	 * @param {RenderTarget} renderTarget - The current render target.
  	 */
  	_renderOutput( renderTarget ) {

  		const quad = this._quad;

  		if ( this._nodes.hasOutputChange( renderTarget.texture ) ) {

  			quad.material.fragmentNode = this._nodes.getOutputNode( renderTarget.texture );
  			quad.material.needsUpdate = true;

  		}

  		// a clear operation clears the intermediate renderTarget texture, but should not update the screen canvas.

  		const currentAutoClear = this.autoClear;
  		const currentXR = this.xr.enabled;

  		this.autoClear = false;
  		this.xr.enabled = false;

  		this._renderScene( quad, quad.camera, false );

  		this.autoClear = currentAutoClear;
  		this.xr.enabled = currentXR;


  	}

  	/**
  	 * Returns the maximum available anisotropy for texture filtering.
  	 *
  	 * @return {number} The maximum available anisotropy.
  	 */
  	getMaxAnisotropy() {

  		return this.backend.getMaxAnisotropy();

  	}

  	/**
  	 * Returns the active cube face.
  	 *
  	 * @return {number} The active cube face.
  	 */
  	getActiveCubeFace() {

  		return this._activeCubeFace;

  	}

  	/**
  	 * Returns the active mipmap level.
  	 *
  	 * @return {number} The active mipmap level.
  	 */
  	getActiveMipmapLevel() {

  		return this._activeMipmapLevel;

  	}

  	/**
  	 * Applications are advised to always define the animation loop
  	 * with this method and not manually with `requestAnimationFrame()`
  	 * for best compatibility.
  	 *
  	 * @async
  	 * @param {?onAnimationCallback} callback - The application's animation loop.
  	 * @return {Promise} A Promise that resolves when the set has been executed.
  	 */
  	async setAnimationLoop( callback ) {

  		if ( this._initialized === false ) await this.init();

  		this._animation.setAnimationLoop( callback );

  	}

  	/**
  	 * Returns the current animation loop callback.
  	 *
  	 * @return {?Function} The current animation loop callback.
  	 */
  	getAnimationLoop() {

  		return this._animation.getAnimationLoop();

  	}

  	/**
  	 * Can be used to transfer buffer data from a storage buffer attribute
  	 * from the GPU to the CPU in context of compute shaders.
  	 *
  	 * @async
  	 * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  	 * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  	 */
  	async getArrayBufferAsync( attribute ) {

  		return await this.backend.getArrayBufferAsync( attribute );

  	}

  	/**
  	 * Returns the rendering context.
  	 *
  	 * @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context.
  	 */
  	getContext() {

  		return this.backend.getContext();

  	}

  	/**
  	 * Returns the pixel ratio.
  	 *
  	 * @return {number} The pixel ratio.
  	 */
  	getPixelRatio() {

  		return this._canvasTarget.getPixelRatio();

  	}

  	/**
  	 * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
  	 *
  	 * @param {Vector2} target - The method writes the result in this target object.
  	 * @return {Vector2} The drawing buffer size.
  	 */
  	getDrawingBufferSize( target ) {

  		return this._canvasTarget.getDrawingBufferSize( target );

  	}

  	/**
  	 * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
  	 *
  	 * @param {Vector2} target - The method writes the result in this target object.
  	 * @return {Vector2} The renderer's size in logical pixels.
  	 */
  	getSize( target ) {

  		return this._canvasTarget.getSize( target );

  	}

  	/**
  	 * Sets the given pixel ratio and resizes the canvas if necessary.
  	 *
  	 * @param {number} [value=1] - The pixel ratio.
  	 */
  	setPixelRatio( value = 1 ) {

  		this._canvasTarget.setPixelRatio( value );

  	}

  	/**
  	 * This method allows to define the drawing buffer size by specifying
  	 * width, height and pixel ratio all at once. The size of the drawing
  	 * buffer is computed with this formula:
  	 * ```js
  	 * size.x = width * pixelRatio;
  	 * size.y = height * pixelRatio;
  	 * ```
  	 *
  	 * @param {number} width - The width in logical pixels.
  	 * @param {number} height - The height in logical pixels.
  	 * @param {number} pixelRatio - The pixel ratio.
  	 */
  	setDrawingBufferSize( width, height, pixelRatio ) {

  		// Renderer can't be resized while presenting in XR.
  		if ( this.xr && this.xr.isPresenting ) return;

  		this._canvasTarget.setDrawingBufferSize( width, height, pixelRatio );

  	}

  	/**
  	 * Sets the size of the renderer.
  	 *
  	 * @param {number} width - The width in logical pixels.
  	 * @param {number} height - The height in logical pixels.
  	 * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
  	 */
  	setSize( width, height, updateStyle = true ) {

  		// Renderer can't be resized while presenting in XR.
  		if ( this.xr && this.xr.isPresenting ) return;

  		this._canvasTarget.setSize( width, height, updateStyle );

  	}

  	/**
  	 * Defines a manual sort function for the opaque render list.
  	 * Pass `null` to use the default sort.
  	 *
  	 * @param {Function} method - The sort function.
  	 */
  	setOpaqueSort( method ) {

  		this._opaqueSort = method;

  	}

  	/**
  	 * Defines a manual sort function for the transparent render list.
  	 * Pass `null` to use the default sort.
  	 *
  	 * @param {Function} method - The sort function.
  	 */
  	setTransparentSort( method ) {

  		this._transparentSort = method;

  	}

  	/**
  	 * Returns the scissor rectangle.
  	 *
  	 * @param {Vector4} target - The method writes the result in this target object.
  	 * @return {Vector4} The scissor rectangle.
  	 */
  	getScissor( target ) {

  		return this._canvasTarget.getScissor( target );

  	}

  	/**
  	 * Defines the scissor rectangle.
  	 *
  	 * @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the box in logical pixel unit.
  	 * Instead of passing four arguments, the method also works with a single four-dimensional vector.
  	 * @param {number} y - The vertical coordinate for the upper left corner of the box in logical pixel unit.
  	 * @param {number} width - The width of the scissor box in logical pixel unit.
  	 * @param {number} height - The height of the scissor box in logical pixel unit.
  	 */
  	setScissor( x, y, width, height ) {

  		this._canvasTarget.setScissor( x, y, width, height );

  	}

  	/**
  	 * Returns the scissor test value.
  	 *
  	 * @return {boolean} Whether the scissor test should be enabled or not.
  	 */
  	getScissorTest() {

  		return this._canvasTarget.getScissorTest();

  	}

  	/**
  	 * Defines the scissor test.
  	 *
  	 * @param {boolean} boolean - Whether the scissor test should be enabled or not.
  	 */
  	setScissorTest( boolean ) {

  		this._canvasTarget.setScissorTest( boolean );

  		// TODO: Move it to CanvasTarget event listener.

  		this.backend.setScissorTest( boolean );

  	}

  	/**
  	 * Returns the viewport definition.
  	 *
  	 * @param {Vector4} target - The method writes the result in this target object.
  	 * @return {Vector4} The viewport definition.
  	 */
  	getViewport( target ) {

  		return this._canvasTarget.getViewport( target );

  	}

  	/**
  	 * Defines the viewport.
  	 *
  	 * @param {number | Vector4} x - The horizontal coordinate for the upper left corner of the viewport origin in logical pixel unit.
  	 * @param {number} y - The vertical coordinate for the upper left corner of the viewport origin  in logical pixel unit.
  	 * @param {number} width - The width of the viewport in logical pixel unit.
  	 * @param {number} height - The height of the viewport in logical pixel unit.
  	 * @param {number} minDepth - The minimum depth value of the viewport. WebGPU only.
  	 * @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only.
  	 */
  	setViewport( x, y, width, height, minDepth = 0, maxDepth = 1 ) {

  		this._canvasTarget.setViewport( x, y, width, height, minDepth, maxDepth );

  	}

  	/**
  	 * Returns the clear color.
  	 *
  	 * @param {Color} target - The method writes the result in this target object.
  	 * @return {Color} The clear color.
  	 */
  	getClearColor( target ) {

  		return target.copy( this._clearColor );

  	}

  	/**
  	 * Defines the clear color and optionally the clear alpha.
  	 *
  	 * @param {Color} color - The clear color.
  	 * @param {number} [alpha=1] - The clear alpha.
  	 */
  	setClearColor( color, alpha = 1 ) {

  		this._clearColor.set( color );
  		this._clearColor.a = alpha;

  	}

  	/**
  	 * Returns the clear alpha.
  	 *
  	 * @return {number} The clear alpha.
  	 */
  	getClearAlpha() {

  		return this._clearColor.a;

  	}

  	/**
  	 * Defines the clear alpha.
  	 *
  	 * @param {number} alpha - The clear alpha.
  	 */
  	setClearAlpha( alpha ) {

  		this._clearColor.a = alpha;

  	}

  	/**
  	 * Returns the clear depth.
  	 *
  	 * @return {number} The clear depth.
  	 */
  	getClearDepth() {

  		return ( this.reversedDepthBuffer === true ) ? 1 - this._clearDepth : this._clearDepth;

  	}

  	/**
  	 * Defines the clear depth.
  	 *
  	 * @param {number} depth - The clear depth.
  	 */
  	setClearDepth( depth ) {

  		this._clearDepth = depth;

  	}

  	/**
  	 * Returns the clear stencil.
  	 *
  	 * @return {number} The clear stencil.
  	 */
  	getClearStencil() {

  		return this._clearStencil;

  	}

  	/**
  	 * Defines the clear stencil.
  	 *
  	 * @param {number} stencil - The clear stencil.
  	 */
  	setClearStencil( stencil ) {

  		this._clearStencil = stencil;

  	}

  	/**
  	 * This method performs an occlusion query for the given 3D object.
  	 * It returns `true` if the given 3D object is fully occluded by other
  	 * 3D objects in the scene.
  	 *
  	 * @param {Object3D} object - The 3D object to test.
  	 * @return {boolean} Whether the 3D object is fully occluded or not.
  	 */
  	isOccluded( object ) {

  		const renderContext = this._currentRenderContext;

  		return renderContext && this.backend.isOccluded( renderContext, object );

  	}

  	/**
  	 * Performs a manual clear operation. This method ignores `autoClear` properties.
  	 *
  	 * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  	 * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  	 * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  	 */
  	clear( color = true, depth = true, stencil = true ) {

  		if ( this._initialized === false ) {

  			throw new Error( 'Renderer: .clear() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );

  		}

  		const renderTarget = this._renderTarget || this._getFrameBufferTarget();

  		let renderContext = null;

  		if ( renderTarget !== null ) {

  			this._textures.updateRenderTarget( renderTarget );

  			const renderTargetData = this._textures.get( renderTarget );

  			renderContext = this._renderContexts.get( renderTarget );
  			renderContext.textures = renderTargetData.textures;
  			renderContext.depthTexture = renderTargetData.depthTexture;
  			renderContext.width = renderTargetData.width;
  			renderContext.height = renderTargetData.height;
  			renderContext.renderTarget = renderTarget;
  			renderContext.depth = renderTarget.depthBuffer;
  			renderContext.stencil = renderTarget.stencilBuffer;
  			// #30329
  			const color = this.backend.getClearColor();
  			renderContext.clearColorValue.r = color.r;
  			renderContext.clearColorValue.g = color.g;
  			renderContext.clearColorValue.b = color.b;
  			renderContext.clearColorValue.a = color.a;
  			renderContext.clearDepthValue = this.getClearDepth();
  			renderContext.clearStencilValue = this.getClearStencil();
  			renderContext.activeCubeFace = this.getActiveCubeFace();
  			renderContext.activeMipmapLevel = this.getActiveMipmapLevel();

  		}

  		this.backend.clear( color, depth, stencil, renderContext );

  		if ( renderTarget !== null && this._renderTarget === null ) {

  			this._renderOutput( renderTarget );

  		}

  	}

  	/**
  	 * Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties.
  	 */
  	clearColor() {

  		this.clear( true, false, false );

  	}

  	/**
  	 * Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties.
  	 */
  	clearDepth() {

  		this.clear( false, true, false );

  	}

  	/**
  	 * Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties.
  	 */
  	clearStencil() {

  		this.clear( false, false, true );

  	}

  	/**
  	 * Async version of {@link Renderer#clear}.
  	 *
  	 * @async
  	 * @deprecated
  	 * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  	 * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  	 * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  	 * @return {Promise} A Promise that resolves when the clear operation has been executed.
  	 */
  	async clearAsync( color = true, depth = true, stencil = true ) {

  		warnOnce( 'Renderer: "clearAsync()" has been deprecated. Use "clear()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		await this.init();

  		this.clear( color, depth, stencil );

  	}

  	/**
  	 * Async version of {@link Renderer#clearColor}.
  	 *
  	 * @async
  	 * @deprecated
  	 * @return {Promise} A Promise that resolves when the clear operation has been executed.
  	 */
  	async clearColorAsync() {

  		warnOnce( 'Renderer: "clearColorAsync()" has been deprecated. Use "clearColor()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		this.clear( true, false, false );

  	}

  	/**
  	 * Async version of {@link Renderer#clearDepth}.
  	 *
  	 * @async
  	 * @deprecated
  	 * @return {Promise} A Promise that resolves when the clear operation has been executed.
  	 */
  	async clearDepthAsync() {

  		warnOnce( 'Renderer: "clearDepthAsync()" has been deprecated. Use "clearDepth()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		this.clear( false, true, false );

  	}

  	/**
  	 * Async version of {@link Renderer#clearStencil}.
  	 *
  	 * @async
  	 * @deprecated
  	 * @return {Promise} A Promise that resolves when the clear operation has been executed.
  	 */
  	async clearStencilAsync() {

  		warnOnce( 'Renderer: "clearStencilAsync()" has been deprecated. Use "clearStencil()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		this.clear( false, false, true );

  	}

  	/**
  	 * Returns `true` if a framebuffer target is needed to perform tone mapping or color space conversion.
  	 * If this is the case, the renderer allocates an internal render target for that purpose.
  	 *
  	 */
  	get needsFrameBufferTarget() {

  		const useToneMapping = this.currentToneMapping !== NoToneMapping;
  		const useColorSpace = this.currentColorSpace !== ColorManagement.workingColorSpace;

  		return useToneMapping || useColorSpace;

  	}

  	/**
  	 * The number of samples used for multi-sample anti-aliasing (MSAA).
  	 *
  	 * @type {number}
  	 * @default 0
  	 */
  	get samples() {

  		return this._samples;

  	}

  	/**
  	 * The current number of samples used for multi-sample anti-aliasing (MSAA).
  	 *
  	 * When rendering to a custom render target, the number of samples of that render target is used.
  	 * If the renderer needs an internal framebuffer target for tone mapping or color space conversion,
  	 * the number of samples is set to 0.
  	 *
  	 * @type {number}
  	 */
  	get currentSamples() {

  		let samples = this._samples;

  		if ( this._renderTarget !== null ) {

  			samples = this._renderTarget.samples;

  		} else if ( this.needsFrameBufferTarget ) {

  			samples = 0;

  		}

  		return samples;

  	}

  	/**
  	 * The current tone mapping of the renderer. When not producing screen output,
  	 * the tone mapping is always `NoToneMapping`.
  	 *
  	 * @type {number}
  	 */
  	get currentToneMapping() {

  		return this.isOutputTarget ? this.toneMapping : NoToneMapping;

  	}

  	/**
  	 * The current color space of the renderer. When not producing screen output,
  	 * the color space is always the working color space.
  	 *
  	 * @type {string}
  	 */
  	get currentColorSpace() {

  		return this.isOutputTarget ? this.outputColorSpace : ColorManagement.workingColorSpace;

  	}

  	/**
  	 * Returns `true` if the rendering settings are set to screen output.
  	 *
  	 * @returns {boolean} True if the current render target is the same of output render target or `null`, otherwise false.
  	 */
  	get isOutputTarget() {

  		return this._renderTarget === this._outputRenderTarget || this._renderTarget === null;

  	}

  	/**
  	 * Frees all internal resources of the renderer. Call this method if the renderer
  	 * is no longer in use by your app.
  	 */
  	dispose() {

  		if ( this._initialized === true ) {

  			this.info.dispose();
  			this.backend.dispose();

  			this._animation.dispose();
  			this._objects.dispose();
  			this._geometries.dispose();
  			this._pipelines.dispose();
  			this._nodes.dispose();
  			this._bindings.dispose();
  			this._renderLists.dispose();
  			this._renderContexts.dispose();
  			this._textures.dispose();

  			if ( this._frameBufferTarget !== null ) this._frameBufferTarget.dispose();

  			Object.values( this.backend.timestampQueryPool ).forEach( queryPool => {

  				if ( queryPool !== null ) queryPool.dispose();

  			} );

  		}

  		this.setRenderTarget( null );
  		this.setAnimationLoop( null );

  	}

  	/**
  	 * Sets the given render target. Calling this method means the renderer does not
  	 * target the default framebuffer (meaning the canvas) anymore but a custom framebuffer.
  	 * Use `null` as the first argument to reset the state.
  	 *
  	 * @param {?RenderTarget} renderTarget - The render target to set.
  	 * @param {number} [activeCubeFace=0] - The active cube face.
  	 * @param {number} [activeMipmapLevel=0] - The active mipmap level.
  	 */
  	setRenderTarget( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {

  		this._renderTarget = renderTarget;
  		this._activeCubeFace = activeCubeFace;
  		this._activeMipmapLevel = activeMipmapLevel;

  	}

  	/**
  	 * Returns the current render target.
  	 *
  	 * @return {?RenderTarget} The render target. Returns `null` if no render target is set.
  	 */
  	getRenderTarget() {

  		return this._renderTarget;

  	}

  	/**
  	 * Sets the output render target for the renderer.
  	 *
  	 * @param {Object} renderTarget - The render target to set as the output target.
  	 */
  	setOutputRenderTarget( renderTarget ) {

  		this._outputRenderTarget = renderTarget;

  	}

  	/**
  	 * Returns the current output target.
  	 *
  	 * @return {?RenderTarget} The current output render target. Returns `null` if no output target is set.
  	 */
  	getOutputRenderTarget() {

  		return this._outputRenderTarget;

  	}

  	/**
  	 * Sets the canvas target. The canvas target manages the HTML canvas
  	 * or the offscreen canvas the renderer draws into.
  	 *
  	 * @param {CanvasTarget} canvasTarget - The canvas target.
  	 */
  	setCanvasTarget( canvasTarget ) {

  		this._canvasTarget.removeEventListener( 'resize', this._onCanvasTargetResize );

  		this._canvasTarget = canvasTarget;
  		this._canvasTarget.addEventListener( 'resize', this._onCanvasTargetResize );

  	}

  	/**
  	 * Returns the current canvas target.
  	 *
  	 * @return {CanvasTarget} The current canvas target.
  	 */
  	getCanvasTarget() {

  		return this._canvasTarget;

  	}

  	/**
  	 * Resets the renderer to the initial state before WebXR started.
  	 *
  	 * @private
  	 */
  	_resetXRState() {

  		this.backend.setXRTarget( null );
  		this.setOutputRenderTarget( null );
  		this.setRenderTarget( null );

  		this._frameBufferTarget.dispose();
  		this._frameBufferTarget = null;

  	}

  	/**
  	 * Callback for {@link Renderer#setRenderObjectFunction}.
  	 *
  	 * @callback renderObjectFunction
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Scene} scene - The scene the 3D object belongs to.
  	 * @param {Camera} camera - The camera the object should be rendered with.
  	 * @param {BufferGeometry} geometry - The object's geometry.
  	 * @param {Material} material - The object's material.
  	 * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  	 * @param {LightsNode} lightsNode - The current lights node.
  	 * @param {ClippingContext} clippingContext - The clipping context.
  	 * @param {?string} [passId=null] - An optional ID for identifying the pass.
  	 */

  	/**
  	 * Sets the given render object function. Calling this method overwrites the default implementation
  	 * which is {@link Renderer#renderObject}. Defining a custom function can be useful
  	 * if you want to modify the way objects are rendered. For example you can define things like "every
  	 * object that has material of a certain type should perform a pre-pass with a special overwrite material".
  	 * The custom function must always call `renderObject()` in its implementation.
  	 *
  	 * Use `null` as the first argument to reset the state.
  	 *
  	 * @param {?renderObjectFunction} renderObjectFunction - The render object function.
  	 */
  	setRenderObjectFunction( renderObjectFunction ) {

  		this._renderObjectFunction = renderObjectFunction;

  	}

  	/**
  	 * Returns the current render object function.
  	 *
  	 * @return {?Function} The current render object function. Returns `null` if no function is set.
  	 */
  	getRenderObjectFunction() {

  		return this._renderObjectFunction;

  	}

  	/**
  	 * Execute a single or an array of compute nodes. This method can only be called
  	 * if the renderer has been initialized.
  	 *
  	 * @param {Node|Array<Node>} computeNodes - The compute node(s).
  	 * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
  	 * - A single number representing count, or
  	 * - An array [x, y, z] representing dispatch size, or
  	 * - A IndirectStorageBufferAttribute for indirect dispatch size.
  	 * @return {Promise|undefined} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized.
  	 */
  	compute( computeNodes, dispatchSize = null ) {

  		if ( this._isDeviceLost === true ) return;

  		if ( this._initialized === false ) {

  			warn( 'Renderer: .compute() called before the backend is initialized. Try using .computeAsync() instead.' );

  			return this.computeAsync( computeNodes, dispatchSize );

  		}

  		//

  		const nodeFrame = this._nodes.nodeFrame;

  		const previousRenderId = nodeFrame.renderId;

  		//

  		this.info.calls ++;
  		this.info.compute.calls ++;
  		this.info.compute.frameCalls ++;

  		nodeFrame.renderId = this.info.calls;

  		//

  		this.backend.updateTimeStampUID( computeNodes );

  		this.inspector.beginCompute( this.backend.getTimestampUID( computeNodes ), computeNodes );

  		//

  		const backend = this.backend;
  		const pipelines = this._pipelines;
  		const bindings = this._bindings;
  		const nodes = this._nodes;

  		const computeList = Array.isArray( computeNodes ) ? computeNodes : [ computeNodes ];

  		if ( computeList[ 0 ] === undefined || computeList[ 0 ].isComputeNode !== true ) {

  			throw new Error( 'THREE.Renderer: .compute() expects a ComputeNode.' );

  		}

  		backend.beginCompute( computeNodes );

  		for ( const computeNode of computeList ) {

  			// onInit

  			if ( pipelines.has( computeNode ) === false ) {

  				const dispose = () => {

  					computeNode.removeEventListener( 'dispose', dispose );

  					pipelines.delete( computeNode );
  					bindings.deleteForCompute( computeNode );
  					nodes.delete( computeNode );

  				};

  				computeNode.addEventListener( 'dispose', dispose );

  				//

  				const onInitFn = computeNode.onInitFunction;

  				if ( onInitFn !== null ) {

  					onInitFn.call( computeNode, { renderer: this } );

  				}

  			}

  			nodes.updateForCompute( computeNode );
  			bindings.updateForCompute( computeNode );

  			const computeBindings = bindings.getForCompute( computeNode );
  			const computePipeline = pipelines.getForCompute( computeNode, computeBindings );

  			backend.compute( computeNodes, computeNode, computeBindings, computePipeline, dispatchSize );

  		}

  		backend.finishCompute( computeNodes );

  		//

  		nodeFrame.renderId = previousRenderId;

  		//

  		this.inspector.finishCompute( this.backend.getTimestampUID( computeNodes ) );

  	}

  	/**
  	 * Execute a single or an array of compute nodes.
  	 *
  	 * @async
  	 * @param {Node|Array<Node>} computeNodes - The compute node(s).
  	 * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
  	 * - A single number representing count, or
  	 * - An array [x, y, z] representing dispatch size, or
  	 * - A IndirectStorageBufferAttribute for indirect dispatch size.
  	 * @return {Promise} A Promise that resolve when the compute has finished.
  	 */
  	async computeAsync( computeNodes, dispatchSize = null ) {

  		if ( this._initialized === false ) await this.init();

  		this.compute( computeNodes, dispatchSize );

  	}

  	/**
  	 * Checks if the given feature is supported by the selected backend.
  	 *
  	 * @async
  	 * @deprecated
  	 * @param {string} name - The feature's name.
  	 * @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
  	 */
  	async hasFeatureAsync( name ) {

  		warnOnce( 'Renderer: "hasFeatureAsync()" has been deprecated. Use "hasFeature()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		await this.init();

  		return this.hasFeature( name );

  	}

  	async resolveTimestampsAsync( type = 'render' ) {

  		if ( this._initialized === false ) await this.init();

  		return this.backend.resolveTimestampsAsync( type );

  	}

  	/**
  	 * Checks if the given feature is supported by the selected backend. If the
  	 * renderer has not been initialized, this method always returns `false`.
  	 *
  	 * @param {string} name - The feature's name.
  	 * @return {boolean} Whether the feature is supported or not.
  	 */
  	hasFeature( name ) {

  		if ( this._initialized === false ) {

  			throw new Error( 'Renderer: .hasFeature() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );

  		}

  		return this.backend.hasFeature( name );

  	}

  	/**
  	 * Returns `true` when the renderer has been initialized.
  	 *
  	 * @return {boolean} Whether the renderer has been initialized or not.
  	 */
  	hasInitialized() {

  		return this._initialized;

  	}

  	/**
  	 * Initializes the given textures. Useful for preloading a texture rather than waiting until first render
  	 * (which can cause noticeable lags due to decode and GPU upload overhead).
  	 *
  	 * @async
  	 * @deprecated
  	 * @param {Texture} texture - The texture.
  	 * @return {Promise} A Promise that resolves when the texture has been initialized.
  	 */
  	async initTextureAsync( texture ) {

  		warnOnce( 'Renderer: "initTextureAsync()" has been deprecated. Use "initTexture()" and "await renderer.init();" when creating the renderer.' ); // @deprecated r181

  		await this.init();

  		this.initTexture( texture );

  	}

  	/**
  	 * Initializes the given texture. Useful for preloading a texture rather than waiting until first render
  	 * (which can cause noticeable lags due to decode and GPU upload overhead).
  	 *
  	 * This method can only be used if the renderer has been initialized.
  	 *
  	 * @param {Texture} texture - The texture.
  	 */
  	initTexture( texture ) {

  		if ( this._initialized === false ) {

  			throw new Error( 'Renderer: .initTexture() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );

  		}

  		this._textures.updateTexture( texture );

  	}

  	/**
  	 * Initializes the given render target.
  	 *
  	 * @param {RenderTarget} renderTarget - The render target to intialize.
  	 */
  	initRenderTarget( renderTarget ) {

  		if ( this._initialized === false ) {

  			throw new Error( 'Renderer: .initRenderTarget() called before the backend is initialized. Use "await renderer.init();" before before using this method.' );

  		}

  		this._textures.updateRenderTarget( renderTarget );

  		const renderTargetData = this._textures.get( renderTarget );

  		const renderContext = this._renderContexts.get( renderTarget );

  		renderContext.textures = renderTargetData.textures;
  		renderContext.depthTexture = renderTargetData.depthTexture;
  		renderContext.width = renderTargetData.width;
  		renderContext.height = renderTargetData.height;
  		renderContext.renderTarget = renderTarget;
  		renderContext.depth = renderTarget.depthBuffer;
  		renderContext.stencil = renderTarget.stencilBuffer;

  		this.backend.initRenderTarget( renderContext );

  	}

  	/**
  	 * Copies the current bound framebuffer into the given texture.
  	 *
  	 * @param {FramebufferTexture} framebufferTexture - The texture.
  	 * @param {?(Vector2|Vector4)} [rectangle=null] - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied.
  	 */
  	copyFramebufferToTexture( framebufferTexture, rectangle = null ) {

  		if ( rectangle !== null ) {

  			if ( rectangle.isVector2 ) {

  				rectangle = _vector4.set( rectangle.x, rectangle.y, framebufferTexture.image.width, framebufferTexture.image.height ).floor();

  			} else if ( rectangle.isVector4 ) {

  				rectangle = _vector4.copy( rectangle ).floor();

  			} else {

  				error( 'Renderer.copyFramebufferToTexture: Invalid rectangle.' );

  				return;

  			}

  		} else {

  			rectangle = _vector4.set( 0, 0, framebufferTexture.image.width, framebufferTexture.image.height );

  		}

  		//

  		let renderContext = this._currentRenderContext;
  		let renderTarget;

  		if ( renderContext !== null ) {

  			renderTarget = renderContext.renderTarget;

  		} else {

  			renderTarget = this._renderTarget || this._getFrameBufferTarget();

  			if ( renderTarget !== null ) {

  				this._textures.updateRenderTarget( renderTarget );

  				renderContext = this._textures.get( renderTarget );

  			}

  		}

  		//

  		this._textures.updateTexture( framebufferTexture, { renderTarget } );

  		this.backend.copyFramebufferToTexture( framebufferTexture, renderContext, rectangle );

  		this._inspector.copyFramebufferToTexture( framebufferTexture );

  	}

  	/**
  	 * Copies data of the given source texture into a destination texture.
  	 *
  	 * @param {Texture} srcTexture - The source texture.
  	 * @param {Texture} dstTexture - The destination texture.
  	 * @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
  	 * @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
  	 * @param {number} [srcLevel=0] - The source mip level to copy from.
  	 * @param {number} [dstLevel=0] - The destination mip level to copy to.
  	 */
  	copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {

  		this._textures.updateTexture( srcTexture );
  		this._textures.updateTexture( dstTexture );

  		this.backend.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );

  		this._inspector.copyTextureToTexture( srcTexture, dstTexture );

  	}

  	/**
  	 * Reads pixel data from the given render target.
  	 *
  	 * @async
  	 * @param {RenderTarget} renderTarget - The render target to read from.
  	 * @param {number} x - The `x` coordinate of the copy region's origin.
  	 * @param {number} y - The `y` coordinate of the copy region's origin.
  	 * @param {number} width - The width of the copy region.
  	 * @param {number} height - The height of the copy region.
  	 * @param {number} [textureIndex=0] - The texture index of a MRT render target.
  	 * @param {number} [faceIndex=0] - The active cube face index.
  	 * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
  	 */
  	async readRenderTargetPixelsAsync( renderTarget, x, y, width, height, textureIndex = 0, faceIndex = 0 ) {

  		return this.backend.copyTextureToBuffer( renderTarget.textures[ textureIndex ], x, y, width, height, faceIndex );

  	}

  	/**
  	 * Analyzes the given 3D object's hierarchy and builds render lists from the
  	 * processed hierarchy.
  	 *
  	 * @private
  	 * @param {Object3D} object - The 3D object to process (usually a scene).
  	 * @param {Camera} camera - The camera the object is rendered with.
  	 * @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups.
  	 * @param {RenderList} renderList - The current render list.
  	 * @param {ClippingContext} clippingContext - The current clipping context.
  	 */
  	_projectObject( object, camera, groupOrder, renderList, clippingContext ) {

  		if ( object.visible === false ) return;

  		const visible = object.layers.test( camera.layers );

  		if ( visible ) {

  			if ( object.isGroup ) {

  				groupOrder = object.renderOrder;

  				if ( object.isClippingGroup && object.enabled ) clippingContext = clippingContext.getGroupContext( object );

  			} else if ( object.isLOD ) {

  				if ( object.autoUpdate === true ) object.update( camera );

  			} else if ( object.isLight ) {

  				renderList.pushLight( object );

  			} else if ( object.isSprite ) {

  				const frustum = camera.isArrayCamera ? _frustumArray : _frustum;

  				if ( ! object.frustumCulled || frustum.intersectsSprite( object, camera ) ) {

  					if ( this.sortObjects === true ) {

  						_vector4.setFromMatrixPosition( object.matrixWorld ).applyMatrix4( _projScreenMatrix );

  					}

  					const { geometry, material } = object;

  					if ( material.visible ) {

  						renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );

  					}

  				}

  			} else if ( object.isLineLoop ) {

  				error( 'Renderer: Objects of type THREE.LineLoop are not supported. Please use THREE.Line or THREE.LineSegments.' );

  			} else if ( object.isMesh || object.isLine || object.isPoints ) {

  				const frustum = camera.isArrayCamera ? _frustumArray : _frustum;

  				if ( ! object.frustumCulled || frustum.intersectsObject( object, camera ) ) {

  					const { geometry, material } = object;

  					if ( this.sortObjects === true ) {

  						if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

  						_vector4
  							.copy( geometry.boundingSphere.center )
  							.applyMatrix4( object.matrixWorld )
  							.applyMatrix4( _projScreenMatrix );

  					}

  					if ( Array.isArray( material ) ) {

  						const groups = geometry.groups;

  						for ( let i = 0, l = groups.length; i < l; i ++ ) {

  							const group = groups[ i ];
  							const groupMaterial = material[ group.materialIndex ];

  							if ( groupMaterial && groupMaterial.visible ) {

  								renderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, clippingContext );

  							}

  						}

  					} else if ( material.visible ) {

  						renderList.push( object, geometry, material, groupOrder, _vector4.z, null, clippingContext );

  					}

  				}

  			}

  		}

  		if ( object.isBundleGroup === true && this.backend.beginBundle !== undefined ) {

  			const baseRenderList = renderList;

  			// replace render list
  			renderList = this._renderLists.get( object, camera );

  			renderList.begin();

  			baseRenderList.pushBundle( {
  				bundleGroup: object,
  				camera,
  				renderList,
  			} );

  			renderList.finish();

  		}

  		const children = object.children;

  		for ( let i = 0, l = children.length; i < l; i ++ ) {

  			this._projectObject( children[ i ], camera, groupOrder, renderList, clippingContext );

  		}

  	}

  	/**
  	 * Renders the given render bundles.
  	 *
  	 * @private
  	 * @param {Array<Object>} bundles - Array with render bundle data.
  	 * @param {Scene} sceneRef - The scene the render bundles belong to.
  	 * @param {LightsNode} lightsNode - The current lights node.
  	 */
  	_renderBundles( bundles, sceneRef, lightsNode ) {

  		for ( const bundle of bundles ) {

  			this._renderBundle( bundle, sceneRef, lightsNode );

  		}

  	}

  	/**
  	 * Renders the transparent objects from the given render lists.
  	 *
  	 * @private
  	 * @param {Array<Object>} renderList - The transparent render list.
  	 * @param {Array<Object>} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission).
  	 * @param {Camera} camera - The camera the render list should be rendered with.
  	 * @param {Scene} scene - The scene the render list belongs to.
  	 * @param {LightsNode} lightsNode - The current lights node.
  	 */
  	_renderTransparents( renderList, doublePassList, camera, scene, lightsNode ) {

  		if ( doublePassList.length > 0 ) {

  			// render back side

  			for ( const { material } of doublePassList ) {

  				material.side = BackSide;

  			}

  			this._renderObjects( doublePassList, camera, scene, lightsNode, 'backSide' );

  			// render front side

  			for ( const { material } of doublePassList ) {

  				material.side = FrontSide;

  			}

  			this._renderObjects( renderList, camera, scene, lightsNode );

  			// restore

  			for ( const { material } of doublePassList ) {

  				material.side = DoubleSide;

  			}

  		} else {

  			this._renderObjects( renderList, camera, scene, lightsNode );

  		}

  	}

  	/**
  	 * Renders the objects from the given render list.
  	 *
  	 * @private
  	 * @param {Array<Object>} renderList - The render list.
  	 * @param {Camera} camera - The camera the render list should be rendered with.
  	 * @param {Scene} scene - The scene the render list belongs to.
  	 * @param {LightsNode} lightsNode - The current lights node.
  	 * @param {?string} [passId=null] - An optional ID for identifying the pass.
  	 */
  	_renderObjects( renderList, camera, scene, lightsNode, passId = null ) {

  		for ( let i = 0, il = renderList.length; i < il; i ++ ) {

  			const { object, geometry, material, group, clippingContext } = renderList[ i ];

  			this._currentRenderObjectFunction( object, scene, camera, geometry, material, group, lightsNode, clippingContext, passId );

  		}

  	}

  	/**
  	 * Retrieves shadow nodes for the given material. This is used to setup shadow passes.
  	 * The result is cached per material and updated when the material's version changes.
  	 *
  	 * @private
  	 * @param {Material} material
  	 * @returns {Object} - The shadow nodes for the material.
  	 */
  	_getShadowNodes( material ) {

  		const version = material.version;

  		let cache = this._cacheShadowNodes.get( material );

  		if ( cache === undefined || cache.version !== version ) {

  			const hasMap = material.map !== null;
  			const hasColorNode = material.colorNode && material.colorNode.isNode;
  			const hasCastShadowNode = material.castShadowNode && material.castShadowNode.isNode;
  			const hasMaskNode = ( material.maskShadowNode && material.maskShadowNode.isNode ) || ( material.maskNode && material.maskNode.isNode );

  			let positionNode = null;
  			let colorNode = null;
  			let depthNode = null;

  			if ( hasMap || hasColorNode || hasCastShadowNode || hasMaskNode ) {

  				let shadowRGB;
  				let shadowAlpha;

  				if ( hasCastShadowNode ) {

  					shadowRGB = material.castShadowNode.rgb;
  					shadowAlpha = material.castShadowNode.a;

  					if ( this.shadowMap.transmitted !== true ) {

  						warnOnce( 'Renderer: `shadowMap.transmitted` needs to be set to `true` when using `material.castShadowNode`.' );

  					}

  				} else {

  					shadowRGB = vec3( 0 );
  					shadowAlpha = float( 1 );

  				}

  				if ( hasMap ) {

  					shadowAlpha = shadowAlpha.mul( reference( 'map', 'texture', material ).a );

  				}

  				if ( hasColorNode ) {

  					shadowAlpha = shadowAlpha.mul( material.colorNode.a );

  				}

  				colorNode = vec4( shadowRGB, shadowAlpha );

  				if ( hasMaskNode ) {

  					const maskNode = material.maskShadowNode || material.maskNode;

  					colorNode = Fn( ( [ color ] ) => {

  						maskNode.not().discard();

  						return color;

  					} )( colorNode );

  				}

  			}

  			if ( material.depthNode && material.depthNode.isNode ) {

  				depthNode = material.depthNode;

  			}

  			if ( material.castShadowPositionNode && material.castShadowPositionNode.isNode ) {

  				positionNode = material.castShadowPositionNode;

  			} else if ( material.positionNode && material.positionNode.isNode ) {

  				positionNode = material.positionNode;

  			}

  			cache = {
  				version,
  				colorNode,
  				depthNode,
  				positionNode
  			};

  			this._cacheShadowNodes.set( material, cache );

  		}

  		return cache;

  	}

  	/**
  	 * This method represents the default render object function that manages the render lifecycle
  	 * of the object.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Scene} scene - The scene the 3D object belongs to.
  	 * @param {Camera} camera - The camera the object should be rendered with.
  	 * @param {BufferGeometry} geometry - The object's geometry.
  	 * @param {Material} material - The object's material.
  	 * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  	 * @param {LightsNode} lightsNode - The current lights node.
  	 * @param {?ClippingContext} clippingContext - The clipping context.
  	 * @param {?string} [passId=null] - An optional ID for identifying the pass.
  	 */
  	renderObject( object, scene, camera, geometry, material, group, lightsNode, clippingContext = null, passId = null ) {

  		let materialOverride = false;
  		let materialColorNode;
  		let materialDepthNode;
  		let materialPositionNode;
  		let materialSide;

  		//

  		object.onBeforeRender( this, scene, camera, geometry, material, group );

  		//

  		if ( material.allowOverride === true && scene.overrideMaterial !== null ) {

  			const overrideMaterial = scene.overrideMaterial;

  			materialOverride = true;

  			// store original nodes
  			materialColorNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.colorNode : null;
  			materialDepthNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.depthNode : null;
  			materialPositionNode = ( overrideMaterial.isNodeMaterial ) ? overrideMaterial.positionNode : null;
  			materialSide = scene.overrideMaterial.side;

  			if ( material.positionNode && material.positionNode.isNode ) {

  				overrideMaterial.positionNode = material.positionNode;

  			}

  			overrideMaterial.alphaTest = material.alphaTest;
  			overrideMaterial.alphaMap = material.alphaMap;
  			overrideMaterial.transparent = material.transparent || material.transmission > 0 ||
  				( material.transmissionNode && material.transmissionNode.isNode ) ||
  				( material.backdropNode && material.backdropNode.isNode );

  			if ( overrideMaterial.isShadowPassMaterial ) {

  				const { colorNode, depthNode, positionNode } = this._getShadowNodes( material );

  				if ( this.shadowMap.type === VSMShadowMap ) {

  					overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;

  				} else {

  					overrideMaterial.side = ( material.shadowSide !== null ) ? material.shadowSide : _shadowSide[ material.side ];

  				}

  				if ( colorNode !== null ) overrideMaterial.colorNode = colorNode;
  				if ( depthNode !== null ) overrideMaterial.depthNode = depthNode;
  				if ( positionNode !== null ) overrideMaterial.positionNode = positionNode;

  			}

  			material = overrideMaterial;

  		}

  		//

  		if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {

  			material.side = BackSide;
  			this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, 'backSide' ); // create backSide pass id

  			material.side = FrontSide;
  			this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId ); // use default pass id

  			material.side = DoubleSide;

  		} else {

  			this._handleObjectFunction( object, material, scene, camera, lightsNode, group, clippingContext, passId );

  		}

  		//

  		if ( materialOverride ) {

  			scene.overrideMaterial.colorNode = materialColorNode;
  			scene.overrideMaterial.depthNode = materialDepthNode;
  			scene.overrideMaterial.positionNode = materialPositionNode;
  			scene.overrideMaterial.side = materialSide;

  		}

  		//

  		object.onAfterRender( this, scene, camera, geometry, material, group );

  	}

  	/**
  	 * Checks if the given compatibility is supported by the selected backend. If the
  	 * renderer has not been initialized, this method always returns `false`.
  	 *
  	 * @param {string} name - The compatibility's name.
  	 * @return {boolean} Whether the compatibility is supported or not.
  	 */
  	hasCompatibility( name ) {

  		return this.backend.hasCompatibility( name );

  	}

  	/**
  	 * This method represents the default `_handleObjectFunction` implementation which creates
  	 * a render object from the given data and performs the draw command with the selected backend.
  	 *
  	 * @private
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Material} material - The object's material.
  	 * @param {Scene} scene - The scene the 3D object belongs to.
  	 * @param {Camera} camera - The camera the object should be rendered with.
  	 * @param {LightsNode} lightsNode - The current lights node.
  	 * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  	 * @param {ClippingContext} clippingContext - The clipping context.
  	 * @param {string} [passId] - An optional ID for identifying the pass.
  	 */
  	_renderObjectDirect( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {

  		const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
  		renderObject.drawRange = object.geometry.drawRange;
  		renderObject.group = group;

  		if ( this._currentRenderBundle !== null ) {

  			const renderBundleData = this.backend.get( this._currentRenderBundle );

  			renderBundleData.renderObjects.push( renderObject );

  			renderObject.bundle = this._currentRenderBundle.bundleGroup;

  		}

  		//

  		const needsRefresh = this._nodes.needsRefresh( renderObject );

  		if ( needsRefresh ) {

  			this._nodes.updateBefore( renderObject );

  			this._geometries.updateForRender( renderObject );

  			this._nodes.updateForRender( renderObject );
  			this._bindings.updateForRender( renderObject );

  		}

  		this._pipelines.updateForRender( renderObject );

  		//

  		this.backend.draw( renderObject, this.info );

  		if ( needsRefresh ) this._nodes.updateAfter( renderObject );

  	}

  	/**
  	 * A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering.
  	 * Used in `compileAsync()`.
  	 *
  	 * @private
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Material} material - The object's material.
  	 * @param {Scene} scene - The scene the 3D object belongs to.
  	 * @param {Camera} camera - The camera the object should be rendered with.
  	 * @param {LightsNode} lightsNode - The current lights node.
  	 * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
  	 * @param {ClippingContext} clippingContext - The clipping context.
  	 * @param {string} [passId] - An optional ID for identifying the pass.
  	 */
  	_createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {

  		const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
  		renderObject.drawRange = object.geometry.drawRange;
  		renderObject.group = group;

  		//

  		this._nodes.updateBefore( renderObject );

  		this._geometries.updateForRender( renderObject );

  		this._nodes.updateForRender( renderObject );
  		this._bindings.updateForRender( renderObject );

  		this._pipelines.getForRender( renderObject, this._compilationPromises );

  		this._nodes.updateAfter( renderObject );

  	}

  	/**
  	 * Callback when the canvas has been resized.
  	 *
  	 * @private
  	 */
  	_onCanvasTargetResize() {

  		if ( this._initialized ) this.backend.updateSize();

  	}

  	/**
  	 * Alias for `compileAsync()`.
  	 *
  	 * @method
  	 * @param {Object3D} scene - The scene or 3D object to precompile.
  	 * @param {Camera} camera - The camera that is used to render the scene.
  	 * @param {Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added.
  	 * @return {function(Object3D, Camera, ?Scene): Promise|undefined} A Promise that resolves when the compile has been finished.
  	 */
  	get compile() {

  		return this.compileAsync;

  	}

  }

  /**
   * A binding represents the connection between a resource (like a texture, sampler
   * or uniform buffer) and the resource definition in a shader stage.
   *
   * This module is an abstract base class for all concrete bindings types.
   *
   * @abstract
   * @private
   */
  class Binding {

  	/**
  	 * Constructs a new binding.
  	 *
  	 * @param {string} [name=''] - The binding's name.
  	 */
  	constructor( name = '' ) {

  		/**
  		 * The binding's name.
  		 *
  		 * @type {string}
  		 */
  		this.name = name;

  		/**
  		 * A bitmask that defines in what shader stages the
  		 * binding's resource is accessible.
  		 *
  		 * @type {number}
  		 */
  		this.visibility = 0;

  	}

  	/**
  	 * Makes sure binding's resource is visible for the given shader stage.
  	 *
  	 * @param {number} visibility - The shader stage.
  	 */
  	setVisibility( visibility ) {

  		this.visibility |= visibility;

  	}

  	/**
  	 * The shader stages in which the binding's resource is visible.
  	 *
  	 * @return {number} The visibility bitmask.
  	 */
  	getVisibility() {

  		return this.visibility;

  	}

  	/**
  	 * Clones the binding.
  	 *
  	 * @return {Binding} The cloned binding.
  	 */
  	clone() {

  		return Object.assign( new this.constructor(), this );

  	}

  }

  /**
   * This function is usually called with the length in bytes of an array buffer.
   * It returns an padded value which ensure chunk size alignment according to STD140 layout.
   *
   * @function
   * @param {number} floatLength - The buffer length.
   * @return {number} The padded length.
   */
  function getFloatLength( floatLength ) {

  	// ensure chunk size alignment (STD140 layout)

  	return floatLength + ( ( GPU_CHUNK_BYTES - ( floatLength % GPU_CHUNK_BYTES ) ) % GPU_CHUNK_BYTES );

  }

  /**
   * Represents a buffer binding type.
   *
   * @private
   * @abstract
   * @augments Binding
   */
  class Buffer extends Binding {

  	/**
  	 * Constructs a new buffer.
  	 *
  	 * @param {string} name - The buffer's name.
  	 * @param {TypedArray} [buffer=null] - The buffer.
  	 */
  	constructor( name, buffer = null ) {

  		super( name );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isBuffer = true;

  		/**
  		 * The bytes per element.
  		 *
  		 * @type {number}
  		 */
  		this.bytesPerElement = Float32Array.BYTES_PER_ELEMENT;

  		/**
  		 * A reference to the internal buffer.
  		 *
  		 * @private
  		 * @type {TypedArray}
  		 */
  		this._buffer = buffer;

  		/**
  		 * An array of update ranges.
  		 *
  		 * @private
  		 * @type {Array<{start: number, count: number}>}
  		 */
  		this._updateRanges = [];

  	}

  	/**
  	 * The array of update ranges.
  	 *
  	 * @type {Array<{start: number, count: number}>}
  	 */
  	get updateRanges() {

  		return this._updateRanges;

  	}

  	/**
  	 * Adds an update range.
  	 *
  	 * @param {number} start - The start index.
  	 * @param {number} count - The number of elements.
  	 */
  	addUpdateRange( start, count ) {

  		this.updateRanges.push( { start, count } );

  	}

  	/**
  	 * Clears all update ranges.
  	 */
  	clearUpdateRanges() {

  		this.updateRanges.length = 0;

  	}

  	/**
  	 * The buffer's byte length.
  	 *
  	 * @type {number}
  	 * @readonly
  	 */
  	get byteLength() {

  		return getFloatLength( this._buffer.byteLength );

  	}

  	/**
  	 * A reference to the internal buffer.
  	 *
  	 * @type {Float32Array}
  	 * @readonly
  	 */
  	get buffer() {

  		return this._buffer;

  	}

  	/**
  	 * Updates the binding.
  	 *
  	 * @return {boolean} Whether the buffer has been updated and must be
  	 * uploaded to the GPU.
  	 */
  	update() {

  		return true;

  	}

  }

  /**
   * Represents a uniform buffer binding type.
   *
   * @private
   * @augments Buffer
   */
  class UniformBuffer extends Buffer {

  	/**
  	 * Constructs a new uniform buffer.
  	 *
  	 * @param {string} name - The buffer's name.
  	 * @param {TypedArray} [buffer=null] - The buffer.
  	 */
  	constructor( name, buffer = null ) {

  		super( name, buffer );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isUniformBuffer = true;

  	}

  }

  let _id$4 = 0;

  /**
   * A special form of uniform buffer binding type.
   * It's buffer value is managed by a node object.
   *
   * @private
   * @augments UniformBuffer
   */
  class NodeUniformBuffer extends UniformBuffer {

  	/**
  	 * Constructs a new node-based uniform buffer.
  	 *
  	 * @param {BufferNode} nodeUniform - The uniform buffer node.
  	 * @param {UniformGroupNode} groupNode - The uniform group node.
  	 */
  	constructor( nodeUniform, groupNode ) {

  		super( 'UniformBuffer_' + _id$4 ++, nodeUniform ? nodeUniform.value : null );

  		/**
  		 * The uniform buffer node.
  		 *
  		 * @type {BufferNode}
  		 */
  		this.nodeUniform = nodeUniform;

  		/**
  		 * The uniform group node.
  		 *
  		 * @type {UniformGroupNode}
  		 */
  		this.groupNode = groupNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNodeUniformBuffer = true;

  	}

  	/**
  	 * The array of update ranges.
  	 *
  	 * @param {Array<{start: number, count: number}>} value - The update ranges.
  	 */
  	set updateRanges( value ) {

  		this.nodeUniform.updateRanges = value;

  	}

  	/**
  	 * The array of update ranges.
  	 *
  	 * @type {Array<{start: number, count: number}>}
  	 */
  	get updateRanges() {

  		return this.nodeUniform.updateRanges;

  	}

  	/**
  	 * Adds a range of data in the data array to be updated on the GPU.
  	 *
  	 * @param {number} start - Position at which to start update.
  	 * @param {number} count - The number of components to update.
  	 */
  	addUpdateRange( start, count ) {

  		this.nodeUniform.addUpdateRange( start, count );

  	}

  	/**
  	 * Clears all update ranges.
  	 */
  	clearUpdateRanges() {

  		this.nodeUniform.clearUpdateRanges();

  	}

  	/**
  	 * The uniform buffer.
  	 *
  	 * @type {Float32Array}
  	 */
  	get buffer() {

  		return this.nodeUniform.value;

  	}

  }

  /**
   * This class represents a uniform buffer binding but with
   * an API that allows to maintain individual uniform objects.
   *
   * @private
   * @augments UniformBuffer
   */
  class UniformsGroup extends UniformBuffer {

  	/**
  	 * Constructs a new uniforms group.
  	 *
  	 * @param {string} name - The group's name.
  	 */
  	constructor( name ) {

  		super( name );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isUniformsGroup = true;

  		/**
  		 * An array with the raw uniform values.
  		 *
  		 * @private
  		 * @type {?Array<number>}
  		 * @default null
  		 */
  		this._values = null;

  		/**
  		 * An array of uniform objects.
  		 *
  		 * The order of uniforms in this array must match the order of uniforms in the shader.
  		 *
  		 * @type {Array<Uniform>}
  		 */
  		this.uniforms = [];

  		/**
  		 * A cache for the uniform update ranges.
  		 *
  		 * @private
  		 * @type {Map<number, {start: number, count: number}>}
  		 */
  		this._updateRangeCache = new Map();

  	}

  	/**
  	 * Adds a uniform's update range to this buffer.
  	 *
  	 * @param {Uniform} uniform - The uniform.
  	 */
  	addUniformUpdateRange( uniform ) {

  		const index = uniform.index;

  		if ( this._updateRangeCache.has( index ) !== true ) {

  			const updateRanges = this.updateRanges;

  			const start = uniform.offset;
  			const count = uniform.itemSize;

  			const range = { start, count };

  			updateRanges.push( range );

  			this._updateRangeCache.set( index, range );

  		}

  	}

  	/**
  	 * Clears all update ranges of this buffer.
  	 */
  	clearUpdateRanges() {

  		this._updateRangeCache.clear();

  		super.clearUpdateRanges();

  	}

  	/**
  	 * Adds a uniform to this group.
  	 *
  	 * @param {Uniform} uniform - The uniform to add.
  	 * @return {UniformsGroup} A reference to this group.
  	 */
  	addUniform( uniform ) {

  		this.uniforms.push( uniform );

  		return this;

  	}

  	/**
  	 * Removes a uniform from this group.
  	 *
  	 * @param {Uniform} uniform - The uniform to remove.
  	 * @return {UniformsGroup} A reference to this group.
  	 */
  	removeUniform( uniform ) {

  		const index = this.uniforms.indexOf( uniform );

  		if ( index !== -1 ) {

  			this.uniforms.splice( index, 1 );

  		}

  		return this;

  	}

  	/**
  	 * An array with the raw uniform values.
  	 *
  	 * @type {Array<number>}
  	 */
  	get values() {

  		if ( this._values === null ) {

  			this._values = Array.from( this.buffer );

  		}

  		return this._values;

  	}

  	/**
  	 * A Float32 array buffer with the uniform values.
  	 *
  	 * @type {Float32Array}
  	 */
  	get buffer() {

  		let buffer = this._buffer;

  		if ( buffer === null ) {

  			const byteLength = this.byteLength;

  			buffer = new Float32Array( new ArrayBuffer( byteLength ) );

  			this._buffer = buffer;

  		}

  		return buffer;

  	}

  	/**
  	 * The byte length of the buffer with correct buffer alignment.
  	 *
  	 * @type {number}
  	 */
  	get byteLength() {

  		const bytesPerElement = this.bytesPerElement;

  		let offset = 0; // global buffer offset in bytes

  		for ( let i = 0, l = this.uniforms.length; i < l; i ++ ) {

  			const uniform = this.uniforms[ i ];

  			const boundary = uniform.boundary;
  			const itemSize = uniform.itemSize * bytesPerElement; // size of the uniform in bytes

  			const chunkOffset = offset % GPU_CHUNK_BYTES; // offset in the current chunk
  			const chunkPadding = chunkOffset % boundary; // required padding to match boundary
  			const chunkStart = chunkOffset + chunkPadding; // start position in the current chunk for the data

  			offset += chunkPadding;

  			// Check for chunk overflow
  			if ( chunkStart !== 0 && ( GPU_CHUNK_BYTES - chunkStart ) < itemSize ) {

  				// Add padding to the end of the chunk
  				offset += ( GPU_CHUNK_BYTES - chunkStart );

  			}

  			uniform.offset = offset / bytesPerElement;
  			uniform.index = i;

  			offset += itemSize;

  		}

  		return Math.ceil( offset / GPU_CHUNK_BYTES ) * GPU_CHUNK_BYTES;

  	}

  	/**
  	 * Updates this group by updating each uniform object of
  	 * the internal uniform list. The uniform objects check if their
  	 * values has actually changed so this method only returns
  	 * `true` if there is a real value change.
  	 *
  	 * @return {boolean} Whether the uniforms have been updated and
  	 * must be uploaded to the GPU.
  	 */
  	update() {

  		let updated = false;

  		for ( const uniform of this.uniforms ) {

  			if ( this.updateByType( uniform ) === true ) {

  				updated = true;

  			}

  		}

  		return updated;

  	}

  	/**
  	 * Updates a given uniform by calling an update method matching
  	 * the uniforms type.
  	 *
  	 * @param {Uniform} uniform - The uniform to update.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateByType( uniform ) {

  		if ( uniform.isNumberUniform ) return this.updateNumber( uniform );
  		if ( uniform.isVector2Uniform ) return this.updateVector2( uniform );
  		if ( uniform.isVector3Uniform ) return this.updateVector3( uniform );
  		if ( uniform.isVector4Uniform ) return this.updateVector4( uniform );
  		if ( uniform.isColorUniform ) return this.updateColor( uniform );
  		if ( uniform.isMatrix3Uniform ) return this.updateMatrix3( uniform );
  		if ( uniform.isMatrix4Uniform ) return this.updateMatrix4( uniform );

  		error( 'WebGPUUniformsGroup: Unsupported uniform type.', uniform );

  	}

  	/**
  	 * Updates a given Number uniform.
  	 *
  	 * @param {NumberUniform} uniform - The Number uniform.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateNumber( uniform ) {

  		let updated = false;

  		const a = this.values;
  		const v = uniform.getValue();
  		const offset = uniform.offset;
  		const type = uniform.getType();

  		if ( a[ offset ] !== v ) {

  			const b = this._getBufferForType( type );

  			b[ offset ] = a[ offset ] = v;
  			updated = true;

  			this.addUniformUpdateRange( uniform );

  		}

  		return updated;

  	}

  	/**
  	 * Updates a given Vector2 uniform.
  	 *
  	 * @param {Vector2Uniform} uniform - The Vector2 uniform.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateVector2( uniform ) {

  		let updated = false;

  		const a = this.values;
  		const v = uniform.getValue();
  		const offset = uniform.offset;
  		const type = uniform.getType();

  		if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y ) {

  			const b = this._getBufferForType( type );

  			b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  			b[ offset + 1 ] = a[ offset + 1 ] = v.y;

  			updated = true;

  			this.addUniformUpdateRange( uniform );

  		}

  		return updated;

  	}

  	/**
  	 * Updates a given Vector3 uniform.
  	 *
  	 * @param {Vector3Uniform} uniform - The Vector3 uniform.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateVector3( uniform ) {

  		let updated = false;

  		const a = this.values;
  		const v = uniform.getValue();
  		const offset = uniform.offset;
  		const type = uniform.getType();

  		if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z ) {

  			const b = this._getBufferForType( type );

  			b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  			b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  			b[ offset + 2 ] = a[ offset + 2 ] = v.z;

  			updated = true;

  			this.addUniformUpdateRange( uniform );

  		}

  		return updated;

  	}

  	/**
  	 * Updates a given Vector4 uniform.
  	 *
  	 * @param {Vector4Uniform} uniform - The Vector4 uniform.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateVector4( uniform ) {

  		let updated = false;

  		const a = this.values;
  		const v = uniform.getValue();
  		const offset = uniform.offset;
  		const type = uniform.getType();

  		if ( a[ offset + 0 ] !== v.x || a[ offset + 1 ] !== v.y || a[ offset + 2 ] !== v.z || a[ offset + 4 ] !== v.w ) {

  			const b = this._getBufferForType( type );

  			b[ offset + 0 ] = a[ offset + 0 ] = v.x;
  			b[ offset + 1 ] = a[ offset + 1 ] = v.y;
  			b[ offset + 2 ] = a[ offset + 2 ] = v.z;
  			b[ offset + 3 ] = a[ offset + 3 ] = v.w;

  			updated = true;

  			this.addUniformUpdateRange( uniform );

  		}

  		return updated;

  	}

  	/**
  	 * Updates a given Color uniform.
  	 *
  	 * @param {ColorUniform} uniform - The Color uniform.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateColor( uniform ) {

  		let updated = false;

  		const a = this.values;
  		const c = uniform.getValue();
  		const offset = uniform.offset;

  		if ( a[ offset + 0 ] !== c.r || a[ offset + 1 ] !== c.g || a[ offset + 2 ] !== c.b ) {

  			const b = this.buffer;

  			b[ offset + 0 ] = a[ offset + 0 ] = c.r;
  			b[ offset + 1 ] = a[ offset + 1 ] = c.g;
  			b[ offset + 2 ] = a[ offset + 2 ] = c.b;

  			updated = true;

  			this.addUniformUpdateRange( uniform );

  		}

  		return updated;

  	}

  	/**
  	 * Updates a given Matrix3 uniform.
  	 *
  	 * @param {Matrix3Uniform} uniform - The Matrix3 uniform.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateMatrix3( uniform ) {

  		let updated = false;

  		const a = this.values;
  		const e = uniform.getValue().elements;
  		const offset = uniform.offset;

  		if ( a[ offset + 0 ] !== e[ 0 ] || a[ offset + 1 ] !== e[ 1 ] || a[ offset + 2 ] !== e[ 2 ] ||
  			a[ offset + 4 ] !== e[ 3 ] || a[ offset + 5 ] !== e[ 4 ] || a[ offset + 6 ] !== e[ 5 ] ||
  			a[ offset + 8 ] !== e[ 6 ] || a[ offset + 9 ] !== e[ 7 ] || a[ offset + 10 ] !== e[ 8 ] ) {

  			const b = this.buffer;

  			b[ offset + 0 ] = a[ offset + 0 ] = e[ 0 ];
  			b[ offset + 1 ] = a[ offset + 1 ] = e[ 1 ];
  			b[ offset + 2 ] = a[ offset + 2 ] = e[ 2 ];
  			b[ offset + 4 ] = a[ offset + 4 ] = e[ 3 ];
  			b[ offset + 5 ] = a[ offset + 5 ] = e[ 4 ];
  			b[ offset + 6 ] = a[ offset + 6 ] = e[ 5 ];
  			b[ offset + 8 ] = a[ offset + 8 ] = e[ 6 ];
  			b[ offset + 9 ] = a[ offset + 9 ] = e[ 7 ];
  			b[ offset + 10 ] = a[ offset + 10 ] = e[ 8 ];

  			updated = true;

  			this.addUniformUpdateRange( uniform );

  		}

  		return updated;

  	}

  	/**
  	 * Updates a given Matrix4 uniform.
  	 *
  	 * @param {Matrix4Uniform} uniform - The Matrix4 uniform.
  	 * @return {boolean} Whether the uniform has been updated or not.
  	 */
  	updateMatrix4( uniform ) {

  		let updated = false;

  		const a = this.values;
  		const e = uniform.getValue().elements;
  		const offset = uniform.offset;

  		if ( arraysEqual( a, e, offset ) === false ) {

  			const b = this.buffer;
  			b.set( e, offset );
  			setArray( a, e, offset );
  			updated = true;

  			this.addUniformUpdateRange( uniform );

  		}

  		return updated;

  	}

  	/**
  	 * Returns a typed array that matches the given data type.
  	 *
  	 * @private
  	 * @param {string} type - The data type.
  	 * @return {TypedArray} The typed array.
  	 */
  	_getBufferForType( type ) {

  		if ( type === 'int' || type === 'ivec2' || type === 'ivec3' || type === 'ivec4' ) return new Int32Array( this.buffer.buffer );
  		if ( type === 'uint' || type === 'uvec2' || type === 'uvec3' || type === 'uvec4' ) return new Uint32Array( this.buffer.buffer );
  		return this.buffer;

  	}

  }

  /**
   * Sets the values of the second array to the first array.
   *
   * @private
   * @param {TypedArray} a - The first array.
   * @param {TypedArray} b - The second array.
   * @param {number} offset - An index offset for the first array.
   */
  function setArray( a, b, offset ) {

  	for ( let i = 0, l = b.length; i < l; i ++ ) {

  		a[ offset + i ] = b[ i ];

  	}

  }

  /**
   * Returns `true` if the given arrays are equal.
   *
   * @private
   * @param {TypedArray} a - The first array.
   * @param {TypedArray} b - The second array.
   * @param {number} offset - An index offset for the first array.
   * @return {boolean} Whether the given arrays are equal or not.
   */
  function arraysEqual( a, b, offset ) {

  	for ( let i = 0, l = b.length; i < l; i ++ ) {

  		if ( a[ offset + i ] !== b[ i ] ) return false;

  	}

  	return true;

  }

  let _id$3 = 0;

  /**
   * A special form of uniforms group that represents
   * the individual uniforms as node-based uniforms.
   *
   * @private
   * @augments UniformsGroup
   */
  class NodeUniformsGroup extends UniformsGroup {

  	/**
  	 * Constructs a new node-based uniforms group.
  	 *
  	 * @param {string} name - The group's name.
  	 * @param {UniformGroupNode} groupNode - The uniform group node.
  	 */
  	constructor( name, groupNode ) {

  		super( name );

  		/**
  		 * The group's ID.
  		 *
  		 * @type {number}
  		 */
  		this.id = _id$3 ++;

  		/**
  		 * The uniform group node.
  		 *
  		 * @type {UniformGroupNode}
  		 */
  		this.groupNode = groupNode;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isNodeUniformsGroup = true;

  	}

  }

  /**
   * Represents a sampler binding type.
   *
   * @private
   * @augments Binding
   */
  class Sampler extends Binding {

  	/**
  	 * Constructs a new sampler.
  	 *
  	 * @param {string} name - The samplers's name.
  	 * @param {?Texture} texture - The texture this binding is referring to.
  	 */
  	constructor( name, texture ) {

  		super( name );

  		/**
  		 * The texture the sampler is referring to.
  		 *
  		 * @private
  		 * @type {?Texture}
  		 */
  		this._texture = null;

  		/**
  		 * An event listener which is added to {@link texture}'s dispose event.
  		 *
  		 * @private
  		 * @type {Function}
  		 */
  		this._onTextureDispose = () => {

  			this.generation = null;
  			this.version = -1;

  		};

  		// Assignment to the texture via a setter must occur after "_onTextureDispose" is initialized.
  		this.texture = texture;

  		/**
  		 * The binding's version.
  		 *
  		 * @type {number}
  		 */
  		this.version = texture ? texture.version : -1;

  		/**
  		 * The binding's generation which is an additional version
  		 * qualifier.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this.generation = null;

  		/**
  		 * The binding's sampler key.
  		 *
  		 * @type {string}
  		 * @default ''
  		 */
  		this.samplerKey = '';

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSampler = true;

  	}

  	/**
  	 * Sets the texture of this sampler.
  	 *
  	 * @param {Texture} value - The texture to set.
  	 */
  	set texture( value ) {

  		if ( this._texture === value ) return;

  		if ( this._texture ) {

  			this._texture.removeEventListener( 'dispose', this._onTextureDispose );

  		}

  		this._texture = value;

  		this.generation = null;
  		this.version = -1;

  		if ( this._texture ) {

  			this._texture.addEventListener( 'dispose', this._onTextureDispose );

  		}

  	}

  	/**
  	 * Gets the texture of this sampler.
  	 * @return {?Texture} The texture.
  	 */
  	get texture() {

  		return this._texture;

  	}

  	/**
  	 * Updates the binding.
  	 *
  	 * @return {boolean} Whether the texture has been updated and must be
  	 * uploaded to the GPU.
  	 */
  	update() {

  		const { texture, version } = this;

  		if ( version !== texture.version ) {

  			this.version = texture.version;

  			return true;

  		}

  		return false;

  	}


  	clone() {

  		const clonedSampler = super.clone();

  		// fix dispose handler for cloned instances
  		// TODO: Find better solution, see #31747

  		clonedSampler._texture = null;

  		clonedSampler._onTextureDispose = () => {

  			clonedSampler.generation = null;
  			clonedSampler.version = -1;

  		};

  		clonedSampler.texture = this.texture;

  		return clonedSampler;

  	}

  }

  let _id$2 = 0;

  /**
   * Represents a sampled texture binding type.
   *
   * @private
   * @augments Sampler
   */
  class SampledTexture extends Sampler {

  	/**
  	 * Constructs a new sampled texture.
  	 *
  	 * @param {string} name - The sampled texture's name.
  	 * @param {?Texture} texture - The texture this binding is referring to.
  	 */
  	constructor( name, texture ) {

  		super( name, texture );

  		/**
  		 * This identifier.
  		 *
  		 * @type {number}
  		 */
  		this.id = _id$2 ++;

  		/**
  		 * Whether the texture is a storage texture or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.store = false;

  		/**
  		 * The mip level to bind for storage textures.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.mipLevel = 0;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSampledTexture = true;

  	}

  }

  /**
   * A special form of sampled texture binding type.
   * It's texture value is managed by a node object.
   *
   * @private
   * @augments SampledTexture
   */
  class NodeSampledTexture extends SampledTexture {

  	/**
  	 * Constructs a new node-based sampled texture.
  	 *
  	 * @param {string} name - The textures's name.
  	 * @param {TextureNode} textureNode - The texture node.
  	 * @param {UniformGroupNode} groupNode - The uniform group node.
  	 * @param {?string} [access=null] - The access type.
  	 */
  	constructor( name, textureNode, groupNode, access = null ) {

  		super( name, textureNode ? textureNode.value : null );

  		/**
  		 * The texture node.
  		 *
  		 * @type {TextureNode}
  		 */
  		this.textureNode = textureNode;

  		/**
  		 * The uniform group node.
  		 *
  		 * @type {UniformGroupNode}
  		 */
  		this.groupNode = groupNode;

  		/**
  		 * The access type.
  		 *
  		 * @type {?string}
  		 * @default null
  		 */
  		this.access = access;

  	}

  	/**
  	 * Updates the binding.
  	 *
  	 * @return {boolean} Whether the texture has been updated and must be
  	 * uploaded to the GPU.
  	 */
  	update() {

  		const { textureNode } = this;

  		if ( this.texture !== textureNode.value ) {

  			this.texture = textureNode.value;

  			return true;

  		}

  		return super.update();

  	}

  }

  /**
   * A special form of sampled cube texture binding type.
   * It's texture value is managed by a node object.
   *
   * @private
   * @augments NodeSampledTexture
   */
  class NodeSampledCubeTexture extends NodeSampledTexture {

  	/**
  	 * Constructs a new node-based sampled cube texture.
  	 *
  	 * @param {string} name - The textures's name.
  	 * @param {TextureNode} textureNode - The texture node.
  	 * @param {UniformGroupNode} groupNode - The uniform group node.
  	 * @param {?string} [access=null] - The access type.
  	 */
  	constructor( name, textureNode, groupNode, access = null ) {

  		super( name, textureNode, groupNode, access );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSampledCubeTexture = true;

  	}

  }

  /**
   * A special form of sampled 3D texture binding type.
   * It's texture value is managed by a node object.
   *
   * @private
   * @augments NodeSampledTexture
   */
  class NodeSampledTexture3D extends NodeSampledTexture {

  	/**
  	 * Constructs a new node-based sampled 3D texture.
  	 *
  	 * @param {string} name - The textures's name.
  	 * @param {TextureNode} textureNode - The texture node.
  	 * @param {UniformGroupNode} groupNode - The uniform group node.
  	 * @param {?string} [access=null] - The access type.
  	 */
  	constructor( name, textureNode, groupNode, access = null ) {

  		super( name, textureNode, groupNode, access );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isSampledTexture3D = true;

  	}

  }

  const glslPolyfills = {
  	bitcast_int_uint: new CodeNode( /* glsl */'uint tsl_bitcast_int_to_uint ( int x ) { return floatBitsToUint( intBitsToFloat ( x ) ); }' ),
  	bitcast_uint_int: new CodeNode( /* glsl */'uint tsl_bitcast_uint_to_int ( uint x ) { return floatBitsToInt( uintBitsToFloat ( x ) ); }' )
  };

  const glslMethods = {
  	textureDimensions: 'textureSize',
  	equals: 'equal',
  	bitcast_float_int: 'floatBitsToInt',
  	bitcast_int_float: 'intBitsToFloat',
  	bitcast_uint_float: 'uintBitsToFloat',
  	bitcast_float_uint: 'floatBitsToUint',
  	bitcast_uint_int: 'tsl_bitcast_uint_to_int',
  	bitcast_int_uint: 'tsl_bitcast_int_to_uint',
  	floatpack_snorm_2x16: 'packSnorm2x16',
  	floatpack_unorm_2x16: 'packUnorm2x16',
  	floatpack_float16_2x16: 'packHalf2x16',
  	floatunpack_snorm_2x16: 'unpackSnorm2x16',
  	floatunpack_unorm_2x16: 'unpackUnorm2x16',
  	floatunpack_float16_2x16: 'unpackHalf2x16'
  };

  const precisionLib = {
  	low: 'lowp',
  	medium: 'mediump',
  	high: 'highp'
  };

  const supports$1 = {
  	swizzleAssign: true,
  	storageBuffer: false
  };

  const interpolationTypeMap = {
  	perspective: 'smooth',
  	linear: 'noperspective'
  };

  const interpolationModeMap = {
  	'centroid': 'centroid'
  };

  const defaultPrecisions = `
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler3D;
precision highp samplerCube;
precision highp sampler2DArray;

precision highp usampler2D;
precision highp usampler3D;
precision highp usamplerCube;
precision highp usampler2DArray;

precision highp isampler2D;
precision highp isampler3D;
precision highp isamplerCube;
precision highp isampler2DArray;

precision highp sampler2DShadow;
precision highp sampler2DArrayShadow;
precision highp samplerCubeShadow;
`;

  /**
   * A node builder targeting GLSL.
   *
   * This module generates GLSL shader code from node materials and also
   * generates the respective bindings and vertex buffer definitions. These
   * data are later used by the renderer to create render and compute pipelines
   * for render objects.
   *
   * @augments NodeBuilder
   */
  class GLSLNodeBuilder extends NodeBuilder {

  	/**
  	 * Constructs a new GLSL node builder renderer.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Renderer} renderer - The renderer.
  	 */
  	constructor( object, renderer ) {

  		super( object, renderer, new GLSLNodeParser() );

  		/**
  		 * A dictionary holds for each shader stage ('vertex', 'fragment', 'compute')
  		 * another dictionary which manages UBOs per group ('render','frame','object').
  		 *
  		 * @type {Object<string,Object<string,NodeUniformsGroup>>}
  		 */
  		this.uniformGroups = {};

  		/**
  		 * An array that holds objects defining the varying and attribute data in
  		 * context of Transform Feedback.
  		 *
  		 * @type {Array<Object<string,AttributeNode|string>>}
  		 */
  		this.transforms = [];

  		/**
  		 * A dictionary that holds for each shader stage a Map of used extensions.
  		 *
  		 * @type {Object<string,Map<string,Object>>}
  		 */
  		this.extensions = {};

  		/**
  		 * A dictionary that holds for each shader stage an Array of used builtins.
  		 *
  		 * @type {Object<string,Array<string>>}
  		 */
  		this.builtins = { vertex: [], fragment: [], compute: [] };

  	}

  	/**
  	 * Checks if the given texture requires a manual conversion to the working color space.
  	 *
  	 * @param {Texture} texture - The texture to check.
  	 * @return {boolean} Whether the given texture requires a conversion to working color space or not.
  	 */
  	needsToWorkingColorSpace( texture ) {

  		return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;

  	}

  	/**
  	 * Includes the given method name into the current
  	 * function node.
  	 *
  	 * @private
  	 * @param {string} name - The method name to include.
  	 * @return {CodeNode} The respective code node.
  	 */
  	_include( name ) {

  		const codeNode = glslPolyfills[ name ];
  		codeNode.build( this );

  		this.addInclude( codeNode );

  		return codeNode;

  	}

  	/**
  	 * Returns the native shader method name for a given generic name.
  	 *
  	 * @param {string} method - The method name to resolve.
  	 * @return {string} The resolved GLSL method name.
  	 */
  	getMethod( method ) {

  		if ( glslPolyfills[ method ] !== undefined ) {

  			this._include( method );

  		}

  		return glslMethods[ method ] || method;

  	}

  	/**
  	 * Returns the bitcast method name for a given input and outputType.
  	 *
  	 * @param {string} type - The output type to bitcast to.
  	 * @param {string} inputType - The input type of the.
  	 * @return {string} The resolved WGSL bitcast invocation.
  	 */
  	getBitcastMethod( type, inputType ) {

  		return this.getMethod( `bitcast_${ inputType }_${ type }` );

  	}

  	/**
  	 * Returns the float packing method name for a given numeric encoding.
  	 *
  	 * @param {string} encoding - The numeric encoding that describes how the float values are mapped to the integer range.
  	 * @returns {string} The resolved GLSL float packing method name.
  	 */
  	getFloatPackingMethod( encoding ) {

  		return this.getMethod( `floatpack_${ encoding }_2x16` );

  	}

  	/**
  	 * Returns the float unpacking method name for a given numeric encoding.
  	 *
  	 * @param {string} encoding - The numeric encoding that describes how the integer values are mapped to the float range.
  	 * @returns {string} The resolved GLSL float unpacking method name.
  	 */
  	getFloatUnpackingMethod( encoding ) {

  		return this.getMethod( `floatunpack_${ encoding }_2x16` );

  	}

  	/**
  	 * Returns the native snippet for a ternary operation.
  	 *
  	 * @param {string} condSnippet - The condition determining which expression gets resolved.
  	 * @param {string} ifSnippet - The expression to resolve to if the condition is true.
  	 * @param {string} elseSnippet - The expression to resolve to if the condition is false.
  	 * @return {string} The resolved method name.
  	 */
  	getTernary( condSnippet, ifSnippet, elseSnippet ) {

  		return `${condSnippet} ? ${ifSnippet} : ${elseSnippet}`;

  	}

  	/**
  	 * Returns the output struct name. Not relevant for GLSL.
  	 *
  	 * @return {string}
  	 */
  	getOutputStructName() {

  		return '';

  	}

  	/**
  	 * Builds the given shader node.
  	 *
  	 * @param {ShaderNodeInternal} shaderNode - The shader node.
  	 * @return {string} The GLSL function code.
  	 */
  	buildFunctionCode( shaderNode ) {

  		const layout = shaderNode.layout;
  		const flowData = this.flowShaderNode( shaderNode );

  		const parameters = [];

  		for ( const input of layout.inputs ) {

  			parameters.push( this.getType( input.type ) + ' ' + input.name );

  		}

  		//

  		const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {

	${ flowData.vars }

${ flowData.code }
	return ${ flowData.result };

}`;

  		//

  		return code;

  	}

  	/**
  	 * Setups the Pixel Buffer Object (PBO) for the given storage
  	 * buffer node.
  	 *
  	 * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
  	 */
  	setupPBO( storageBufferNode ) {

  		const attribute = storageBufferNode.value;

  		if ( attribute.pbo === undefined ) {

  			const originalArray = attribute.array;
  			const numElements = attribute.count * attribute.itemSize;

  			const { itemSize } = attribute;

  			const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );

  			let format = isInteger ? RedIntegerFormat : RedFormat;

  			if ( itemSize === 2 ) {

  				format = isInteger ? RGIntegerFormat : RGFormat;

  			} else if ( itemSize === 3 ) {

  				format = isInteger ? RGBIntegerFormat : RGBFormat;

  			} else if ( itemSize === 4 ) {

  				format = isInteger ? RGBAIntegerFormat : RGBAFormat;

  			}

  			const typeMap = {
  				Float32Array: FloatType,
  				Uint8Array: UnsignedByteType,
  				Uint16Array: UnsignedShortType,
  				Uint32Array: UnsignedIntType,
  				Int8Array: ByteType,
  				Int16Array: ShortType,
  				Int32Array: IntType,
  				Uint8ClampedArray: UnsignedByteType,
  			};

  			const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
  			let height = Math.ceil( ( numElements / itemSize ) / width );
  			if ( width * height * itemSize < numElements ) height ++; // Ensure enough space

  			const newSize = width * height * itemSize;

  			const newArray = new originalArray.constructor( newSize );

  			newArray.set( originalArray, 0 );

  			attribute.array = newArray;

  			const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
  			pboTexture.needsUpdate = true;
  			pboTexture.isPBOTexture = true;

  			const pbo = new TextureNode( pboTexture, null, null );
  			pbo.setPrecision( 'high' );

  			attribute.pboNode = pbo;
  			attribute.pbo = pbo.value;

  			this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.nodeName );

  		}

  	}

  	/**
  	 * Returns a GLSL snippet that represents the property name of the given node.
  	 *
  	 * @param {Node} node - The node.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The property name.
  	 */
  	getPropertyName( node, shaderStage = this.shaderStage ) {

  		if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {

  			return node.name;

  		}

  		return super.getPropertyName( node, shaderStage );

  	}

  	/**
  	 * Setups the Pixel Buffer Object (PBO) for the given storage
  	 * buffer node.
  	 *
  	 * @param {StorageArrayElementNode} storageArrayElementNode - The storage array element node.
  	 * @return {string} The property name.
  	 */
  	generatePBO( storageArrayElementNode ) {

  		const { node, indexNode } = storageArrayElementNode;
  		const attribute = node.value;

  		if ( this.renderer.backend.has( attribute ) ) {

  			const attributeData = this.renderer.backend.get( attribute );
  			attributeData.pbo = attribute.pbo;

  		}

  		const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.nodeName );
  		const textureName = this.getPropertyName( nodeUniform );

  		this.increaseUsage( indexNode ); // force cache generate to be used as index in x,y
  		const indexSnippet = indexNode.build( this, 'uint' );

  		const elementNodeData = this.getDataFromNode( storageArrayElementNode );

  		let propertyName = elementNodeData.propertyName;

  		if ( propertyName === undefined ) {

  			// property element

  			const nodeVar = this.getVarFromNode( storageArrayElementNode );

  			propertyName = this.getPropertyName( nodeVar );

  			// property size

  			const bufferNodeData = this.getDataFromNode( node );

  			let propertySizeName = bufferNodeData.propertySizeName;

  			if ( propertySizeName === undefined ) {

  				propertySizeName = propertyName + 'Size';

  				this.getVarFromNode( node, propertySizeName, 'uint' );

  				this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )`, storageArrayElementNode );

  				bufferNodeData.propertySizeName = propertySizeName;

  			}

  			//

  			const { itemSize } = attribute;

  			const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
  			const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;

  			const snippet = this.generateTextureLoad( null, textureName, uvSnippet, '0', null, null );

  			//


  			let prefix = 'vec4';

  			if ( attribute.pbo.type === UnsignedIntType ) {

  				prefix = 'uvec4';

  			} else if ( attribute.pbo.type === IntType ) {

  				prefix = 'ivec4';

  			}

  			this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}`, storageArrayElementNode );

  			elementNodeData.propertyName = propertyName;

  		}

  		return propertyName;

  	}

  	/**
  	 * Generates the GLSL snippet that reads a single texel from a texture without sampling or filtering.
  	 *
  	 * @param {?Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvIndexSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} levelSnippet - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @param {?string} depthSnippet - A GLSL snippet that represents the 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The GLSL snippet.
  	 */
  	generateTextureLoad( texture, textureProperty, uvIndexSnippet, levelSnippet, depthSnippet, offsetSnippet ) {

  		if ( levelSnippet === null ) levelSnippet = '0';

  		let snippet;

  		if ( depthSnippet ) {

  			if ( offsetSnippet ) {

  				snippet = `texelFetchOffset( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet }, ${ offsetSnippet } )`;

  			} else {

  				snippet = `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;

  			}

  		} else {

  			if ( offsetSnippet ) {

  				snippet = `texelFetchOffset( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet }, ${ offsetSnippet } )`;

  			} else {

  				snippet = `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;

  			}

  		}

  		if ( texture !== null && texture.isDepthTexture ) {

  			snippet += '.x';

  		}

  		return snippet;

  	}

  	/**
  	 * Generates the GLSL snippet for sampling/loading the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} depthSnippet -  A GLSL snippet that represents the 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The GLSL snippet.
  	 */
  	generateTexture( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet ) {

  		if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;

  		if ( texture.isDepthTexture ) {

  			if ( offsetSnippet ) return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet } ).x`;

  			return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;

  		}

  		if ( offsetSnippet ) return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet } )`;

  		return `texture( ${ textureProperty }, ${ uvSnippet } )`;

  	}

  	/**
  	 * Generates the GLSL snippet when sampling textures with explicit mip level.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  	 * @param {string} levelSnippet - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The GLSL snippet.
  	 */
  	generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet ) {

  		if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;

  		if ( offsetSnippet ) {

  			return `textureLodOffset( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet }, ${ offsetSnippet } )`;

  		}

  		return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;

  	}

  	/**
  	 * Generates the GLSL snippet when sampling textures with a bias to the mip level.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  	 * @param {string} biasSnippet - A GLSL snippet that represents the bias to apply to the mip level before sampling.
  	 * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The GLSL snippet.
  	 */
  	generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, offsetSnippet ) {

  		if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;

  		if ( offsetSnippet ) {

  			return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet }, ${ biasSnippet } )`;

  		}

  		return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;

  	}

  	/**
  	 * Generates the GLSL snippet for sampling/loading the given texture using explicit gradients.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  	 * @param {Array<string>} gradSnippet - An array holding both gradient GLSL snippets.
  	 * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The GLSL snippet.
  	 */
  	generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, offsetSnippet ) {

  		if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;

  		if ( offsetSnippet ) {

  			return `textureGradOffset( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] }, ${ offsetSnippet } )`;

  		}

  		return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;

  	}

  	/**
  	 * Generates the GLSL snippet for sampling a depth texture and comparing the sampled depth values
  	 * against a reference value.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
  	 * @param {string} compareSnippet -  A GLSL snippet that represents the reference value.
  	 * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The GLSL snippet.
  	 */
  	generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet, shaderStage = this.shaderStage ) {

  		if ( shaderStage === 'fragment' ) {

  			// Cube shadow maps use vec4(direction, compareValue)
  			if ( texture.isCubeTexture ) {

  				return `texture( ${ textureProperty }, vec4( ${ uvSnippet }, ${ compareSnippet } ) )`;

  			}

  			if ( depthSnippet ) {

  				if ( offsetSnippet ) {

  					return `textureOffset( ${ textureProperty }, vec4( ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } ), ${ offsetSnippet } )`;

  				}

  				return `texture( ${ textureProperty }, vec4( ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } ) )`;

  			}

  			if ( offsetSnippet ) {

  				return `textureOffset( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ), ${ offsetSnippet } )`;

  			}

  			return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;

  		} else {

  			error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );

  		}

  	}

  	/**
  	 * Returns the variables of the given shader stage as a GLSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The GLSL snippet that defines the variables.
  	 */
  	getVars( shaderStage ) {

  		const snippets = [];

  		const vars = this.vars[ shaderStage ];

  		if ( vars !== undefined ) {

  			for ( const variable of vars ) {

  				snippets.push( `${ this.getVar( variable.type, variable.name, variable.count ) };` );

  			}

  		}

  		return snippets.join( '\n\t' );

  	}

  	/**
  	 * Returns the uniforms of the given shader stage as a GLSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The GLSL snippet that defines the uniforms.
  	 */
  	getUniforms( shaderStage ) {

  		const uniforms = this.uniforms[ shaderStage ];

  		const bindingSnippets = [];
  		const uniformGroups = {};

  		for ( const uniform of uniforms ) {

  			let snippet = null;
  			let group = false;

  			if ( uniform.type === 'texture' || uniform.type === 'texture3D' ) {

  				const texture = uniform.node.value;

  				let typePrefix = '';

  				if ( texture.isDataTexture === true || texture.isData3DTexture === true ) {

  					if ( texture.type === UnsignedIntType ) {

  						typePrefix = 'u';

  					} else if ( texture.type === IntType ) {

  						typePrefix = 'i';

  					}

  				}

  				if ( uniform.type === 'texture3D' && texture.isArrayTexture === false ) {

  					snippet = `${typePrefix}sampler3D ${ uniform.name };`;

  				} else if ( texture.compareFunction ) {

  					if ( texture.isArrayTexture === true ) {

  						snippet = `sampler2DArrayShadow ${ uniform.name };`;

  					} else {

  						snippet = `sampler2DShadow ${ uniform.name };`;

  					}

  				} else if ( texture.isArrayTexture === true || texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {

  					snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;

  				} else {

  					snippet = `${typePrefix}sampler2D ${ uniform.name };`;

  				}

  			} else if ( uniform.type === 'cubeTexture' ) {

  				snippet = `samplerCube ${ uniform.name };`;

  			} else if ( uniform.type === 'cubeDepthTexture' ) {

  				const texture = uniform.node.value;

  				if ( texture.compareFunction ) {

  					snippet = `samplerCubeShadow ${ uniform.name };`;

  				} else {

  					snippet = `samplerCube ${ uniform.name };`;

  				}

  			} else if ( uniform.type === 'buffer' ) {

  				const bufferNode = uniform.node;
  				const bufferType = this.getType( bufferNode.bufferType );
  				const bufferCount = bufferNode.bufferCount;

  				const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
  				snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;

  			} else {

  				const groupName = uniform.groupNode.name;

  				// Check if this group has already been processed
  				if ( uniformGroups[ groupName ] === undefined ) {

  					// Get the shared uniform group that contains uniforms from all stages
  					const sharedUniformGroup = this.uniformGroups[ groupName ];

  					if ( sharedUniformGroup !== undefined ) {

  						// Generate snippets for ALL uniforms in this shared group
  						const snippets = [];

  						for ( const sharedUniform of sharedUniformGroup.uniforms ) {

  							const type = sharedUniform.getType();
  							const vectorType = this.getVectorType( type );
  							const precision = sharedUniform.nodeUniform.node.precision;

  							let uniformSnippet = `${ vectorType } ${ sharedUniform.name };`;

  							if ( precision !== null ) {

  								uniformSnippet = precisionLib[ precision ] + ' ' + uniformSnippet;

  							}

  							snippets.push( '\t' + uniformSnippet );

  						}

  						uniformGroups[ groupName ] = snippets;

  					}

  				}

  				group = true;

  			}

  			if ( ! group ) {

  				const precision = uniform.node.precision;

  				if ( precision !== null ) {

  					snippet = precisionLib[ precision ] + ' ' + snippet;

  				}

  				snippet = 'uniform ' + snippet;

  				bindingSnippets.push( snippet );

  			}

  		}

  		let output = '';

  		for ( const name in uniformGroups ) {

  			const groupSnippets = uniformGroups[ name ];

  			output += this._getGLSLUniformStruct( name, groupSnippets.join( '\n' ) ) + '\n';

  		}

  		output += bindingSnippets.join( '\n' );

  		return output;

  	}

  	/**
  	 * Returns the type for a given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 * @return {string} The type.
  	 */
  	getTypeFromAttribute( attribute ) {

  		let nodeType = super.getTypeFromAttribute( attribute );

  		if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {

  			let dataAttribute = attribute;

  			if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;

  			const array = dataAttribute.array;

  			if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {

  				nodeType = nodeType.slice( 1 );

  			}

  		}

  		return nodeType;

  	}

  	/**
  	 * Returns the shader attributes of the given shader stage as a GLSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The GLSL snippet that defines the shader attributes.
  	 */
  	getAttributes( shaderStage ) {

  		let snippet = '';

  		if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {

  			const attributes = this.getAttributesArray();

  			let location = 0;

  			for ( const attribute of attributes ) {

  				snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;

  			}

  		}

  		return snippet;

  	}

  	/**
  	 * Returns the members of the given struct type node as a GLSL string.
  	 *
  	 * @param {StructTypeNode} struct - The struct type node.
  	 * @return {string} The GLSL snippet that defines the struct members.
  	 */
  	getStructMembers( struct ) {

  		const snippets = [];

  		for ( const member of struct.members ) {

  			snippets.push( `\t${ member.type } ${ member.name };` );

  		}

  		return snippets.join( '\n' );

  	}

  	/**
  	 * Returns the structs of the given shader stage as a GLSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The GLSL snippet that defines the structs.
  	 */
  	getStructs( shaderStage ) {

  		const snippets = [];
  		const structs = this.structs[ shaderStage ];

  		const outputSnippet = [];

  		for ( const struct of structs ) {

  			if ( struct.output ) {

  				for ( const member of struct.members ) {

  					outputSnippet.push( `layout( location = ${ member.index } ) out ${ member.type } ${ member.name };` );

  				}

  			} else {

  				let snippet = 'struct ' + struct.name + ' {\n';
  				snippet += this.getStructMembers( struct );
  				snippet += '\n};\n';

  				snippets.push( snippet );

  			}

  		}

  		if ( outputSnippet.length === 0 ) {

  			outputSnippet.push( 'layout( location = 0 ) out vec4 fragColor;' );

  		}

  		return '\n' + outputSnippet.join( '\n' ) + '\n\n' + snippets.join( '\n' );

  	}

  	/**
  	 * Returns the varyings of the given shader stage as a GLSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The GLSL snippet that defines the varyings.
  	 */
  	getVaryings( shaderStage ) {

  		let snippet = '';

  		const varyings = this.varyings;

  		if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {

  			for ( const varying of varyings ) {

  				if ( shaderStage === 'compute' ) varying.needsInterpolation = true;

  				const type = this.getType( varying.type );

  				if ( varying.needsInterpolation ) {

  					if ( varying.interpolationType ) {

  						const interpolationType = interpolationTypeMap[ varying.interpolationType ] || varying.interpolationType;
  						const sampling = interpolationModeMap[ varying.interpolationSampling ] || '';

  						snippet += `${ interpolationType } ${ sampling } out ${ type } ${ varying.name };\n`;

  					} else {

  						const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';

  						snippet += `${ flat }out ${ type } ${ varying.name };\n`;

  					}

  				} else {

  					snippet += `${type} ${varying.name};\n`; // generate variable (no varying required)

  				}

  			}

  		} else if ( shaderStage === 'fragment' ) {

  			for ( const varying of varyings ) {

  				if ( varying.needsInterpolation ) {

  					const type = this.getType( varying.type );

  					if ( varying.interpolationType ) {

  						const interpolationType = interpolationTypeMap[ varying.interpolationType ] || varying.interpolationType;
  						const sampling = interpolationModeMap[ varying.interpolationSampling ] || '';

  						snippet += `${ interpolationType } ${ sampling } in ${ type } ${ varying.name };\n`;


  					} else {

  						const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';

  						snippet += `${ flat }in ${ type } ${ varying.name };\n`;

  					}

  				}

  			}

  		}

  		for ( const builtin of this.builtins[ shaderStage ] ) {

  			snippet += `${builtin};\n`;

  		}

  		return snippet;

  	}

  	/**
  	 * Returns the vertex index builtin.
  	 *
  	 * @return {string} The vertex index.
  	 */
  	getVertexIndex() {

  		return 'uint( gl_VertexID )';

  	}

  	/**
  	 * Contextually returns either the vertex stage instance index builtin
  	 * or the linearized index of an compute invocation within a grid of workgroups.
  	 *
  	 * @return {string} The instance index.
  	 */
  	getInstanceIndex() {

  		return 'uint( gl_InstanceID )';

  	}

  	/**
  	 * Returns a builtin representing the index of an invocation within its workgroup.
  	 *
  	 * @return {string} The invocation local index.
  	 */
  	getInvocationLocalIndex() {

  		const workgroupSize = this.object.workgroupSize;

  		const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );

  		return `uint( gl_InstanceID ) % ${size}u`;

  	}

  	/**
  	 * Returns a builtin representing the size of a subgroup within the current shader.
  	 */
  	getSubgroupSize() {

  		error( 'GLSLNodeBuilder: WebGLBackend does not support the subgroupSize node' );

  	}

  	/**
  	 * Returns a builtin representing the index of an invocation within its subgroup.
  	 */
  	getInvocationSubgroupIndex() {

  		error( 'GLSLNodeBuilder: WebGLBackend does not support the invocationSubgroupIndex node' );

  	}

  	/**
  	 * Returns a builtin representing the index of the current invocation's subgroup within its workgroup.
  	 */
  	getSubgroupIndex() {

  		error( 'GLSLNodeBuilder: WebGLBackend does not support the subgroupIndex node' );

  	}

  	/**
  	 * Returns the draw index builtin.
  	 *
  	 * @return {?string} The drawIndex shader string. Returns `null` if `WEBGL_multi_draw` isn't supported by the device.
  	 */
  	getDrawIndex() {

  		const extensions = this.renderer.backend.extensions;

  		if ( extensions.has( 'WEBGL_multi_draw' ) ) {

  			return 'uint( gl_DrawID )';

  		}

  		return null;

  	}

  	/**
  	 * Returns the front facing builtin.
  	 *
  	 * @return {string} The front facing builtin.
  	 */
  	getFrontFacing() {

  		return 'gl_FrontFacing';

  	}

  	/**
  	 * Returns the frag coord builtin.
  	 *
  	 * @return {string} The frag coord builtin.
  	 */
  	getFragCoord() {

  		return 'gl_FragCoord.xy';

  	}

  	/**
  	 * Returns the frag depth builtin.
  	 *
  	 * @return {string} The frag depth builtin.
  	 */
  	getFragDepth() {

  		return 'gl_FragDepth';

  	}

  	/**
  	 * Enables the given extension.
  	 *
  	 * @param {string} name - The extension name.
  	 * @param {string} behavior - The extension behavior.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage.
  	 */
  	enableExtension( name, behavior, shaderStage = this.shaderStage ) {

  		const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );

  		if ( map.has( name ) === false ) {

  			map.set( name, {
  				name,
  				behavior
  			} );

  		}

  	}

  	/**
  	 * Returns the enabled extensions of the given shader stage as a GLSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The GLSL snippet that defines the enabled extensions.
  	 */
  	getExtensions( shaderStage ) {

  		const snippets = [];

  		if ( shaderStage === 'vertex' ) {

  			const ext = this.renderer.backend.extensions;
  			const isBatchedMesh = this.object.isBatchedMesh;

  			if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {

  				this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );

  			}

  		}

  		const extensions = this.extensions[ shaderStage ];

  		if ( extensions !== undefined ) {

  			for ( const { name, behavior } of extensions.values() ) {

  				snippets.push( `#extension ${name} : ${behavior}` );

  			}

  		}

  		return snippets.join( '\n' );

  	}

  	/**
  	 * Returns the clip distances builtin.
  	 *
  	 * @return {string} The clip distances builtin.
  	 */
  	getClipDistance() {

  		return 'gl_ClipDistance';

  	}

  	/**
  	 * Whether the requested feature is available or not.
  	 *
  	 * @param {string} name - The requested feature.
  	 * @return {boolean} Whether the requested feature is supported or not.
  	 */
  	isAvailable( name ) {

  		let result = supports$1[ name ];

  		if ( result === undefined ) {

  			let extensionName;

  			result = false;

  			switch ( name ) {

  				case 'float32Filterable':
  					extensionName = 'OES_texture_float_linear';
  					break;

  				case 'clipDistance':
  					extensionName = 'WEBGL_clip_cull_distance';
  					break;

  			}

  			if ( extensionName !== undefined ) {

  				const extensions = this.renderer.backend.extensions;

  				if ( extensions.has( extensionName ) ) {

  					extensions.get( extensionName );
  					result = true;

  				}

  			}

  			supports$1[ name ] = result;

  		}

  		return result;

  	}

  	/**
  	 * Whether to flip texture data along its vertical axis or not.
  	 *
  	 * @return {boolean} Returns always `true` in context of GLSL.
  	 */
  	isFlipY() {

  		return true;

  	}

  	/**
  	 * Returns the maximum number of bytes available for uniform buffers.
  	 *
  	 * @return {number} The maximum number of bytes available for uniform buffers.
  	 */
  	getUniformBufferLimit() {

  		const gl = this.renderer.backend.gl;
  		return gl.getParameter( gl.MAX_UNIFORM_BLOCK_SIZE );

  	}

  	/**
  	 * Enables hardware clipping.
  	 *
  	 * @param {string} planeCount - The clipping plane count.
  	 */
  	enableHardwareClipping( planeCount ) {

  		this.enableExtension( 'GL_ANGLE_clip_cull_distance', 'require' );

  		this.builtins[ 'vertex' ].push( `out float gl_ClipDistance[ ${ planeCount } ]` );

  	}

  	/**
  	 * Enables multiview.
  	 */
  	enableMultiview() {

  		this.enableExtension( 'GL_OVR_multiview2', 'require', 'fragment' );
  		this.enableExtension( 'GL_OVR_multiview2', 'require', 'vertex' );

  		this.builtins[ 'vertex' ].push( 'layout(num_views = 2) in' );

  	}

  	/**
  	 * Registers a transform in context of Transform Feedback.
  	 *
  	 * @param {string} varyingName - The varying name.
  	 * @param {AttributeNode} attributeNode - The attribute node.
  	 */
  	registerTransform( varyingName, attributeNode ) {

  		this.transforms.push( { varyingName, attributeNode } );

  	}

  	/**
  	 * Returns the transforms of the given shader stage as a GLSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The GLSL snippet that defines the transforms.
  	 */
  	getTransforms( /* shaderStage  */ ) {

  		const transforms = this.transforms;

  		let snippet = '';

  		for ( let i = 0; i < transforms.length; i ++ ) {

  			const transform = transforms[ i ];
  			const attributeName = this.getPropertyName( transform.attributeNode );

  			if ( attributeName ) snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;

  		}

  		return snippet;

  	}

  	/**
  	 * Returns a GLSL struct based on the given name and variables.
  	 *
  	 * @private
  	 * @param {string} name - The struct name.
  	 * @param {string} vars - The struct variables.
  	 * @return {string} The GLSL snippet representing a struct.
  	 */
  	_getGLSLUniformStruct( name, vars ) {

  		return `
layout( std140 ) uniform ${name} {
${vars}
};`;

  	}

  	/**
  	 * Returns a GLSL vertex shader based on the given shader data.
  	 *
  	 * @private
  	 * @param {Object} shaderData - The shader data.
  	 * @return {string} The vertex shader.
  	 */
  	_getGLSLVertexCode( shaderData ) {

  		return `#version 300 es

${ this.getSignature() }

// extensions
${shaderData.extensions}

// precision
${ defaultPrecisions }

// uniforms
${shaderData.uniforms}

// varyings
${shaderData.varyings}

// attributes
${shaderData.attributes}

// codes
${shaderData.codes}

void main() {

	// vars
	${shaderData.vars}

	// transforms
	${shaderData.transforms}

	// flow
	${shaderData.flow}

	gl_PointSize = 1.0;

}
`;

  	}

  	/**
  	 * Returns a GLSL fragment shader based on the given shader data.
  	 *
  	 * @private
  	 * @param {Object} shaderData - The shader data.
  	 * @return {string} The vertex shader.
  	 */
  	_getGLSLFragmentCode( shaderData ) {

  		return `#version 300 es

${ this.getSignature() }

// extensions
${shaderData.extensions}

// precision
${ defaultPrecisions }

// structs
${shaderData.structs}

// uniforms
${shaderData.uniforms}

// varyings
${shaderData.varyings}

// codes
${shaderData.codes}

void main() {

	// vars
	${shaderData.vars}

	// flow
	${shaderData.flow}

}
`;

  	}

  	/**
  	 * Controls the code build of the shader stages.
  	 */
  	buildCode() {

  		const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };

  		this.sortBindingGroups();

  		for ( const shaderStage in shadersData ) {

  			let flow = '// code\n\n';
  			flow += this.flowCode[ shaderStage ];

  			const flowNodes = this.flowNodes[ shaderStage ];
  			const mainNode = flowNodes[ flowNodes.length - 1 ];

  			for ( const node of flowNodes ) {

  				const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  				const slotName = node.name;

  				if ( slotName ) {

  					if ( flow.length > 0 ) flow += '\n';

  					flow += `\t// flow -> ${ slotName }\n\t`;

  				}

  				flow += `${ flowSlotData.code }\n\t`;

  				if ( node === mainNode && shaderStage !== 'compute' ) {

  					flow += '// result\n\t';

  					if ( shaderStage === 'vertex' ) {

  						flow += 'gl_Position = ';
  						flow += `${ flowSlotData.result };`;

  					} else if ( shaderStage === 'fragment' ) {

  						if ( ! node.outputNode.isOutputStructNode ) {

  							flow += 'fragColor = ';
  							flow += `${ flowSlotData.result };`;

  						}

  					}

  				}

  			}

  			const stageData = shadersData[ shaderStage ];

  			stageData.extensions = this.getExtensions( shaderStage );
  			stageData.uniforms = this.getUniforms( shaderStage );
  			stageData.attributes = this.getAttributes( shaderStage );
  			stageData.varyings = this.getVaryings( shaderStage );
  			stageData.vars = this.getVars( shaderStage );
  			stageData.structs = this.getStructs( shaderStage );
  			stageData.codes = this.getCodes( shaderStage );
  			stageData.transforms = this.getTransforms( shaderStage );
  			stageData.flow = flow;

  		}

  		if ( this.material !== null ) {

  			this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
  			this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );

  		} else {

  			this.computeShader = this._getGLSLVertexCode( shadersData.compute );

  		}

  	}

  	/**
  	 * This method is one of the more important ones since it's responsible
  	 * for generating a matching binding instance for the given uniform node.
  	 *
  	 * These bindings are later used in the renderer to create bind groups
  	 * and layouts.
  	 *
  	 * @param {UniformNode} node - The uniform node.
  	 * @param {string} type - The node data type.
  	 * @param {string} shaderStage - The shader stage.
  	 * @param {?string} [name=null] - An optional uniform name.
  	 * @return {NodeUniform} The node uniform object.
  	 */
  	getUniformFromNode( node, type, shaderStage, name = null ) {

  		const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );

  		let uniformGPU = nodeData.uniformGPU;

  		if ( uniformGPU === undefined ) {

  			const group = node.groupNode;
  			const groupName = group.name;

  			const bindings = this.getBindGroupArray( groupName, shaderStage );

  			if ( type === 'texture' ) {

  				uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
  				bindings.push( uniformGPU );

  			} else if ( type === 'cubeTexture' || type === 'cubeDepthTexture' ) {

  				uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
  				bindings.push( uniformGPU );

  			} else if ( type === 'texture3D' ) {

  				uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
  				bindings.push( uniformGPU );

  			} else if ( type === 'buffer' ) {

  				uniformNode.name = `buffer${ node.id }`;

  				const sharedData = this.getSharedDataFromNode( node );

  				let buffer = sharedData.buffer;

  				if ( buffer === undefined ) {

  					node.name = `NodeBuffer_${ node.id }`;

  					buffer = new NodeUniformBuffer( node, group );
  					buffer.name = node.name;

  					sharedData.buffer = buffer;

  				}

  				bindings.push( buffer );

  				uniformGPU = buffer;

  			} else {

  				let uniformsGroup = this.uniformGroups[ groupName ];

  				if ( uniformsGroup === undefined ) {

  					uniformsGroup = new NodeUniformsGroup( groupName, group );

  					this.uniformGroups[ groupName ] = uniformsGroup;

  					bindings.push( uniformsGroup );

  				} else {

  					// Add to bindings for this stage if not already present
  					if ( bindings.indexOf( uniformsGroup ) === -1 ) {

  						bindings.push( uniformsGroup );

  					}

  				}

  				uniformGPU = this.getNodeUniform( uniformNode, type );

  				// Only add uniform if not already present in the group (check by name to avoid duplicates across stages)
  				const uniformName = uniformGPU.name;
  				const alreadyExists = uniformsGroup.uniforms.some( u => u.name === uniformName );

  				if ( ! alreadyExists ) {

  					uniformsGroup.addUniform( uniformGPU );

  				}

  			}

  			nodeData.uniformGPU = uniformGPU;

  		}

  		return uniformNode;

  	}

  }

  let _vector2 = null;
  let _color4 = null;

  /**
   * Most of the rendering related logic is implemented in the
   * {@link Renderer} module and related management components.
   * Sometimes it is required though to execute commands which are
   * specific to the current 3D backend (which is WebGPU or WebGL 2).
   * This abstract base class defines an interface that encapsulates
   * all backend-related logic. Derived classes for each backend must
   * implement the interface.
   *
   * @abstract
   * @private
   */
  class Backend {

  	/**
  	 * Constructs a new backend.
  	 *
  	 * @param {Object} parameters - An object holding parameters for the backend.
  	 */
  	constructor( parameters = {} ) {

  		/**
  		 * The parameters of the backend.
  		 *
  		 * @type {Object}
  		 */
  		this.parameters = Object.assign( {}, parameters );

  		/**
  		 * This weak map holds backend-specific data of objects
  		 * like textures, attributes or render targets.
  		 *
  		 * @type {WeakMap<Object, Object>}
  		 */
  		this.data = new WeakMap();

  		/**
  		 * A reference to the renderer.
  		 *
  		 * @type {?Renderer}
  		 * @default null
  		 */
  		this.renderer = null;

  		/**
  		 * A reference to the canvas element the renderer is drawing to.
  		 *
  		 * @type {?(HTMLCanvasElement|OffscreenCanvas)}
  		 * @default null
  		 */
  		this.domElement = null;

  		/**
  		 * A reference to the timestamp query pool.
     		 *
     		 * @type {{render: ?TimestampQueryPool, compute: ?TimestampQueryPool}}
  		 */
  		this.timestampQueryPool = {
  			[ TimestampQuery.RENDER ]: null,
  			[ TimestampQuery.COMPUTE ]: null
  		};

  		/**
  		 * Whether to track timestamps with a Timestamp Query API or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.trackTimestamp = ( parameters.trackTimestamp === true );

  	}

  	/**
  	 * Initializes the backend so it is ready for usage. Concrete backends
  	 * are supposed to implement their rendering context creation and related
  	 * operations in this method.
  	 *
  	 * @async
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {Promise} A Promise that resolves when the backend has been initialized.
  	 */
  	async init( renderer ) {

  		this.renderer = renderer;

  	}

  	/**
  	 * The coordinate system of the backend.
  	 *
  	 * @abstract
  	 * @type {number}
  	 * @readonly
  	 */
  	get coordinateSystem() {}

  	// render context

  	/**
  	 * This method is executed at the beginning of a render call and
  	 * can be used by the backend to prepare the state for upcoming
  	 * draw calls.
  	 *
  	 * @abstract
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	beginRender( /*renderContext*/ ) {}

  	/**
  	 * This method is executed at the end of a render call and
  	 * can be used by the backend to finalize work after draw
  	 * calls.
  	 *
  	 * @abstract
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	finishRender( /*renderContext*/ ) {}

  	/**
  	 * This method is executed at the beginning of a compute call and
  	 * can be used by the backend to prepare the state for upcoming
  	 * compute tasks.
  	 *
  	 * @abstract
  	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
  	 */
  	beginCompute( /*computeGroup*/ ) {}

  	/**
  	 * This method is executed at the end of a compute call and
  	 * can be used by the backend to finalize work after compute
  	 * tasks.
  	 *
  	 * @abstract
  	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
  	 */
  	finishCompute( /*computeGroup*/ ) {}

  	// render object

  	/**
  	 * Executes a draw command for the given render object.
  	 *
  	 * @abstract
  	 * @param {RenderObject} renderObject - The render object to draw.
  	 * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
  	 */
  	draw( /*renderObject, info*/ ) { }

  	// compute node

  	/**
  	 * Executes a compute command for the given compute node.
  	 *
  	 * @abstract
  	 * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
  	 * @param {Node} computeNode - The compute node.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 * @param {ComputePipeline} computePipeline - The compute pipeline.
  	 */
  	compute( /*computeGroup, computeNode, computeBindings, computePipeline*/ ) { }

  	// program

  	/**
  	 * Creates a shader program from the given programmable stage.
  	 *
  	 * @abstract
  	 * @param {ProgrammableStage} program - The programmable stage.
  	 */
  	createProgram( /*program*/ ) { }

  	/**
  	 * Destroys the shader program of the given programmable stage.
  	 *
  	 * @abstract
  	 * @param {ProgrammableStage} program - The programmable stage.
  	 */
  	destroyProgram( /*program*/ ) { }

  	// bindings

  	/**
  	 * Creates bindings from the given bind group definition.
  	 *
  	 * @abstract
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {Array<BindGroup>} bindings - Array of bind groups.
  	 * @param {number} cacheIndex - The cache index.
  	 * @param {number} version - The version.
  	 */
  	createBindings( /*bindGroup, bindings, cacheIndex, version*/ ) { }

  	/**
  	 * Updates the given bind group definition.
  	 *
  	 * @abstract
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {Array<BindGroup>} bindings - Array of bind groups.
  	 * @param {number} cacheIndex - The cache index.
  	 * @param {number} version - The version.
  	 */
  	updateBindings( /*bindGroup, bindings, cacheIndex, version*/ ) { }

  	/**
  	 * Updates a buffer binding.
  	 *
  	 * @abstract
  	 * @param {Buffer} binding - The buffer binding to update.
  	 */
  	updateBinding( /*binding*/ ) { }

  	// pipeline

  	/**
  	 * Creates a render pipeline for the given render object.
  	 *
  	 * @abstract
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  	 */
  	createRenderPipeline( /*renderObject, promises*/ ) { }

  	/**
  	 * Creates a compute pipeline for the given compute node.
  	 *
  	 * @abstract
  	 * @param {ComputePipeline} computePipeline - The compute pipeline.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 */
  	createComputePipeline( /*computePipeline, bindings*/ ) { }

  	// cache key

  	/**
  	 * Returns `true` if the render pipeline requires an update.
  	 *
  	 * @abstract
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {boolean} Whether the render pipeline requires an update or not.
  	 */
  	needsRenderUpdate( /*renderObject*/ ) { }

  	/**
  	 * Returns a cache key that is used to identify render pipelines.
  	 *
  	 * @abstract
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {string} The cache key.
  	 */
  	getRenderCacheKey( /*renderObject*/ ) { }

  	// node builder

  	/**
  	 * Returns a node builder for the given render object.
  	 *
  	 * @abstract
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {NodeBuilder} The node builder.
  	 */
  	createNodeBuilder( /*renderObject, renderer*/ ) { }

  	// textures

  	/**
  	 * Updates a GPU sampler for the given texture.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture to update the sampler for.
  	 * @return {string} The current sampler key.
  	 */
  	updateSampler( /*texture*/ ) { }

  	/**
  	 * Creates a default texture for the given texture that can be used
  	 * as a placeholder until the actual texture is ready for usage.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture to create a default texture for.
  	 */
  	createDefaultTexture( /*texture*/ ) { }

  	/**
  	 * Defines a texture on the GPU for the given texture object.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	createTexture( /*texture, options={}*/ ) { }

  	/**
  	 * Uploads the updated texture data to the GPU.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	updateTexture( /*texture, options = {}*/ ) { }

  	/**
  	 * Generates mipmaps for the given texture.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture.
  	 */
  	generateMipmaps( /*texture*/ ) { }

  	/**
  	 * Destroys the GPU data for the given texture object.
  	 *
  	 * @abstract
  	 * @param {Texture} texture - The texture.
  	 * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
  	 */
  	destroyTexture( /*texture, isDefaultTexture*/ ) { }

  	/**
  	 * Returns texture data as a typed array.
  	 *
  	 * @abstract
  	 * @async
  	 * @param {Texture} texture - The texture to copy.
  	 * @param {number} x - The x coordinate of the copy origin.
  	 * @param {number} y - The y coordinate of the copy origin.
  	 * @param {number} width - The width of the copy.
  	 * @param {number} height - The height of the copy.
  	 * @param {number} faceIndex - The face index.
  	 * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  	 */
  	async copyTextureToBuffer( /*texture, x, y, width, height, faceIndex*/ ) {}

  	/**
  	 * Copies data of the given source texture to the given destination texture.
  	 *
  	 * @abstract
  	 * @param {Texture} srcTexture - The source texture.
  	 * @param {Texture} dstTexture - The destination texture.
  	 * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
  	 * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
  	 * @param {number} [srcLevel=0] - The source mip level to copy from.
  	 * @param {number} [dstLevel=0] - The destination mip level to copy to.
  	 */
  	copyTextureToTexture( /*srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0*/ ) {}

  	/**
  	* Copies the current bound framebuffer to the given texture.
  	*
  	* @abstract
  	* @param {Texture} texture - The destination texture.
  	* @param {RenderContext} renderContext - The render context.
  	* @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  	*/
  	copyFramebufferToTexture( /*texture, renderContext, rectangle*/ ) {}

  	// attributes

  	/**
  	 * Creates the GPU buffer of a shader attribute.
  	 *
  	 * @abstract
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	createAttribute( /*attribute*/ ) { }

  	/**
  	 * Creates the GPU buffer of an indexed shader attribute.
  	 *
  	 * @abstract
  	 * @param {BufferAttribute} attribute - The indexed buffer attribute.
  	 */
  	createIndexAttribute( /*attribute*/ ) { }

  	/**
  	 * Creates the GPU buffer of a storage attribute.
  	 *
  	 * @abstract
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	createStorageAttribute( /*attribute*/ ) { }

  	/**
  	 * Updates the GPU buffer of a shader attribute.
  	 *
  	 * @abstract
  	 * @param {BufferAttribute} attribute - The buffer attribute to update.
  	 */
  	updateAttribute( /*attribute*/ ) { }

  	/**
  	 * Destroys the GPU buffer of a shader attribute.
  	 *
  	 * @abstract
  	 * @param {BufferAttribute} attribute - The buffer attribute to destroy.
  	 */
  	destroyAttribute( /*attribute*/ ) { }

  	// canvas

  	/**
  	 * Returns the backend's rendering context.
  	 *
  	 * @abstract
  	 * @return {Object} The rendering context.
  	 */
  	getContext() { }

  	/**
  	 * Backends can use this method if they have to run
  	 * logic when the renderer gets resized.
  	 *
  	 * @abstract
  	 */
  	updateSize() { }

  	/**
  	 * Updates the viewport with the values from the given render context.
  	 *
  	 * @abstract
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	updateViewport( /*renderContext*/ ) {}

  	// utils

  	/**
  	 * Updates a unique identifier for the given render context that can be used
  	 * to allocate resources like occlusion queries or timestamp queries.
  	 *
  	 * @param {RenderContext|ComputeNode} abstractRenderContext - The render context.
  	 */
  	updateTimeStampUID( abstractRenderContext ) {

  		const contextData = this.get( abstractRenderContext );
  		const frame = this.renderer.info.frame;

  		let prefix;

  		if ( abstractRenderContext.isComputeNode === true ) {

  			prefix = 'c:' + this.renderer.info.compute.frameCalls;

  		} else {

  			prefix = 'r:' + this.renderer.info.render.frameCalls;

  		}

  		contextData.timestampUID = prefix + ':' + abstractRenderContext.id + ':f' + frame;

  	}

  	/**
  	 * Returns a unique identifier for the given render context that can be used
  	 * to allocate resources like occlusion queries or timestamp queries.
  	 *
  	 * @param {RenderContext|ComputeNode} abstractRenderContext - The render context.
  	 * @return {string} The unique identifier.
  	 */
  	getTimestampUID( abstractRenderContext ) {

  		return this.get( abstractRenderContext ).timestampUID;

  	}

  	/**
  	 * Returns all timestamp frames for the given type.
  	 *
  	 * @param {string} type - The type of the time stamp.
  	 * @return {Array<number>} The timestamp frames.
  	 */
  	getTimestampFrames( type ) {

  		const queryPool = this.timestampQueryPool[ type ];

  		return queryPool ? queryPool.getTimestampFrames() : [];

  	}

  	/**
  	 * Returns the query pool for the given uid.
  	 *
  	 * @param {string} uid - The unique identifier.
  	 * @return {TimestampQueryPool} The query pool.
  	 */
  	_getQueryPool( uid ) {

  		const type = uid.startsWith( 'c:' ) ? TimestampQuery.COMPUTE : TimestampQuery.RENDER;
  		const queryPool = this.timestampQueryPool[ type ];

  		return queryPool;

  	}

  	/**
  	 * Returns the timestamp for the given uid.
  	 *
  	 * @param {string} uid - The unique identifier.
  	 * @return {number} The timestamp.
  	 */
  	getTimestamp( uid ) {

  		const queryPool = this._getQueryPool( uid );

  		return queryPool.getTimestamp( uid );

  	}

  	/**
  	 * Returns `true` if a timestamp for the given uid is available.
  	 *
  	 * @param {string} uid - The unique identifier.
  	 * @return {boolean} Whether the timestamp is available or not.
  	 */
  	hasTimestamp( uid ) {

  		const queryPool = this._getQueryPool( uid );

  		return queryPool.hasTimestamp( uid );

  	}

  	/**
  	 * Returns `true` if the given 3D object is fully occluded by other
  	 * 3D objects in the scene. Backends must implement this method by using
  	 * a Occlusion Query API.
  	 *
  	 * @abstract
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Object3D} object - The 3D object to test.
  	 * @return {boolean} Whether the 3D object is fully occluded or not.
  	 */
  	isOccluded( /*renderContext, object*/ ) {}

  	/**
  	 * Resolves the time stamp for the given render context and type.
  	 *
  	 * @async
  	 * @abstract
  	 * @param {string} [type='render'] - The type of the time stamp.
  	 * @return {Promise<number>} A Promise that resolves with the time stamp.
  	 */
  	async resolveTimestampsAsync( type = 'render' ) {

  		if ( ! this.trackTimestamp ) {

  			warnOnce( 'WebGPURenderer: Timestamp tracking is disabled.' );
  			return;

  		}

  		const queryPool = this.timestampQueryPool[ type ];

  		if ( ! queryPool ) {

  			return;

  		}

  		const duration = await queryPool.resolveQueriesAsync();

  		this.renderer.info[ type ].timestamp = duration;

  		return duration;

  	}

  	/**
  	 * This method performs a readback operation by moving buffer data from
  	 * a storage buffer attribute from the GPU to the CPU.
  	 *
  	 * @async
  	 * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  	 * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  	 */
  	async getArrayBufferAsync( /* attribute */ ) {}

  	/**
  	 * Checks if the given feature is supported by the backend.
  	 *
  	 * @async
  	 * @abstract
  	 * @param {string} name - The feature's name.
  	 * @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not.
  	 */
  	async hasFeatureAsync( /*name*/ ) { }

  	/**
  	 * Checks if the given feature is supported  by the backend.
  	 *
  	 * @abstract
  	 * @param {string} name - The feature's name.
  	 * @return {boolean} Whether the feature is supported or not.
  	 */
  	hasFeature( /*name*/ ) {}

  	/**
  	 * Returns the maximum anisotropy texture filtering value.
  	 *
  	 * @abstract
  	 * @return {number} The maximum anisotropy texture filtering value.
  	 */
  	getMaxAnisotropy() {}

  	/**
  	 * Returns the drawing buffer size.
  	 *
  	 * @return {Vector2} The drawing buffer size.
  	 */
  	getDrawingBufferSize() {

  		_vector2 = _vector2 || new Vector2();

  		return this.renderer.getDrawingBufferSize( _vector2 );

  	}

  	/**
  	 * Defines the scissor test.
  	 *
  	 * @abstract
  	 * @param {boolean} boolean - Whether the scissor test should be enabled or not.
  	 */
  	setScissorTest( /*boolean*/ ) { }

  	/**
  	 * Returns the clear color and alpha into a single
  	 * color object.
  	 *
  	 * @return {Color4} The clear color.
  	 */
  	getClearColor() {

  		const renderer = this.renderer;

  		_color4 = _color4 || new Color4();

  		renderer.getClearColor( _color4 );

  		_color4.getRGB( _color4 );

  		return _color4;

  	}

  	/**
  	 * Returns the DOM element. If no DOM element exists, the backend
  	 * creates a new one.
  	 *
  	 * @return {HTMLCanvasElement} The DOM element.
  	 */
  	getDomElement() {

  		let domElement = this.domElement;

  		if ( domElement === null ) {

  			domElement = ( this.parameters.canvas !== undefined ) ? this.parameters.canvas : createCanvasElement();

  			// OffscreenCanvas does not have setAttribute, see #22811
  			if ( 'setAttribute' in domElement ) domElement.setAttribute( 'data-engine', `three.js r${REVISION} webgpu` );

  			this.domElement = domElement;

  		}

  		return domElement;

  	}

  	/**
  	 * Checks if the backend has the given compatibility.
  	 *
  	 * @abstract
  	 * @param {string} name - The compatibility.
  	 * @return {boolean} Whether the backend has the given compatibility or not.
  	 */
  	hasCompatibility( /*name*/ ) {

  		return false;

  	}

  	/**
  	 * Initializes the render target defined in the given render context.
  	 *
  	 * @abstract
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	initRenderTarget( /*renderContext*/ ) {}

  	/**
  	 * Sets a dictionary for the given object into the
  	 * internal data structure.
  	 *
  	 * @param {Object} object - The object.
  	 * @param {Object} value - The dictionary to set.
  	 */
  	set( object, value ) {

  		this.data.set( object, value );

  	}

  	/**
  	 * Returns the dictionary for the given object.
  	 *
  	 * @param {Object} object - The object.
  	 * @return {Object} The object's dictionary.
  	 */
  	get( object ) {

  		let map = this.data.get( object );

  		if ( map === undefined ) {

  			map = {};
  			this.data.set( object, map );

  		}

  		return map;

  	}

  	/**
  	 * Checks if the given object has a dictionary
  	 * with data defined.
  	 *
  	 * @param {Object} object - The object.
  	 * @return {boolean} Whether a dictionary for the given object as been defined or not.
  	 */
  	has( object ) {

  		return this.data.has( object );

  	}

  	/**
  	 * Deletes an object from the internal data structure.
  	 *
  	 * @param {Object} object - The object to delete.
  	 */
  	delete( object ) {

  		this.data.delete( object );

  	}

  	/**
  	 * Delete GPU data associated with a bind group.
  	 *
  	 * @abstract
  	 * @param {BindGroup} bindGroup - The bind group.
  	 */
  	deleteBindGroupData( /*bindGroup*/ ) { }

  	/**
  	 * Frees internal resources.
  	 *
  	 * @abstract
  	 */
  	dispose() { }

  }

  let _id$1 = 0;

  /**
   * This module is internally used in context of compute shaders.
   * This type of shader is not natively supported in WebGL 2 and
   * thus implemented via Transform Feedback. `DualAttributeData`
   * manages the related data.
   *
   * @private
   */
  class DualAttributeData {

  	constructor( attributeData, dualBuffer ) {

  		this.buffers = [ attributeData.bufferGPU, dualBuffer ];
  		this.type = attributeData.type;
  		this.bufferType = attributeData.bufferType;
  		this.pbo = attributeData.pbo;
  		this.byteLength = attributeData.byteLength;
  		this.bytesPerElement = attributeData.BYTES_PER_ELEMENT;
  		this.version = attributeData.version;
  		this.isInteger = attributeData.isInteger;
  		this.activeBufferIndex = 0;
  		this.baseId = attributeData.id;

  	}


  	get id() {

  		return `${ this.baseId }|${ this.activeBufferIndex }`;

  	}

  	get bufferGPU() {

  		return this.buffers[ this.activeBufferIndex ];

  	}

  	get transformBuffer() {

  		return this.buffers[ this.activeBufferIndex ^ 1 ];

  	}

  	switchBuffers() {

  		this.activeBufferIndex ^= 1;

  	}

  }

  /**
   * A WebGL 2 backend utility module for managing shader attributes.
   *
   * @private
   */
  class WebGLAttributeUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGLBackend} backend - The WebGL 2 backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGL 2 backend.
  		 *
  		 * @type {WebGLBackend}
  		 */
  		this.backend = backend;

  	}

  	/**
  	 * Creates the GPU buffer for the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 * @param {GLenum } bufferType - A flag that indicates the buffer type and thus binding point target.
  	 */
  	createAttribute( attribute, bufferType ) {

  		const backend = this.backend;
  		const { gl } = backend;

  		const array = attribute.array;
  		const usage = attribute.usage || gl.STATIC_DRAW;

  		const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  		const bufferData = backend.get( bufferAttribute );

  		let bufferGPU = bufferData.bufferGPU;

  		if ( bufferGPU === undefined ) {

  			bufferGPU = this._createBuffer( gl, bufferType, array, usage );

  			bufferData.bufferGPU = bufferGPU;
  			bufferData.bufferType = bufferType;
  			bufferData.version = bufferAttribute.version;

  		}

  		//attribute.onUploadCallback();

  		let type;

  		if ( array instanceof Float32Array ) {

  			type = gl.FLOAT;

  		} else if ( typeof Float16Array !== 'undefined' && array instanceof Float16Array ) {

  			type = gl.HALF_FLOAT;

  		} else if ( array instanceof Uint16Array ) {

  			if ( attribute.isFloat16BufferAttribute ) {

  				type = gl.HALF_FLOAT;

  			} else {

  				type = gl.UNSIGNED_SHORT;

  			}

  		} else if ( array instanceof Int16Array ) {

  			type = gl.SHORT;

  		} else if ( array instanceof Uint32Array ) {

  			type = gl.UNSIGNED_INT;

  		} else if ( array instanceof Int32Array ) {

  			type = gl.INT;

  		} else if ( array instanceof Int8Array ) {

  			type = gl.BYTE;

  		} else if ( array instanceof Uint8Array ) {

  			type = gl.UNSIGNED_BYTE;

  		} else if ( array instanceof Uint8ClampedArray ) {

  			type = gl.UNSIGNED_BYTE;

  		} else {

  			throw new Error( 'THREE.WebGLBackend: Unsupported buffer data format: ' + array );

  		}

  		let attributeData = {
  			bufferGPU,
  			bufferType,
  			type,
  			byteLength: array.byteLength,
  			bytesPerElement: array.BYTES_PER_ELEMENT,
  			version: attribute.version,
  			pbo: attribute.pbo,
  			isInteger: type === gl.INT || type === gl.UNSIGNED_INT || attribute.gpuType === IntType,
  			id: _id$1 ++
  		};

  		if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {

  			// create buffer for transform feedback use
  			const bufferGPUDual = this._createBuffer( gl, bufferType, array, usage );
  			attributeData = new DualAttributeData( attributeData, bufferGPUDual );

  		}

  		backend.set( attribute, attributeData );

  	}

  	/**
  	 * Updates the GPU buffer of the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	updateAttribute( attribute ) {

  		const backend = this.backend;
  		const { gl } = backend;

  		const array = attribute.array;
  		const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  		const bufferData = backend.get( bufferAttribute );
  		const bufferType = bufferData.bufferType;
  		const updateRanges = attribute.isInterleavedBufferAttribute ? attribute.data.updateRanges : attribute.updateRanges;

  		gl.bindBuffer( bufferType, bufferData.bufferGPU );

  		if ( updateRanges.length === 0 ) {

  			// Not using update ranges

  			gl.bufferSubData( bufferType, 0, array );

  		} else {

  			for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {

  				const range = updateRanges[ i ];
  				gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  					array, range.start, range.count );

  			}

  			bufferAttribute.clearUpdateRanges();

  		}

  		gl.bindBuffer( bufferType, null );

  		bufferData.version = bufferAttribute.version;

  	}

  	/**
  	 * Destroys the GPU buffer of the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	destroyAttribute( attribute ) {

  		const backend = this.backend;
  		const { gl } = backend;

  		if ( attribute.isInterleavedBufferAttribute ) {

  			backend.delete( attribute.data );

  		}

  		const attributeData = backend.get( attribute );

  		gl.deleteBuffer( attributeData.bufferGPU );

  		backend.delete( attribute );

  	}

  	/**
  	 * This method performs a readback operation by moving buffer data from
  	 * a storage buffer attribute from the GPU to the CPU.
  	 *
  	 * @async
  	 * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  	 * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  	 */
  	async getArrayBufferAsync( attribute ) {

  		const backend = this.backend;
  		const { gl } = backend;

  		const bufferAttribute = attribute.isInterleavedBufferAttribute ? attribute.data : attribute;
  		const { bufferGPU } = backend.get( bufferAttribute );

  		const array = attribute.array;
  		const byteLength = array.byteLength;

  		gl.bindBuffer( gl.COPY_READ_BUFFER, bufferGPU );

  		const writeBuffer = gl.createBuffer();

  		gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );
  		gl.bufferData( gl.COPY_WRITE_BUFFER, byteLength, gl.STREAM_READ );

  		gl.copyBufferSubData( gl.COPY_READ_BUFFER, gl.COPY_WRITE_BUFFER, 0, 0, byteLength );

  		await backend.utils._clientWaitAsync();

  		const dstBuffer = new attribute.array.constructor( array.length );

  		// Ensure the buffer is bound before reading
  		gl.bindBuffer( gl.COPY_WRITE_BUFFER, writeBuffer );

  		gl.getBufferSubData( gl.COPY_WRITE_BUFFER, 0, dstBuffer );

  		gl.deleteBuffer( writeBuffer );

  		gl.bindBuffer( gl.COPY_READ_BUFFER, null );
  		gl.bindBuffer( gl.COPY_WRITE_BUFFER, null );

  		return dstBuffer.buffer;

  	}

  	/**
  	 * Creates a WebGL buffer with the given data.
  	 *
  	 * @private
  	 * @param {WebGL2RenderingContext} gl - The rendering context.
  	 * @param {GLenum } bufferType - A flag that indicates the buffer type and thus binding point target.
  	 * @param {TypedArray} array - The array of the buffer attribute.
  	 * @param {GLenum} usage - The usage.
  	 * @return {WebGLBuffer} The WebGL buffer.
  	 */
  	_createBuffer( gl, bufferType, array, usage ) {

  		const bufferGPU = gl.createBuffer();

  		gl.bindBuffer( bufferType, bufferGPU );
  		gl.bufferData( bufferType, array, usage );
  		gl.bindBuffer( bufferType, null );

  		return bufferGPU;

  	}

  }

  let equationToGL, factorToGL;

  /**
   * A WebGL 2 backend utility module for managing the WebGL state.
   *
   * The major goal of this module is to reduce the number of state changes
   * by caching the WEbGL state with a series of variables. In this way, the
   * renderer only executes state change commands when necessary which
   * improves the overall performance.
   *
   * @private
   */
  class WebGLState {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGLBackend} backend - The WebGL 2 backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGL 2 backend.
  		 *
  		 * @type {WebGLBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * A reference to the rendering context.
  		 *
  		 * @type {WebGL2RenderingContext}
  		 */
  		this.gl = this.backend.gl;

  		// Below properties are intended to cache
  		// the WebGL state and are not explicitly
  		// documented for convenience reasons.

  		this.enabled = {};
  		this.currentFlipSided = null;
  		this.currentCullFace = null;
  		this.currentProgram = null;
  		this.currentBlendingEnabled = false;
  		this.currentBlending = null;
  		this.currentBlendSrc = null;
  		this.currentBlendDst = null;
  		this.currentBlendSrcAlpha = null;
  		this.currentBlendDstAlpha = null;
  		this.currentPremultipledAlpha = null;
  		this.currentPolygonOffsetFactor = null;
  		this.currentPolygonOffsetUnits = null;
  		this.currentColorMask = null;
  		this.currentDepthReversed = false;
  		this.currentDepthFunc = null;
  		this.currentDepthMask = null;
  		this.currentStencilFunc = null;
  		this.currentStencilRef = null;
  		this.currentStencilFuncMask = null;
  		this.currentStencilFail = null;
  		this.currentStencilZFail = null;
  		this.currentStencilZPass = null;
  		this.currentStencilMask = null;
  		this.currentLineWidth = null;
  		this.currentClippingPlanes = 0;

  		this.currentVAO = null;
  		this.currentIndex = null;

  		this.currentBoundFramebuffers = {};
  		this.currentDrawbuffers = new WeakMap();

  		this.maxTextures = this.gl.getParameter( this.gl.MAX_TEXTURE_IMAGE_UNITS );
  		this.currentTextureSlot = null;
  		this.currentBoundTextures = {};
  		this.currentBoundBufferBases = {};

  		this._init();

  	}

  	/**
  	 * Inits the state of the utility.
  	 *
  	 * @private
  	 */
  	_init() {

  		const gl = this.gl;

  		// Store only WebGL constants here.

  		equationToGL = {
  			[ AddEquation ]: gl.FUNC_ADD,
  			[ SubtractEquation ]: gl.FUNC_SUBTRACT,
  			[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  		};

  		factorToGL = {
  			[ ZeroFactor ]: gl.ZERO,
  			[ OneFactor ]: gl.ONE,
  			[ SrcColorFactor ]: gl.SRC_COLOR,
  			[ SrcAlphaFactor ]: gl.SRC_ALPHA,
  			[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  			[ DstColorFactor ]: gl.DST_COLOR,
  			[ DstAlphaFactor ]: gl.DST_ALPHA,
  			[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  			[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  			[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  			[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA
  		};

  		const scissorParam = gl.getParameter( gl.SCISSOR_BOX );
  		const viewportParam = gl.getParameter( gl.VIEWPORT );

  		this.currentScissor = new Vector4().fromArray( scissorParam );
  		this.currentViewport = new Vector4().fromArray( viewportParam );

  		this._tempVec4 = new Vector4();

  	}

  	/**
  	 * Enables the given WebGL capability.
  	 *
  	 * This method caches the capability state so
  	 * `gl.enable()` is only called when necessary.
  	 *
  	 * @param {GLenum} id - The capability to enable.
  	 */
  	enable( id ) {

  		const { enabled } = this;

  		if ( enabled[ id ] !== true ) {

  			this.gl.enable( id );
  			enabled[ id ] = true;

  		}

  	}

  	/**
  	 * Disables the given WebGL capability.
  	 *
  	 * This method caches the capability state so
  	 * `gl.disable()` is only called when necessary.
  	 *
  	 * @param {GLenum} id - The capability to enable.
  	 */
  	disable( id ) {

  		const { enabled } = this;

  		if ( enabled[ id ] !== false ) {

  			this.gl.disable( id );
  			enabled[ id ] = false;

  		}

  	}

  	/**
  	 * Specifies whether polygons are front- or back-facing
  	 * by setting the winding orientation.
  	 *
  	 * This method caches the state so `gl.frontFace()` is only
  	 * called when necessary.
  	 *
  	 * @param {boolean} flipSided - Whether triangles flipped their sides or not.
  	 */
  	setFlipSided( flipSided ) {

  		if ( this.currentFlipSided !== flipSided ) {

  			const { gl } = this;

  			if ( flipSided ) {

  				gl.frontFace( gl.CW );

  			} else {

  				gl.frontFace( gl.CCW );

  			}

  			this.currentFlipSided = flipSided;

  		}

  	}

  	/**
  	 * Specifies whether or not front- and/or back-facing
  	 * polygons can be culled.
  	 *
  	 * This method caches the state so `gl.cullFace()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} cullFace - Defines which polygons are candidates for culling.
  	 */
  	setCullFace( cullFace ) {

  		const { gl } = this;

  		if ( cullFace !== CullFaceNone ) {

  			this.enable( gl.CULL_FACE );

  			if ( cullFace !== this.currentCullFace ) {

  				if ( cullFace === CullFaceBack ) {

  					gl.cullFace( gl.BACK );

  				} else if ( cullFace === CullFaceFront ) {

  					gl.cullFace( gl.FRONT );

  				} else {

  					gl.cullFace( gl.FRONT_AND_BACK );

  				}

  			}

  		} else {

  			this.disable( gl.CULL_FACE );

  		}

  		this.currentCullFace = cullFace;

  	}

  	/**
  	 * Specifies the width of line primitives.
  	 *
  	 * This method caches the state so `gl.lineWidth()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} width - The line width.
  	 */
  	setLineWidth( width ) {

  		const { currentLineWidth, gl } = this;

  		if ( width !== currentLineWidth ) {

  			gl.lineWidth( width );

  			this.currentLineWidth = width;

  		}

  	}

  	setMRTBlending( textures, mrt, material ) {

  		const gl = this.gl;
  		const drawBuffersIndexedExt = this.backend.drawBuffersIndexedExt;

  		if ( ! drawBuffersIndexedExt ) {

  			warnOnce( 'WebGPURenderer: Multiple Render Targets (MRT) blending configuration is not fully supported in compatibility mode. The material blending will be used for all render targets.' );

  			return;

  		}

  		for ( let i = 0; i < textures.length; i ++ ) {

  			const texture = textures[ i ];

  			let blending = null;

  			if ( mrt !== null ) {

  				const blendMode = mrt.getBlendMode( texture.name );

  				if ( blendMode.blending === MaterialBlending ) {

  					// use material blending
  					blending = material;

  				} else if ( blendMode.blending !== NoBlending ) {

  					blending = blendMode;

  				}

  			} else {

  				// use material blending
  				blending = material;

  			}

  			if ( blending !== null ) {

  				this._setMRTBlendingIndex( i, blending );

  			} else {

  				// use opaque blending (no blending)
  				drawBuffersIndexedExt.blendFuncSeparateiOES( i, gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );

  			}

  		}

  	}

  	/**
  	 * Applies blending configuration for a specific draw buffer index.
  	 *
  	 * @private
  	 * @param {number} index - The draw buffer index.
  	 * @param {Object} blending - The blending configuration (material or BlendMode).
  	 */
  	_setMRTBlendingIndex( index, blending ) {

  		const { gl } = this;
  		const drawBuffersIndexedExt = this.backend.drawBuffersIndexedExt;

  		const blendingType = blending.blending;
  		const blendSrc = blending.blendSrc;
  		const blendDst = blending.blendDst;
  		const blendEquation = blending.blendEquation;
  		const premultipliedAlpha = blending.premultipliedAlpha;

  		if ( blendingType === CustomBlending ) {

  			const blendSrcAlpha = blending.blendSrcAlpha !== null ? blending.blendSrcAlpha : blendSrc;
  			const blendDstAlpha = blending.blendDstAlpha !== null ? blending.blendDstAlpha : blendDst;
  			const blendEquationAlpha = blending.blendEquationAlpha !== null ? blending.blendEquationAlpha : blendEquation;

  			drawBuffersIndexedExt.blendEquationSeparateiOES( index, equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  			drawBuffersIndexedExt.blendFuncSeparateiOES( index, factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

  		} else {

  			drawBuffersIndexedExt.blendEquationSeparateiOES( index, gl.FUNC_ADD, gl.FUNC_ADD );

  			if ( premultipliedAlpha ) {

  				switch ( blendingType ) {

  					case NormalBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  						break;

  					case AdditiveBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.ONE, gl.ONE, gl.ONE, gl.ONE );
  						break;

  					case SubtractiveBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  						break;

  					case MultiplyBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE );
  						break;

  					default:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  						break;

  				}

  			} else {

  				switch ( blendingType ) {

  					case NormalBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  						break;

  					case AdditiveBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE );
  						break;

  					case SubtractiveBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  						break;

  					case MultiplyBlending:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE );
  						break;

  					default:
  						drawBuffersIndexedExt.blendFuncSeparateiOES( index, gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  						break;

  				}

  			}

  		}

  	}

  	/**
  	 * Defines the blending.
  	 *
  	 * This method caches the state so `gl.blendEquation()`, `gl.blendEquationSeparate()`,
  	 * `gl.blendFunc()` and  `gl.blendFuncSeparate()` are only called when necessary.
  	 *
  	 * @param {number} blending - The blending type.
  	 * @param {number} blendEquation - The blending equation.
  	 * @param {number} blendSrc - Only relevant for custom blending. The RGB source blending factor.
  	 * @param {number} blendDst - Only relevant for custom blending. The RGB destination blending factor.
  	 * @param {number} blendEquationAlpha - Only relevant for custom blending. The blending equation for alpha.
  	 * @param {number} blendSrcAlpha - Only relevant for custom blending. The alpha source blending factor.
  	 * @param {number} blendDstAlpha - Only relevant for custom blending. The alpha destination blending factor.
  	 * @param {boolean} premultipliedAlpha - Whether premultiplied alpha is enabled or not.
  	 */
  	setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

  		const { gl } = this;

  		if ( blending === NoBlending ) {

  			if ( this.currentBlendingEnabled === true ) {

  				this.disable( gl.BLEND );
  				this.currentBlendingEnabled = false;

  			}

  			return;

  		}

  		if ( this.currentBlendingEnabled === false ) {

  			this.enable( gl.BLEND );
  			this.currentBlendingEnabled = true;

  		}

  		if ( blending !== CustomBlending ) {

  			if ( blending !== this.currentBlending || premultipliedAlpha !== this.currentPremultipledAlpha ) {

  				if ( this.currentBlendEquation !== AddEquation || this.currentBlendEquationAlpha !== AddEquation ) {

  					gl.blendEquation( gl.FUNC_ADD );

  					this.currentBlendEquation = AddEquation;
  					this.currentBlendEquationAlpha = AddEquation;

  				}

  				if ( premultipliedAlpha ) {

  					switch ( blending ) {

  						case NormalBlending:
  							gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  							break;

  						case AdditiveBlending:
  							gl.blendFunc( gl.ONE, gl.ONE );
  							break;

  						case SubtractiveBlending:
  							gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  							break;

  						case MultiplyBlending:
  							gl.blendFuncSeparate( gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE );
  							break;

  						default:
  							error( 'WebGLState: Invalid blending: ', blending );
  							break;

  					}

  				} else {

  					switch ( blending ) {

  						case NormalBlending:
  							gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  							break;

  						case AdditiveBlending:
  							gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE );
  							break;

  						case SubtractiveBlending:
  							error( 'WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true' );
  							break;

  						case MultiplyBlending:
  							error( 'WebGLState: MultiplyBlending requires material.premultipliedAlpha = true' );
  							break;

  						default:
  							error( 'WebGLState: Invalid blending: ', blending );
  							break;

  					}

  				}

  				this.currentBlendSrc = null;
  				this.currentBlendDst = null;
  				this.currentBlendSrcAlpha = null;
  				this.currentBlendDstAlpha = null;

  				this.currentBlending = blending;
  				this.currentPremultipledAlpha = premultipliedAlpha;

  			}

  			return;

  		}

  		// custom blending

  		blendEquationAlpha = blendEquationAlpha || blendEquation;
  		blendSrcAlpha = blendSrcAlpha || blendSrc;
  		blendDstAlpha = blendDstAlpha || blendDst;

  		if ( blendEquation !== this.currentBlendEquation || blendEquationAlpha !== this.currentBlendEquationAlpha ) {

  			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );

  			this.currentBlendEquation = blendEquation;
  			this.currentBlendEquationAlpha = blendEquationAlpha;

  		}

  		if ( blendSrc !== this.currentBlendSrc || blendDst !== this.currentBlendDst || blendSrcAlpha !== this.currentBlendSrcAlpha || blendDstAlpha !== this.currentBlendDstAlpha ) {

  			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

  			this.currentBlendSrc = blendSrc;
  			this.currentBlendDst = blendDst;
  			this.currentBlendSrcAlpha = blendSrcAlpha;
  			this.currentBlendDstAlpha = blendDstAlpha;

  		}

  		this.currentBlending = blending;
  		this.currentPremultipledAlpha = false;

  	}

  	/**
  	 * Specifies whether colors can be written when rendering
  	 * into a framebuffer or not.
  	 *
  	 * This method caches the state so `gl.colorMask()` is only
  	 * called when necessary.
  	 *
  	 * @param {boolean} colorMask - The color mask.
  	 */
  	setColorMask( colorMask ) {

  		if ( this.currentColorMask !== colorMask ) {

  			this.gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  			this.currentColorMask = colorMask;

  		}

  	}

  	/**
  	 * Specifies whether the depth test is enabled or not.
  	 *
  	 * @param {boolean} depthTest - Whether the depth test is enabled or not.
  	 */
  	setDepthTest( depthTest ) {

  		const { gl } = this;

  		if ( depthTest ) {

  			this.enable( gl.DEPTH_TEST );

  		} else {

  			this.disable( gl.DEPTH_TEST );

  		}

  	}


  	/**
  	 * Configures the WebGL state to use a reversed depth buffer.
  	 *
  	 * @param {boolean} reversed - Whether the depth buffer is reversed or not.
  	 */
  	setReversedDepth( reversed ) {

  		if ( this.currentDepthReversed !== reversed ) {

  			const ext = this.backend.extensions.get( 'EXT_clip_control' );

  			if ( reversed ) {

  				ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT );

  			} else {

  				ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT );

  			}

  			this.currentDepthReversed = reversed;

  		}

  	}

  	/**
  	 * Specifies whether depth values can be written when rendering
  	 * into a framebuffer or not.
  	 *
  	 * This method caches the state so `gl.depthMask()` is only
  	 * called when necessary.
  	 *
  	 * @param {boolean} depthMask - The depth mask.
  	 */
  	setDepthMask( depthMask ) {

  		if ( this.currentDepthMask !== depthMask ) {

  			this.gl.depthMask( depthMask );
  			this.currentDepthMask = depthMask;

  		}

  	}

  	/**
  	 * Specifies the depth compare function.
  	 *
  	 * This method caches the state so `gl.depthFunc()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} depthFunc - The depth compare function.
  	 */
  	setDepthFunc( depthFunc ) {

  		if ( this.currentDepthReversed ) depthFunc = ReversedDepthFuncs[ depthFunc ];

  		if ( this.currentDepthFunc !== depthFunc ) {

  			const { gl } = this;

  			switch ( depthFunc ) {

  				case NeverDepth:

  					gl.depthFunc( gl.NEVER );
  					break;

  				case AlwaysDepth:

  					gl.depthFunc( gl.ALWAYS );
  					break;

  				case LessDepth:

  					gl.depthFunc( gl.LESS );
  					break;

  				case LessEqualDepth:

  					gl.depthFunc( gl.LEQUAL );
  					break;

  				case EqualDepth:

  					gl.depthFunc( gl.EQUAL );
  					break;

  				case GreaterEqualDepth:

  					gl.depthFunc( gl.GEQUAL );
  					break;

  				case GreaterDepth:

  					gl.depthFunc( gl.GREATER );
  					break;

  				case NotEqualDepth:

  					gl.depthFunc( gl.NOTEQUAL );
  					break;

  				default:

  					gl.depthFunc( gl.LEQUAL );

  			}

  			this.currentDepthFunc = depthFunc;

  		}

  	}

  	/**
  	 * Specifies the scissor box.
  	 *
  	 * @param {number} x - The x-coordinate of the lower left corner of the viewport.
  	 * @param {number} y - The y-coordinate of the lower left corner of the viewport.
  	 * @param {number} width - The width of the viewport.
  	 * @param {number} height - The height of the viewport.
  	 *
  	 */
  	scissor( x, y, width, height ) {

  		const scissor = this._tempVec4.set( x, y, width, height );

  		if ( this.currentScissor.equals( scissor ) === false ) {

  			const { gl } = this;

  			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  			this.currentScissor.copy( scissor );

  		}

  	}

  	/**
  	 * Specifies the viewport.
  	 *
  	 * @param {number} x - The x-coordinate of the lower left corner of the viewport.
  	 * @param {number} y - The y-coordinate of the lower left corner of the viewport.
  	 * @param {number} width - The width of the viewport.
  	 * @param {number} height - The height of the viewport.
  	 *
  	 */
  	viewport( x, y, width, height ) {

  		const viewport = this._tempVec4.set( x, y, width, height );

  		if ( this.currentViewport.equals( viewport ) === false ) {

  			const { gl } = this;

  			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  			this.currentViewport.copy( viewport );

  		}

  	}

  	/**
  	 * Defines the scissor test.
  	 *
  	 * @param {boolean} boolean - Whether the scissor test should be enabled or not.
  	 */
  	setScissorTest( boolean ) {

  		const gl = this.gl;

  		if ( boolean ) {

  			this.enable( gl.SCISSOR_TEST );

  		} else {

  			this.disable( gl.SCISSOR_TEST );

  		}

  	}

  	/**
  	 * Specifies whether the stencil test is enabled or not.
  	 *
  	 * @param {boolean} stencilTest - Whether the stencil test is enabled or not.
  	 */
  	setStencilTest( stencilTest ) {

  		const { gl } = this;

  		if ( stencilTest ) {

  			this.enable( gl.STENCIL_TEST );

  		} else {

  			this.disable( gl.STENCIL_TEST );

  		}

  	}

  	/**
  	 * Specifies whether stencil values can be written when rendering
  	 * into a framebuffer or not.
  	 *
  	 * This method caches the state so `gl.stencilMask()` is only
  	 * called when necessary.
  	 *
  	 * @param {boolean} stencilMask - The stencil mask.
  	 */
  	setStencilMask( stencilMask ) {

  		if ( this.currentStencilMask !== stencilMask ) {

  			this.gl.stencilMask( stencilMask );
  			this.currentStencilMask = stencilMask;

  		}

  	}

  	/**
  	 * Specifies whether the stencil test functions.
  	 *
  	 * This method caches the state so `gl.stencilFunc()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} stencilFunc - The stencil compare function.
  	 * @param {number} stencilRef - The reference value for the stencil test.
  	 * @param {number} stencilMask - A bit-wise mask that is used to AND the reference value and the stored stencil value when the test is done.
  	 */
  	setStencilFunc( stencilFunc, stencilRef, stencilMask ) {

  		if ( this.currentStencilFunc !== stencilFunc ||
  			 this.currentStencilRef !== stencilRef ||
  			 this.currentStencilFuncMask !== stencilMask ) {

  			this.gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

  			this.currentStencilFunc = stencilFunc;
  			this.currentStencilRef = stencilRef;
  			this.currentStencilFuncMask = stencilMask;

  		}

  	}

  	/**
  	 * Specifies whether the stencil test operation.
  	 *
  	 * This method caches the state so `gl.stencilOp()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} stencilFail - The function to use when the stencil test fails.
  	 * @param {number} stencilZFail - The function to use when the stencil test passes, but the depth test fail.
  	 * @param {number} stencilZPass - The function to use when both the stencil test and the depth test pass,
  	 * or when the stencil test passes and there is no depth buffer or depth testing is disabled.
  	 */
  	setStencilOp( stencilFail, stencilZFail, stencilZPass ) {

  		if ( this.currentStencilFail !== stencilFail ||
  			 this.currentStencilZFail !== stencilZFail ||
  			 this.currentStencilZPass !== stencilZPass ) {

  			this.gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

  			this.currentStencilFail = stencilFail;
  			this.currentStencilZFail = stencilZFail;
  			this.currentStencilZPass = stencilZPass;

  		}

  	}

  	/**
  	 * Configures the WebGL state for the given material.
  	 *
  	 * @param {Material} material - The material to configure the state for.
  	 * @param {number} frontFaceCW - Whether the front faces are counter-clockwise or not.
  	 * @param {number} hardwareClippingPlanes - The number of hardware clipping planes.
  	 */
  	setMaterial( material, frontFaceCW, hardwareClippingPlanes ) {

  		const { gl } = this;

  		material.side === DoubleSide
  			? this.disable( gl.CULL_FACE )
  			: this.enable( gl.CULL_FACE );

  		let flipSided = ( material.side === BackSide );
  		if ( frontFaceCW ) flipSided = ! flipSided;

  		this.setFlipSided( flipSided );

  		( material.blending === NormalBlending && material.transparent === false )
  			? this.setBlending( NoBlending )
  			: this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );

  		this.setDepthFunc( material.depthFunc );
  		this.setDepthTest( material.depthTest );
  		this.setDepthMask( material.depthWrite );
  		this.setColorMask( material.colorWrite );

  		const stencilWrite = material.stencilWrite;
  		this.setStencilTest( stencilWrite );
  		if ( stencilWrite ) {

  			this.setStencilMask( material.stencilWriteMask );
  			this.setStencilFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  			this.setStencilOp( material.stencilFail, material.stencilZFail, material.stencilZPass );

  		}

  		this.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

  		material.alphaToCoverage === true && this.backend.renderer.currentSamples > 0
  			? this.enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
  			: this.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );

  		if ( hardwareClippingPlanes > 0 ) {

  			if ( this.currentClippingPlanes !== hardwareClippingPlanes ) {

  				const CLIP_DISTANCE0_WEBGL = 0x3000;

  				for ( let i = 0; i < 8; i ++ ) {

  					if ( i < hardwareClippingPlanes ) {

  						this.enable( CLIP_DISTANCE0_WEBGL + i );

  					} else {

  						this.disable( CLIP_DISTANCE0_WEBGL + i );

  					}

  				}

  			}

  		}

  	}

  	/**
  	 * Specifies the polygon offset.
  	 *
  	 * This method caches the state so `gl.polygonOffset()` is only
  	 * called when necessary.
  	 *
  	 * @param {boolean} polygonOffset - Whether polygon offset is enabled or not.
  	 * @param {number} factor - The scale factor for the variable depth offset for each polygon.
  	 * @param {number} units - The multiplier by which an implementation-specific value is multiplied with to create a constant depth offset.
  	 */
  	setPolygonOffset( polygonOffset, factor, units ) {

  		const { gl } = this;

  		if ( polygonOffset ) {

  			this.enable( gl.POLYGON_OFFSET_FILL );

  			if ( this.currentPolygonOffsetFactor !== factor || this.currentPolygonOffsetUnits !== units ) {

  				gl.polygonOffset( factor, units );

  				this.currentPolygonOffsetFactor = factor;
  				this.currentPolygonOffsetUnits = units;

  			}

  		} else {

  			this.disable( gl.POLYGON_OFFSET_FILL );

  		}

  	}

  	/**
  	 * Defines the usage of the given WebGL program.
  	 *
  	 * This method caches the state so `gl.useProgram()` is only
  	 * called when necessary.
  	 *
  	 * @param {WebGLProgram} program - The WebGL program to use.
  	 * @return {boolean} Whether a program change has been executed or not.
  	 */
  	useProgram( program ) {

  		if ( this.currentProgram !== program ) {

  			this.gl.useProgram( program );

  			this.currentProgram = program;

  			return true;

  		}

  		return false;

  	}

  	/**
  	 * Sets the vertex state by binding the given VAO and element buffer.
  	 *
  	 * @param {WebGLVertexArrayObject} vao - The VAO.
  	 * @param {?WebGLBuffer} indexBuffer - The index buffer.
  	 * @return {boolean} Whether a vertex state has been changed or not.
  	 */
  	setVertexState( vao, indexBuffer = null ) {

  		const gl = this.gl;

  		if ( this.currentVAO !== vao || this.currentIndex !== indexBuffer ) {

  			gl.bindVertexArray( vao );

  			if ( indexBuffer !== null ) {

  				gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, indexBuffer );

  			}

  			this.currentVAO = vao;
  			this.currentIndex = indexBuffer;

  			return true;

  		}

  		return false;

  	}

  	/**
  	 * Resets the vertex array state by resetting the VAO and element buffer.
  	 */
  	resetVertexState() {

  		const gl = this.gl;

  		gl.bindVertexArray( null );
  		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );

  		this.currentVAO = null;
  		this.currentIndex = null;

  	}

  	// framebuffer


  	/**
  	 * Binds the given framebuffer.
  	 *
  	 * This method caches the state so `gl.bindFramebuffer()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} target - The binding point (target).
  	 * @param {WebGLFramebuffer} framebuffer - The WebGL framebuffer to bind.
  	 * @return {boolean} Whether a bind has been executed or not.
  	 */
  	bindFramebuffer( target, framebuffer ) {

  		const { gl, currentBoundFramebuffers } = this;

  		if ( currentBoundFramebuffers[ target ] !== framebuffer ) {

  			gl.bindFramebuffer( target, framebuffer );

  			currentBoundFramebuffers[ target ] = framebuffer;

  			// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER

  			if ( target === gl.DRAW_FRAMEBUFFER ) {

  				currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;

  			}

  			if ( target === gl.FRAMEBUFFER ) {

  				currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;

  			}

  			return true;

  		}

  		return false;

  	}

  	/**
  	 * Defines draw buffers to which fragment colors are written into.
  	 * Configures the MRT setup of custom framebuffers.
  	 *
  	 * This method caches the state so `gl.drawBuffers()` is only
  	 * called when necessary.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {WebGLFramebuffer} framebuffer - The WebGL framebuffer.
  	 */
  	drawBuffers( renderContext, framebuffer ) {

  		const { gl } = this;

  		let drawBuffers = [];

  		let needsUpdate = false;

  		if ( renderContext.textures !== null ) {

  			drawBuffers = this.currentDrawbuffers.get( framebuffer );

  			if ( drawBuffers === undefined ) {

  				drawBuffers = [];
  				this.currentDrawbuffers.set( framebuffer, drawBuffers );

  			}


  			const textures = renderContext.textures;

  			if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {

  				for ( let i = 0, il = textures.length; i < il; i ++ ) {

  					drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;

  				}

  				drawBuffers.length = textures.length;

  				needsUpdate = true;

  			}


  		} else {

  			if ( drawBuffers[ 0 ] !== gl.BACK ) {

  				drawBuffers[ 0 ] = gl.BACK;

  				needsUpdate = true;

  			}

  		}

  		if ( needsUpdate ) {

  			gl.drawBuffers( drawBuffers );

  		}

  	}


  	// texture

  	/**
  	 * Makes the given texture unit active.
  	 *
  	 * This method caches the state so `gl.activeTexture()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} webglSlot - The texture unit to make active.
  	 */
  	activeTexture( webglSlot ) {

  		const { gl, currentTextureSlot, maxTextures } = this;

  		if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;

  		if ( currentTextureSlot !== webglSlot ) {

  			gl.activeTexture( webglSlot );
  			this.currentTextureSlot = webglSlot;

  		}

  	}

  	/**
  	 * Binds the given WebGL texture to a target.
  	 *
  	 * This method caches the state so `gl.bindTexture()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} webglType - The binding point (target).
  	 * @param {WebGLTexture} webglTexture - The WebGL texture to bind.
  	 * @param {number} webglSlot - The texture.
  	 */
  	bindTexture( webglType, webglTexture, webglSlot ) {

  		const { gl, currentTextureSlot, currentBoundTextures, maxTextures } = this;

  		if ( webglSlot === undefined ) {

  			if ( currentTextureSlot === null ) {

  				webglSlot = gl.TEXTURE0 + maxTextures - 1;

  			} else {

  				webglSlot = currentTextureSlot;

  			}

  		}

  		let boundTexture = currentBoundTextures[ webglSlot ];

  		if ( boundTexture === undefined ) {

  			boundTexture = { type: undefined, texture: undefined };
  			currentBoundTextures[ webglSlot ] = boundTexture;

  		}

  		if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

  			if ( currentTextureSlot !== webglSlot ) {

  				gl.activeTexture( webglSlot );
  				this.currentTextureSlot = webglSlot;

  			}

  			gl.bindTexture( webglType, webglTexture );

  			boundTexture.type = webglType;
  			boundTexture.texture = webglTexture;

  		}

  	}

  	/**
  	 * Binds a given WebGL buffer to a given binding point (target) at a given index.
  	 *
  	 * This method caches the state so `gl.bindBufferBase()` is only
  	 * called when necessary.
  	 *
  	 * @param {number} target - The target for the bind operation.
  	 * @param {number} index - The index of the target.
  	 * @param {WebGLBuffer} buffer - The WebGL buffer.
  	 * @return {boolean} Whether a bind has been executed or not.
  	 */
  	bindBufferBase( target, index, buffer ) {

  		const { gl } = this;

  		const key = `${target}-${index}`;

  		if ( this.currentBoundBufferBases[ key ] !== buffer ) {

  			gl.bindBufferBase( target, index, buffer );
  			this.currentBoundBufferBases[ key ] = buffer;

  			return true;

  		}

  		return false;

  	}


  	/**
  	 * Unbinds the current bound texture.
  	 *
  	 * This method caches the state so `gl.bindTexture()` is only
  	 * called when necessary.
  	 */
  	unbindTexture() {

  		const { gl, currentTextureSlot, currentBoundTextures } = this;

  		const boundTexture = currentBoundTextures[ currentTextureSlot ];

  		if ( boundTexture !== undefined && boundTexture.type !== undefined ) {

  			gl.bindTexture( boundTexture.type, null );

  			boundTexture.type = undefined;
  			boundTexture.texture = undefined;

  		}

  	}

  }

  /**
   * A WebGL 2 backend utility module with common helpers.
   *
   * @private
   */
  class WebGLUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGLBackend} backend - The WebGL 2 backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGL 2 backend.
  		 *
  		 * @type {WebGLBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * A reference to the rendering context.
  		 *
  		 * @type {WebGL2RenderingContext}
  		 */
  		this.gl = this.backend.gl;

  		/**
  		 * A reference to a backend module holding extension-related
  		 * utility functions.
  		 *
  		 * @type {WebGLExtensions}
  		 */
  		this.extensions = backend.extensions;

  	}

  	/**
  	 * Converts the given three.js constant into a WebGL constant.
  	 * The method currently supports the conversion of texture formats
  	 * and types.
  	 *
  	 * @param {number} p - The three.js constant.
  	 * @param {string} [colorSpace=NoColorSpace] - The color space.
  	 * @return {?number} The corresponding WebGL constant.
  	 */
  	convert( p, colorSpace = NoColorSpace ) {

  		const { gl, extensions } = this;

  		let extension;

  		const transfer = ColorManagement.getTransfer( colorSpace );

  		if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  		if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  		if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
  		if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
  		if ( p === UnsignedInt101111Type ) return gl.UNSIGNED_INT_10F_11F_11F_REV;

  		if ( p === ByteType ) return gl.BYTE;
  		if ( p === ShortType ) return gl.SHORT;
  		if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  		if ( p === IntType ) return gl.INT;
  		if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  		if ( p === FloatType ) return gl.FLOAT;

  		if ( p === HalfFloatType ) {

  			return gl.HALF_FLOAT;

  		}

  		if ( p === AlphaFormat ) return gl.ALPHA;
  		if ( p === RGBFormat ) return gl.RGB;
  		if ( p === RGBAFormat ) return gl.RGBA;
  		if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  		if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;

  		// WebGL2 formats.

  		if ( p === RedFormat ) return gl.RED;
  		if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  		if ( p === RGFormat ) return gl.RG;
  		if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  		if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;

  		// S3TC

  		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

  			if ( transfer === SRGBTransfer ) {

  				extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );

  				if ( extension !== null ) {

  					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;

  				} else {

  					return null;

  				}

  			} else {

  				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

  				if ( extension !== null ) {

  					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

  				} else {

  					return null;

  				}

  			}

  		}

  		// PVRTC

  		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

  			if ( extension !== null ) {

  				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

  			} else {

  				return null;

  			}

  		}

  		// ETC

  		if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format || p === R11_EAC_Format || p === SIGNED_R11_EAC_Format || p === RG11_EAC_Format || p === SIGNED_RG11_EAC_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_etc' );

  			if ( extension !== null ) {

  				if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  				if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
  				if ( p === R11_EAC_Format ) return extension.COMPRESSED_R11_EAC;
  				if ( p === SIGNED_R11_EAC_Format ) return extension.COMPRESSED_SIGNED_R11_EAC;
  				if ( p === RG11_EAC_Format ) return extension.COMPRESSED_RG11_EAC;
  				if ( p === SIGNED_RG11_EAC_Format ) return extension.COMPRESSED_SIGNED_RG11_EAC;

  			} else {

  				return null;

  			}

  		}

  		// ASTC

  		if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  			p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  			p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  			p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  			p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_astc' );

  			if ( extension !== null ) {

  				if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  				if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  				if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  				if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  				if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  				if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  				if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  				if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  				if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  				if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  				if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  				if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  				if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  				if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;

  			} else {

  				return null;

  			}

  		}

  		// BPTC

  		if ( p === RGBA_BPTC_Format ) {

  			extension = extensions.get( 'EXT_texture_compression_bptc' );

  			if ( extension !== null ) {

  				if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;

  			} else {

  				return null;

  			}

  		}

  		// RGTC

  		if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {

  			extension = extensions.get( 'EXT_texture_compression_rgtc' );

  			if ( extension !== null ) {

  				if ( p === RED_RGTC1_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  				if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  				if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  				if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;

  			} else {

  				return null;

  			}

  		}

  		//

  		if ( p === UnsignedInt248Type ) {

  			return gl.UNSIGNED_INT_24_8;

  		}

  		// if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)

  		return ( gl[ p ] !== undefined ) ? gl[ p ] : null;

  	}

  	/**
  	 * This method can be used to synchronize the CPU with the GPU by waiting until
  	 * ongoing GPU commands have been completed.
  	 *
  	 * @private
  	 * @return {Promise} A promise that resolves when all ongoing GPU commands have been completed.
  	 */
  	_clientWaitAsync() {

  		const { gl } = this;

  		const sync = gl.fenceSync( gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );

  		gl.flush();

  		return new Promise( ( resolve, reject ) => {

  			function test() {

  				const res = gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 );

  				if ( res === gl.WAIT_FAILED ) {

  					gl.deleteSync( sync );

  					reject();
  					return;

  				}

  				if ( res === gl.TIMEOUT_EXPIRED ) {

  					requestAnimationFrame( test );
  					return;

  				}

  				gl.deleteSync( sync );

  				resolve();

  			}

  			test();

  		} );

  	}

  }

  let initialized = false, wrappingToGL, filterToGL, compareToGL;

  /**
   * A WebGL 2 backend utility module for managing textures.
   *
   * @private
   */
  class WebGLTextureUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGLBackend} backend - The WebGL 2 backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGL 2 backend.
  		 *
  		 * @type {WebGLBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * A reference to the rendering context.
  		 *
  		 * @type {WebGL2RenderingContext}
  		 */
  		this.gl = backend.gl;

  		/**
  		 * A reference to a backend module holding extension-related
  		 * utility functions.
  		 *
  		 * @type {WebGLExtensions}
  		 */
  		this.extensions = backend.extensions;

  		/**
  		 * A dictionary for managing default textures. The key
  		 * is the binding point (target), the value the WEbGL texture object.
  		 *
  		 * @type {Object<GLenum,WebGLTexture>}
  		 */
  		this.defaultTextures = {};

  		/**
  		 * A scratch framebuffer used for attaching the source texture in
  		 * {@link copyTextureToTexture}.
  		 *
  		 * @private
  		 * @type {?WebGLFramebuffer}
  		 */
  		this._srcFramebuffer = null;

  		/**
  		 * A scratch framebuffer used for attaching the destination texture in
  		 * {@link copyTextureToTexture}.
  		 *
  		 * @private
  		 * @type {?WebGLFramebuffer}
  		 */
  		this._dstFramebuffer = null;

  		if ( initialized === false ) {

  			this._init();

  			initialized = true;

  		}

  	}

  	/**
  	 * Inits the state of the utility.
  	 *
  	 * @private
  	 */
  	_init() {

  		const gl = this.gl;

  		// Store only WebGL constants here.

  		wrappingToGL = {
  			[ RepeatWrapping ]: gl.REPEAT,
  			[ ClampToEdgeWrapping ]: gl.CLAMP_TO_EDGE,
  			[ MirroredRepeatWrapping ]: gl.MIRRORED_REPEAT
  		};

  		filterToGL = {
  			[ NearestFilter ]: gl.NEAREST,
  			[ NearestMipmapNearestFilter ]: gl.NEAREST_MIPMAP_NEAREST,
  			[ NearestMipmapLinearFilter ]: gl.NEAREST_MIPMAP_LINEAR,

  			[ LinearFilter ]: gl.LINEAR,
  			[ LinearMipmapNearestFilter ]: gl.LINEAR_MIPMAP_NEAREST,
  			[ LinearMipmapLinearFilter ]: gl.LINEAR_MIPMAP_LINEAR
  		};

  		compareToGL = {
  			[ NeverCompare ]: gl.NEVER,
  			[ AlwaysCompare ]: gl.ALWAYS,
  			[ LessCompare ]: gl.LESS,
  			[ LessEqualCompare ]: gl.LEQUAL,
  			[ EqualCompare ]: gl.EQUAL,
  			[ GreaterEqualCompare ]: gl.GEQUAL,
  			[ GreaterCompare ]: gl.GREATER,
  			[ NotEqualCompare ]: gl.NOTEQUAL
  		};

  	}

  	/**
  	 * Returns the native texture type for the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @return {GLenum} The native texture type.
  	 */
  	getGLTextureType( texture ) {

  		const { gl } = this;

  		let glTextureType;

  		if ( texture.isCubeTexture === true ) {

  			glTextureType = gl.TEXTURE_CUBE_MAP;

  		} else if ( texture.isArrayTexture === true || texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {

  			glTextureType = gl.TEXTURE_2D_ARRAY;

  		} else if ( texture.isData3DTexture === true ) { // TODO: isCompressed3DTexture, wait for #26642

  			glTextureType = gl.TEXTURE_3D;

  		} else {

  			glTextureType = gl.TEXTURE_2D;


  		}

  		return glTextureType;

  	}

  	/**
  	 * Returns the native texture type for the given texture.
  	 *
  	 * @param {?string} internalFormatName - The internal format name. When `null`, the internal format is derived from the subsequent parameters.
  	 * @param {GLenum} glFormat - The WebGL format.
  	 * @param {GLenum} glType - The WebGL type.
  	 * @param {string} colorSpace - The texture's color space.
  	 * @param {boolean} [forceLinearTransfer=false] - Whether to force a linear transfer or not.
  	 * @return {GLenum} The internal format.
  	 */
  	getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {

  		const { gl, extensions } = this;

  		if ( internalFormatName !== null ) {

  			if ( gl[ internalFormatName ] !== undefined ) return gl[ internalFormatName ];

  			warn( 'WebGLBackend: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );

  		}

  		let internalFormat = glFormat;

  		if ( glFormat === gl.RED ) {

  			if ( glType === gl.FLOAT ) internalFormat = gl.R32F;
  			if ( glType === gl.HALF_FLOAT ) internalFormat = gl.R16F;
  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  			if ( glType === gl.INT ) internalFormat = gl.R32I;

  		}

  		if ( glFormat === gl.RED_INTEGER ) {

  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.R8UI;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.R16UI;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.R32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.R8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.R16I;
  			if ( glType === gl.INT ) internalFormat = gl.R32I;

  		}

  		if ( glFormat === gl.RG ) {

  			if ( glType === gl.FLOAT ) internalFormat = gl.RG32F;
  			if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RG16F;
  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  			if ( glType === gl.INT ) internalFormat = gl.RG32I;

  		}

  		if ( glFormat === gl.RG_INTEGER ) {

  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RG8UI;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RG16UI;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RG32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.RG8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.RG16I;
  			if ( glType === gl.INT ) internalFormat = gl.RG32I;

  		}

  		if ( glFormat === gl.RGB ) {

  			const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );

  			if ( glType === gl.FLOAT ) internalFormat = gl.RGB32F;
  			if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGB16F;
  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  			if ( glType === gl.INT ) internalFormat = gl.RGB32I;
  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? gl.SRGB8 : gl.RGB8;
  			if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) internalFormat = gl.RGB565;
  			if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;
  			if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGB4;
  			if ( glType === gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = gl.RGB9_E5;
  			if ( glType === gl.UNSIGNED_INT_10F_11F_11F_REV ) internalFormat = gl.R11F_G11F_B10F;

  		}

  		if ( glFormat === gl.RGB_INTEGER ) {

  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGB8UI;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGB16UI;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGB32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.RGB8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.RGB16I;
  			if ( glType === gl.INT ) internalFormat = gl.RGB32I;

  		}

  		if ( glFormat === gl.RGBA ) {

  			const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );

  			if ( glType === gl.FLOAT ) internalFormat = gl.RGBA32F;
  			if ( glType === gl.HALF_FLOAT ) internalFormat = gl.RGBA16F;
  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  			if ( glType === gl.INT ) internalFormat = gl.RGBA32I;
  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? gl.SRGB8_ALPHA8 : gl.RGBA8;
  			if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = gl.RGBA4;
  			if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = gl.RGB5_A1;

  		}

  		if ( glFormat === gl.RGBA_INTEGER ) {

  			if ( glType === gl.UNSIGNED_BYTE ) internalFormat = gl.RGBA8UI;
  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.RGBA16UI;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.RGBA32UI;
  			if ( glType === gl.BYTE ) internalFormat = gl.RGBA8I;
  			if ( glType === gl.SHORT ) internalFormat = gl.RGBA16I;
  			if ( glType === gl.INT ) internalFormat = gl.RGBA32I;

  		}

  		if ( glFormat === gl.DEPTH_COMPONENT ) {

  			if ( glType === gl.UNSIGNED_SHORT ) internalFormat = gl.DEPTH_COMPONENT16;
  			if ( glType === gl.UNSIGNED_INT ) internalFormat = gl.DEPTH_COMPONENT24;
  			if ( glType === gl.FLOAT ) internalFormat = gl.DEPTH_COMPONENT32F;

  		}

  		if ( glFormat === gl.DEPTH_STENCIL ) {

  			if ( glType === gl.UNSIGNED_INT_24_8 ) internalFormat = gl.DEPTH24_STENCIL8;

  		}

  		if ( internalFormat === gl.R16F || internalFormat === gl.R32F ||
  			internalFormat === gl.RG16F || internalFormat === gl.RG32F ||
  			internalFormat === gl.RGBA16F || internalFormat === gl.RGBA32F ) {

  			extensions.get( 'EXT_color_buffer_float' );

  		}

  		return internalFormat;

  	}

  	/**
  	 * Sets the texture parameters for the given texture.
  	 *
  	 * @param {GLenum} textureType - The texture type.
  	 * @param {Texture} texture - The texture.
  	 */
  	setTextureParameters( textureType, texture ) {

  		const { gl, extensions, backend } = this;

  		const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
  		const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
  		const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? gl.NONE : gl.BROWSER_DEFAULT_WEBGL;

  		gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  		gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  		gl.pixelStorei( gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  		gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );

  		gl.texParameteri( textureType, gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
  		gl.texParameteri( textureType, gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );

  		if ( textureType === gl.TEXTURE_3D || textureType === gl.TEXTURE_2D_ARRAY ) {

  			// WebGL 2 does not support wrapping for depth 2D array textures
  			if ( ! texture.isArrayTexture ) {

  				gl.texParameteri( textureType, gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );

  			}

  		}

  		gl.texParameteri( textureType, gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );


  		const hasMipmaps = texture.mipmaps !== undefined && texture.mipmaps.length > 0;

  		// follow WebGPU backend mapping for texture filtering
  		const minFilter = texture.minFilter === LinearFilter && hasMipmaps ? LinearMipmapLinearFilter : texture.minFilter;

  		gl.texParameteri( textureType, gl.TEXTURE_MIN_FILTER, filterToGL[ minFilter ] );

  		if ( texture.compareFunction ) {

  			gl.texParameteri( textureType, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE );
  			gl.texParameteri( textureType, gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );

  		}

  		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

  			if ( texture.magFilter === NearestFilter ) return;
  			if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  			if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2

  			if ( texture.anisotropy > 1 ) {

  				const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  				gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, backend.getMaxAnisotropy() ) );

  			}

  		}

  	}

  	/**
  	 * Creates a default texture for the given texture that can be used
  	 * as a placeholder until the actual texture is ready for usage.
  	 *
  	 * @param {Texture} texture - The texture to create a default texture for.
  	 */
  	createDefaultTexture( texture ) {

  		const { gl, backend, defaultTextures } = this;


  		const glTextureType = this.getGLTextureType( texture );

  		let textureGPU = defaultTextures[ glTextureType ];

  		if ( textureGPU === undefined ) {

  			textureGPU = gl.createTexture();

  			backend.state.bindTexture( glTextureType, textureGPU );
  			gl.texParameteri( glTextureType, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
  			gl.texParameteri( glTextureType, gl.TEXTURE_MAG_FILTER, gl.NEAREST );

  			// gl.texImage2D( glTextureType, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

  			defaultTextures[ glTextureType ] = textureGPU;

  		}

  		backend.set( texture, {
  			textureGPU,
  			glTextureType
  		} );

  	}

  	/**
  	 * Defines a texture on the GPU for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 * @return {undefined}
  	 */
  	createTexture( texture, options ) {

  		const { gl, backend } = this;
  		const { levels, width, height, depth } = options;

  		const glFormat = backend.utils.convert( texture.format, texture.colorSpace );
  		const glType = backend.utils.convert( texture.type );
  		const glInternalFormat = this.getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );

  		const textureGPU = gl.createTexture();
  		const glTextureType = this.getGLTextureType( texture );

  		backend.state.bindTexture( glTextureType, textureGPU );

  		this.setTextureParameters( glTextureType, texture );

  		if ( texture.isArrayTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {

  			gl.texStorage3D( gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, width, height, depth );

  		} else if ( texture.isData3DTexture ) {

  			gl.texStorage3D( gl.TEXTURE_3D, levels, glInternalFormat, width, height, depth );

  		} else if ( ! texture.isVideoTexture ) {

  			gl.texStorage2D( glTextureType, levels, glInternalFormat, width, height );

  		}

  		backend.set( texture, {
  			textureGPU,
  			glTextureType,
  			glFormat,
  			glType,
  			glInternalFormat
  		} );

  	}

  	/**
  	 * Uploads texture buffer data to the GPU memory.
  	 *
  	 * @param {WebGLBuffer} buffer - The buffer data.
  	 * @param {Texture} texture - The texture,
  	 */
  	copyBufferToTexture( buffer, texture ) {

  		const { gl, backend } = this;

  		const { textureGPU, glTextureType, glFormat, glType } = backend.get( texture );

  		const { width, height } = texture.source.data;

  		gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, buffer );

  		backend.state.bindTexture( glTextureType, textureGPU );

  		gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
  		gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
  		gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, 0 );

  		gl.bindBuffer( gl.PIXEL_UNPACK_BUFFER, null );

  		backend.state.unbindTexture();
  		// debug
  		// const framebuffer = gl.createFramebuffer();
  		// backend.state.bindFramebuffer( gl.FRAMEBUFFER, framebuffer );
  		// gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glTextureType, textureGPU, 0 );

  		// const readout = new Float32Array( width * height * 4 );

  		// const altFormat = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT );
  		// const altType = gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE );

  		// gl.readPixels( 0, 0, width, height, altFormat, altType, readout );
  		// backend.state.bindFramebuffer( gl.FRAMEBUFFER, null );
  		// log( readout );

  	}

  	/**
  	 * Uploads the updated texture data to the GPU.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	updateTexture( texture, options ) {

  		const { gl } = this;
  		const { width, height } = options;
  		const { textureGPU, glTextureType, glFormat, glType, glInternalFormat } = this.backend.get( texture );

  		if ( texture.isRenderTargetTexture || ( textureGPU === undefined /* unsupported texture format */ ) )
  			return;

  		this.backend.state.bindTexture( glTextureType, textureGPU );

  		this.setTextureParameters( glTextureType, texture );

  		if ( texture.isCompressedTexture ) {

  			const mipmaps = texture.mipmaps;
  			const image = options.image;

  			for ( let i = 0; i < mipmaps.length; i ++ ) {

  				const mipmap = mipmaps[ i ];

  				if ( texture.isCompressedArrayTexture ) {


  					if ( texture.format !== gl.RGBA ) {

  						if ( glFormat !== null ) {

  							gl.compressedTexSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data );

  						} else {

  							warn( 'WebGLBackend: Attempt to load unsupported compressed texture format in .uploadTexture()' );

  						}

  					} else {

  						gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );

  					}

  				} else {

  					if ( glFormat !== null ) {

  						gl.compressedTexSubImage2D( gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );

  					} else {

  						warn( 'WebGLBackend: Unsupported compressed texture format' );

  					}

  				}

  			}


  		} else if ( texture.isCubeTexture ) {

  			const images = options.images;
  			const mipmaps = texture.mipmaps;

  			for ( let i = 0; i < 6; i ++ ) {

  				const image = getImage( images[ i ] );

  				gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, width, height, glFormat, glType, image );

  				for ( let j = 0; j < mipmaps.length; j ++ ) {

  					const mipmap = mipmaps[ j ];
  					const image = getImage( mipmap.images[ i ] );

  					gl.texSubImage2D( gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, image.width, image.height, glFormat, glType, image );

  				}

  			}

  		} else if ( texture.isDataArrayTexture || texture.isArrayTexture ) {

  			const image = options.image;

  			if ( texture.layerUpdates.size > 0 ) {

  				const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type );

  				for ( const layerIndex of texture.layerUpdates ) {

  					const layerData = image.data.subarray(
  						layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT,
  						( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT
  					);
  					gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData );

  				}

  				texture.clearLayerUpdates();

  			} else {

  				gl.texSubImage3D( gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );

  			}

  		} else if ( texture.isData3DTexture ) {

  			const image = options.image;

  			gl.texSubImage3D( gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );

  		} else if ( texture.isVideoTexture ) {

  			texture.update();

  			gl.texImage2D( glTextureType, 0, glInternalFormat, glFormat, glType, options.image );


  		} else {

  			const mipmaps = texture.mipmaps;

  			if ( mipmaps.length > 0 ) {

  				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

  					const mipmap = mipmaps[ i ];

  					const image = getImage( mipmap );
  					gl.texSubImage2D( glTextureType, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, image );

  				}

  			} else {

  				const image = getImage( options.image );
  				gl.texSubImage2D( glTextureType, 0, 0, 0, width, height, glFormat, glType, image );

  			}


  		}

  	}

  	/**
  	 * Generates mipmaps for the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 */
  	generateMipmaps( texture ) {

  		const { gl, backend } = this;
  		const { textureGPU, glTextureType } = backend.get( texture );

  		backend.state.bindTexture( glTextureType, textureGPU );
  		gl.generateMipmap( glTextureType );

  	}

  	/**
  	 * Deallocates the render buffers of the given render target.
  	 *
  	 * @param {RenderTarget} renderTarget - The render target.
  	 */
  	deallocateRenderBuffers( renderTarget ) {

  		const { gl, backend } = this;

  		// remove framebuffer reference
  		if ( renderTarget ) {

  			const renderContextData = backend.get( renderTarget );

  			renderContextData.renderBufferStorageSetup = undefined;

  			if ( renderContextData.framebuffers ) {

  				for ( const cacheKey in renderContextData.framebuffers ) {

  					gl.deleteFramebuffer( renderContextData.framebuffers[ cacheKey ] );

  				}

  				delete renderContextData.framebuffers;

  			}

  			if ( renderContextData.depthRenderbuffer ) {

  				gl.deleteRenderbuffer( renderContextData.depthRenderbuffer );
  				delete renderContextData.depthRenderbuffer;

  			}

  			if ( renderContextData.stencilRenderbuffer ) {

  				gl.deleteRenderbuffer( renderContextData.stencilRenderbuffer );
  				delete renderContextData.stencilRenderbuffer;

  			}

  			if ( renderContextData.msaaFrameBuffer ) {

  				gl.deleteFramebuffer( renderContextData.msaaFrameBuffer );
  				delete renderContextData.msaaFrameBuffer;

  			}

  			if ( renderContextData.msaaRenderbuffers ) {

  				for ( let i = 0; i < renderContextData.msaaRenderbuffers.length; i ++ ) {

  					gl.deleteRenderbuffer( renderContextData.msaaRenderbuffers[ i ] );

  				}

  				delete renderContextData.msaaRenderbuffers;

  			}

  		}

  	}

  	/**
  	 * Destroys the GPU data for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
  	 */
  	destroyTexture( texture, isDefaultTexture = false ) {

  		const { gl, backend } = this;
  		const { textureGPU, renderTarget } = backend.get( texture );

  		this.deallocateRenderBuffers( renderTarget );

  		if ( isDefaultTexture === false ) {

  			gl.deleteTexture( textureGPU );

  		}

  		backend.delete( texture );

  	}

  	/**
  	 * Copies data of the given source texture to the given destination texture.
  	 *
  	 * @param {Texture} srcTexture - The source texture.
  	 * @param {Texture} dstTexture - The destination texture.
  	 * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
  	 * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
  	 * @param {number} [srcLevel=0] - The source mip level to copy from.
  	 * @param {number} [dstLevel=0] - The destination mip level to copy to.
  	 */
  	copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {

  		const { gl, backend } = this;
  		const { state } = this.backend;

  		const { textureGPU: dstTextureGPU, glTextureType, glType, glFormat } = backend.get( dstTexture );

  		state.bindTexture( glTextureType, dstTextureGPU );

  		// gather the necessary dimensions to copy
  		let width, height, depth, minX, minY, minZ;
  		let dstX, dstY, dstZ;
  		const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image;

  		if ( srcRegion !== null ) {

  			width = srcRegion.max.x - srcRegion.min.x;
  			height = srcRegion.max.y - srcRegion.min.y;
  			depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
  			minX = srcRegion.min.x;
  			minY = srcRegion.min.y;
  			minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;

  		} else {

  			const levelScale = Math.pow( 2, - srcLevel );
  			width = Math.floor( image.width * levelScale );
  			height = Math.floor( image.height * levelScale );

  			if ( srcTexture.isDataArrayTexture || srcTexture.isArrayTexture ) {

  				depth = image.depth;

  			} else if ( srcTexture.isData3DTexture ) {

  				depth = Math.floor( image.depth * levelScale );

  			} else {

  				depth = 1;

  			}

  			minX = 0;
  			minY = 0;
  			minZ = 0;

  		}

  		if ( dstPosition !== null ) {

  			dstX = dstPosition.x;
  			dstY = dstPosition.y;
  			dstZ = dstPosition.z;

  		} else {

  			dstX = 0;
  			dstY = 0;
  			dstZ = 0;

  		}

  		gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  		gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  		gl.pixelStorei( gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );

  		// used for copying data from cpu
  		const currentUnpackRowLen = gl.getParameter( gl.UNPACK_ROW_LENGTH );
  		const currentUnpackImageHeight = gl.getParameter( gl.UNPACK_IMAGE_HEIGHT );
  		const currentUnpackSkipPixels = gl.getParameter( gl.UNPACK_SKIP_PIXELS );
  		const currentUnpackSkipRows = gl.getParameter( gl.UNPACK_SKIP_ROWS );
  		const currentUnpackSkipImages = gl.getParameter( gl.UNPACK_SKIP_IMAGES );

  		gl.pixelStorei( gl.UNPACK_ROW_LENGTH, image.width );
  		gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, image.height );
  		gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, minX );
  		gl.pixelStorei( gl.UNPACK_SKIP_ROWS, minY );
  		gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, minZ );

  		// set up the src texture
  		const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture || dstTexture.isArrayTexture;
  		const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture || dstTexture.isArrayTexture;

  		if ( srcTexture.isDepthTexture ) {

  			const srcTextureData = backend.get( srcTexture );
  			const dstTextureData = backend.get( dstTexture );

  			const srcRenderContextData = backend.get( srcTextureData.renderTarget );
  			const dstRenderContextData = backend.get( dstTextureData.renderTarget );

  			const srcFramebuffer = srcRenderContextData.framebuffers[ srcTextureData.cacheKey ];
  			const dstFramebuffer = dstRenderContextData.framebuffers[ dstTextureData.cacheKey ];

  			state.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffer );
  			state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, dstFramebuffer );

  			for ( let i = 0; i < depth; i ++ ) {

  				// if the source or destination are a 3d target then a layer needs to be bound
  				if ( isSrc3D ) {

  					gl.framebufferTextureLayer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, srcTextureData.textureGPU, srcLevel, minZ + i );
  					gl.framebufferTextureLayer( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, dstTextureGPU, dstLevel, dstZ + i );

  				}

  				gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, gl.DEPTH_BUFFER_BIT, gl.NEAREST );

  			}

  			state.bindFramebuffer( gl.READ_FRAMEBUFFER, null );
  			state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );

  		} else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || backend.has( srcTexture ) ) {

  			// get the appropriate frame buffers
  			const srcTextureData = backend.get( srcTexture );

  			if ( this._srcFramebuffer === null ) this._srcFramebuffer = gl.createFramebuffer();
  			if ( this._dstFramebuffer === null ) this._dstFramebuffer = gl.createFramebuffer();

  			// bind the frame buffer targets
  			state.bindFramebuffer( gl.READ_FRAMEBUFFER, this._srcFramebuffer );
  			state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, this._dstFramebuffer );

  			for ( let i = 0; i < depth; i ++ ) {

  				// assign the correct layers and mip maps to the frame buffers
  				if ( isSrc3D ) {

  					gl.framebufferTextureLayer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, srcTextureData.textureGPU, srcLevel, minZ + i );

  				} else {

  					gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, srcTextureData.textureGPU, srcLevel );

  				}

  				if ( isDst3D ) {

  					gl.framebufferTextureLayer( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, dstTextureGPU, dstLevel, dstZ + i );

  				} else {

  					gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, dstTextureGPU, dstLevel );

  				}

  				// copy the data using the fastest function that can achieve the copy
  				if ( srcLevel !== 0 ) {

  					gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, gl.COLOR_BUFFER_BIT, gl.NEAREST );

  				} else if ( isDst3D ) {

  					gl.copyTexSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height );

  				} else {

  					gl.copyTexSubImage2D( glTextureType, dstLevel, dstX, dstY, minX, minY, width, height );

  				}

  			}

  			// unbind read, draw buffers
  			state.bindFramebuffer( gl.READ_FRAMEBUFFER, null );
  			state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );

  		} else {

  			if ( isDst3D ) {

  				// copy data into the 3d texture
  				if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {

  					gl.texSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );

  				} else if ( dstTexture.isCompressedArrayTexture ) {

  					gl.compressedTexSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );

  				} else {

  					gl.texSubImage3D( glTextureType, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );

  				}

  			} else {

  				// copy data into the 2d texture
  				if ( srcTexture.isDataTexture ) {

  					gl.texSubImage2D( gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data );

  				} else if ( srcTexture.isCompressedTexture ) {

  					gl.compressedTexSubImage2D( gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data );

  				} else {

  					gl.texSubImage2D( gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image );

  				}

  			}

  		}

  		// reset values
  		gl.pixelStorei( gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
  		gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
  		gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
  		gl.pixelStorei( gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
  		gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );

  		// Generate mipmaps only when copying level 0
  		if ( dstLevel === 0 && dstTexture.generateMipmaps ) {

  			gl.generateMipmap( glTextureType );

  		}

  		state.unbindTexture();

  	}


  	/**
  	 * Copies the current bound framebuffer to the given texture.
  	 *
  	 * @param {Texture} texture - The destination texture.
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  	 */
  	copyFramebufferToTexture( texture, renderContext, rectangle ) {

  		const { gl } = this;
  		const { state } = this.backend;

  		const { textureGPU } = this.backend.get( texture );

  		const { x, y, z: width, w: height } = rectangle;

  		const requireDrawFrameBuffer = texture.isDepthTexture === true || ( renderContext.renderTarget && renderContext.renderTarget.samples > 0 );

  		const srcHeight = renderContext.renderTarget ? renderContext.renderTarget.height : this.backend.getDrawingBufferSize().y;

  		if ( requireDrawFrameBuffer ) {

  			const partial = ( x !== 0 || y !== 0 );
  			let mask;
  			let attachment;

  			if ( texture.isDepthTexture === true ) {

  				mask = gl.DEPTH_BUFFER_BIT;
  				attachment = gl.DEPTH_ATTACHMENT;

  				if ( renderContext.stencil ) {

  					mask |= gl.STENCIL_BUFFER_BIT;

  				}

  			} else {

  				mask = gl.COLOR_BUFFER_BIT;
  				attachment = gl.COLOR_ATTACHMENT0;

  			}

  			if ( partial ) {

  				const renderTargetContextData = this.backend.get( renderContext.renderTarget );

  				const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  				const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;

  				state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  				state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );

  				const flippedY = srcHeight - y - height;

  				gl.blitFramebuffer( x, flippedY, x + width, flippedY + height, x, flippedY, x + width, flippedY + height, mask, gl.NEAREST );

  				state.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );

  				state.bindTexture( gl.TEXTURE_2D, textureGPU );

  				gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, flippedY, width, height );

  				state.unbindTexture();

  			} else {

  				const fb = gl.createFramebuffer();

  				state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );

  				gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureGPU, 0 );
  				gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, gl.NEAREST );

  				gl.deleteFramebuffer( fb );

  			}

  		} else {

  			state.bindTexture( gl.TEXTURE_2D, textureGPU );
  			gl.copyTexSubImage2D( gl.TEXTURE_2D, 0, 0, 0, x, srcHeight - height - y, width, height );

  			state.unbindTexture();

  		}

  		if ( texture.generateMipmaps ) this.generateMipmaps( texture );

  		this.backend._setFramebuffer( renderContext );

  	}

  	/**
  	 * SetupS storage for internal depth/stencil buffers and bind to correct framebuffer.
  	 *
  	 * @param {WebGLRenderbuffer} renderbuffer - The render buffer.
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {number} samples - The MSAA sample count.
  	 * @param {boolean} [useMultisampledRTT=false] - Whether to use WEBGL_multisampled_render_to_texture or not.
  	 */
  	setupRenderBufferStorage( renderbuffer, renderContext, samples, useMultisampledRTT = false ) {

  		const { gl } = this;
  		const renderTarget = renderContext.renderTarget;

  		const { depthTexture, depthBuffer, stencilBuffer, width, height } = renderTarget;

  		gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );

  		if ( depthBuffer && ! stencilBuffer ) {

  			let glInternalFormat = gl.DEPTH_COMPONENT24;

  			if ( useMultisampledRTT === true ) {

  				const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );

  				multisampledRTTExt.renderbufferStorageMultisampleEXT( gl.RENDERBUFFER, renderTarget.samples, glInternalFormat, width, height );

  			} else if ( samples > 0 ) {

  				if ( depthTexture && depthTexture.isDepthTexture ) {

  					if ( depthTexture.type === gl.FLOAT ) {

  						glInternalFormat = gl.DEPTH_COMPONENT32F;

  					}

  				}

  				gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, glInternalFormat, width, height );

  			} else {

  				gl.renderbufferStorage( gl.RENDERBUFFER, glInternalFormat, width, height );

  			}

  			gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );

  		} else if ( depthBuffer && stencilBuffer ) {

  			if ( samples > 0 ) {

  				gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height );

  			} else {

  				gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height );

  			}


  			gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, renderbuffer );

  		}

  		gl.bindRenderbuffer( gl.RENDERBUFFER, null );

  	}

  	/**
  	 * Returns texture data as a typed array.
  	 *
  	 * @async
  	 * @param {Texture} texture - The texture to copy.
  	 * @param {number} x - The x coordinate of the copy origin.
  	 * @param {number} y - The y coordinate of the copy origin.
  	 * @param {number} width - The width of the copy.
  	 * @param {number} height - The height of the copy.
  	 * @param {number} faceIndex - The face index.
  	 * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  	 */
  	async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {

  		const { backend, gl } = this;

  		const { textureGPU, glFormat, glType } = this.backend.get( texture );

  		const fb = gl.createFramebuffer();

  		backend.state.bindFramebuffer( gl.READ_FRAMEBUFFER, fb );

  		const target = texture.isCubeTexture ? gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex : gl.TEXTURE_2D;

  		gl.framebufferTexture2D( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, textureGPU, 0 );

  		const typedArrayType = this._getTypedArrayType( glType );
  		const bytesPerTexel = this._getBytesPerTexel( glType, glFormat );

  		const elementCount = width * height;
  		const byteLength = elementCount * bytesPerTexel;

  		const buffer = gl.createBuffer();

  		gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  		gl.bufferData( gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ );
  		gl.readPixels( x, y, width, height, glFormat, glType, 0 );
  		gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );

  		await backend.utils._clientWaitAsync();

  		const dstBuffer = new typedArrayType( byteLength / typedArrayType.BYTES_PER_ELEMENT );

  		gl.bindBuffer( gl.PIXEL_PACK_BUFFER, buffer );
  		gl.getBufferSubData( gl.PIXEL_PACK_BUFFER, 0, dstBuffer );
  		gl.bindBuffer( gl.PIXEL_PACK_BUFFER, null );

  		backend.state.bindFramebuffer( gl.READ_FRAMEBUFFER, null );

  		gl.deleteFramebuffer( fb );

  		return dstBuffer;

  	}

  	/**
  	 * Returns the corresponding typed array type for the given WebGL data type.
  	 *
  	 * @private
  	 * @param {GLenum} glType - The WebGL data type.
  	 * @return {TypedArray.constructor} The typed array type.
  	 */
  	_getTypedArrayType( glType ) {

  		const { gl } = this;

  		if ( glType === gl.UNSIGNED_BYTE ) return Uint8Array;

  		if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ) return Uint16Array;
  		if ( glType === gl.UNSIGNED_SHORT_5_5_5_1 ) return Uint16Array;
  		if ( glType === gl.UNSIGNED_SHORT_5_6_5 ) return Uint16Array;
  		if ( glType === gl.UNSIGNED_SHORT ) return Uint16Array;
  		if ( glType === gl.UNSIGNED_INT ) return Uint32Array;

  		if ( glType === gl.HALF_FLOAT ) return Uint16Array;
  		if ( glType === gl.FLOAT ) return Float32Array;

  		throw new Error( `Unsupported WebGL type: ${glType}` );

  	}

  	/**
  	 * Returns the bytes-per-texel value for the given WebGL data type and texture format.
  	 *
  	 * @private
  	 * @param {GLenum} glType - The WebGL data type.
  	 * @param {GLenum} glFormat - The WebGL texture format.
  	 * @return {number} The bytes-per-texel.
  	 */
  	_getBytesPerTexel( glType, glFormat ) {

  		const { gl } = this;

  		let bytesPerComponent = 0;

  		if ( glType === gl.UNSIGNED_BYTE ) bytesPerComponent = 1;

  		if ( glType === gl.UNSIGNED_SHORT_4_4_4_4 ||
  			glType === gl.UNSIGNED_SHORT_5_5_5_1 ||
  			glType === gl.UNSIGNED_SHORT_5_6_5 ||
  			glType === gl.UNSIGNED_SHORT ||
  			glType === gl.HALF_FLOAT ) bytesPerComponent = 2;

  		if ( glType === gl.UNSIGNED_INT ||
  			glType === gl.FLOAT ) bytesPerComponent = 4;

  		if ( glFormat === gl.RGBA ) return bytesPerComponent * 4;
  		if ( glFormat === gl.RGB ) return bytesPerComponent * 3;
  		if ( glFormat === gl.ALPHA ) return bytesPerComponent;

  	}

  	/**
  	 * Frees the internal resources.
  	 */
  	dispose() {

  		const { gl } = this;

  		if ( this._srcFramebuffer !== null ) gl.deleteFramebuffer( this._srcFramebuffer );
  		if ( this._dstFramebuffer !== null ) gl.deleteFramebuffer( this._dstFramebuffer );

  	}

  }

  function getImage( source ) {

  	if ( source.isDataTexture ) {

  		return source.image.data;

  	} else if ( ( typeof HTMLImageElement !== 'undefined' && source instanceof HTMLImageElement ) ||
  		( typeof HTMLCanvasElement !== 'undefined' && source instanceof HTMLCanvasElement ) ||
  		( typeof ImageBitmap !== 'undefined' && source instanceof ImageBitmap ) ||
  		( typeof OffscreenCanvas !== 'undefined' && source instanceof OffscreenCanvas ) ) {

  		return source;

  	}

  	return source.data;

  }

  /**
   * A WebGL 2 backend utility module for managing extensions.
   *
   * @private
   */
  class WebGLExtensions {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGLBackend} backend - The WebGL 2 backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGL 2 backend.
  		 *
  		 * @type {WebGLBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * A reference to the rendering context.
  		 *
  		 * @type {WebGL2RenderingContext}
  		 */
  		this.gl = this.backend.gl;

  		/**
  		 * A list with all the supported WebGL extensions.
  		 *
  		 * @type {Array<string>}
  		 */
  		this.availableExtensions = this.gl.getSupportedExtensions();

  		/**
  		 * A dictionary with requested WebGL extensions.
  		 * The key is the name of the extension, the value
  		 * the requested extension object.
  		 *
  		 * @type {Object<string,Object>}
  		 */
  		this.extensions = {};

  	}

  	/**
  	 * Returns the extension object for the given extension name.
  	 *
  	 * @param {string} name - The extension name.
  	 * @return {Object} The extension object.
  	 */
  	get( name ) {

  		let extension = this.extensions[ name ];

  		if ( extension === undefined ) {

  			extension = this.gl.getExtension( name );

  			this.extensions[ name ] = extension;

  		}

  		return extension;

  	}

  	/**
  	 * Returns `true` if the requested extension is available.
  	 *
  	 * @param {string} name - The extension name.
  	 * @return {boolean} Whether the given extension is available or not.
  	 */
  	has( name ) {

  		return this.availableExtensions.includes( name );

  	}

  }

  /**
   * A WebGL 2 backend utility module for managing the device's capabilities.
   *
   * @private
   */
  class WebGLCapabilities {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGLBackend} backend - The WebGL 2 backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGL 2 backend.
  		 *
  		 * @type {WebGLBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * This value holds the cached max anisotropy value.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this.maxAnisotropy = null;

  	}

  	/**
  	 * Returns the maximum anisotropy texture filtering value. This value
  	 * depends on the device and is reported by the `EXT_texture_filter_anisotropic`
  	 * WebGL extension.
  	 *
  	 * @return {number} The maximum anisotropy texture filtering value.
  	 */
  	getMaxAnisotropy() {

  		if ( this.maxAnisotropy !== null ) return this.maxAnisotropy;

  		const gl = this.backend.gl;
  		const extensions = this.backend.extensions;

  		if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {

  			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );

  			this.maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

  		} else {

  			this.maxAnisotropy = 0;

  		}

  		return this.maxAnisotropy;

  	}

  }

  const GLFeatureName = {

  	'WEBGL_multi_draw': 'WEBGL_multi_draw',
  	'WEBGL_compressed_texture_astc': 'texture-compression-astc',
  	'WEBGL_compressed_texture_etc': 'texture-compression-etc2',
  	'WEBGL_compressed_texture_etc1': 'texture-compression-etc1',
  	'WEBGL_compressed_texture_pvrtc': 'texture-compression-pvrtc',
  	'WEBGL_compressed_texture_s3tc': 'texture-compression-s3tc',
  	'EXT_texture_compression_bptc': 'texture-compression-bc',
  	'EXT_disjoint_timer_query_webgl2': 'timestamp-query',
  	'OVR_multiview2': 'OVR_multiview2'

  };

  class WebGLBufferRenderer {

  	constructor( backend ) {

  		this.gl = backend.gl;
  		this.extensions = backend.extensions;
  		this.info = backend.renderer.info;
  		this.mode = null;
  		this.index = 0;
  		this.type = null;
  		this.object = null;

  	}

  	render( start, count ) {

  		const { gl, mode, object, type, info, index } = this;

  		if ( index !== 0 ) {

  			gl.drawElements( mode, count, type, start );

  		} else {

  			gl.drawArrays( mode, start, count );

  		}

  		info.update( object, count, 1 );

  	}

  	renderInstances( start, count, primcount ) {

  		const { gl, mode, type, index, object, info } = this;

  		if ( primcount === 0 ) return;

  		if ( index !== 0 ) {

  			gl.drawElementsInstanced( mode, count, type, start, primcount );

  		} else {

  			gl.drawArraysInstanced( mode, start, count, primcount );

  		}

  		info.update( object, count, primcount );

  	}

  	renderMultiDraw( starts, counts, drawCount ) {

  		const { extensions, mode, object, info } = this;

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );

  		if ( extension === null ) {

  			for ( let i = 0; i < drawCount; i ++ ) {

  				this.render( starts[ i ], counts[ i ] );

  			}

  		} else {

  			if ( this.index !== 0 ) {

  				extension.multiDrawElementsWEBGL( mode, counts, 0, this.type, starts, 0, drawCount );

  			} else {

  				extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );

  			}

  			let elementCount = 0;
  			for ( let i = 0; i < drawCount; i ++ ) {

  				elementCount += counts[ i ];

  			}

  			info.update( object, elementCount, 1 );

  		}

  	}

  	renderMultiDrawInstances( starts, counts, drawCount, primcount ) {

  		const { extensions, mode, object, info } = this;

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );

  		if ( extension === null ) {

  			for ( let i = 0; i < drawCount; i ++ ) {

  				this.renderInstances( starts[ i ], counts[ i ], primcount[ i ] );

  			}

  		} else {

  			if ( this.index !== 0 ) {

  				extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, this.type, starts, 0, primcount, 0, drawCount );

  			} else {

  				extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );

  			}

  			let elementCount = 0;
  			for ( let i = 0; i < drawCount; i ++ ) {

  				elementCount += counts[ i ] * primcount[ i ];

  			}

  			info.update( object, elementCount, 1 );

  		}

  	}

  	//

  }

  /**
   * Abstract base class of a timestamp query pool.
   *
   * @abstract
   */
  class TimestampQueryPool {

  	/**
  	 * Creates a new timestamp query pool.
  	 *
  	 * @param {number} [maxQueries=256] - Maximum number of queries this pool can hold.
  	 */
  	constructor( maxQueries = 256 ) {

  		/**
  		 * Whether to track timestamps or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.trackTimestamp = true;

  		/**
  		 * Maximum number of queries this pool can hold.
  		 *
  		 * @type {number}
  		 * @default 256
  		 */
  		this.maxQueries = maxQueries;

  		/**
  		 * How many queries allocated so far.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.currentQueryIndex = 0;

  		/**
  		 * Tracks offsets for different contexts.
  		 *
  		 * @type {Map<string, number>}
  		 */
  		this.queryOffsets = new Map();

  		/**
  		 * Whether the pool has been disposed or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.isDisposed = false;

  		/**
  		 * The total frame duration until the next update.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.lastValue = 0;

  		/**
  		 * Stores all timestamp frames.
  		 *
  		 * @type {Array<number>}
  		 */
  		this.frames = [];

  		/**
  		 * This property is used to avoid multiple concurrent resolve operations.
  		 * The WebGL backend uses it as a boolean flag. In context of WebGPU, it holds
  		 * the promise of the current resolve operation.
  		 *
  		 * @type {boolean|Promise<number>}
  		 * @default false
  		 */
  		this.pendingResolve = false;

  		/**
  		 * Stores the latest timestamp for each render context.
  		 *
  		 * @type {Map<string, number>}
  		 */
  		this.timestamps = new Map();

  	}

  	/**
  	 * Returns all timestamp frames.
  	 *
  	 * @return {Array<number>} The timestamp frames.
  	 */
  	getTimestampFrames() {

  		return this.frames;

  	}

  	/**
  	 * Returns the timestamp for a given render context.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @return {?number} The timestamp, or undefined if not available.
  	 */
  	getTimestamp( uid ) {

  		let timestamp = this.timestamps.get( uid );

  		if ( timestamp === undefined ) {

  			warn( `TimestampQueryPool: No timestamp available for uid ${ uid }.` );

  			timestamp = 0;

  		}

  		return timestamp;

  	}

  	/**
  	 * Returns whether a timestamp is available for a given render context.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @return {boolean} True if a timestamp is available, false otherwise.
  	 */
  	hasTimestamp( uid ) {

  		return this.timestamps.has( uid );

  	}

  	/**
  	 * Allocate queries for a specific uid.
  	 *
  	 * @abstract
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @param {number} frameId - The current frame identifier.
  	 * @returns {?number}
  	 */
  	allocateQueriesForContext( /* uid, frameId */ ) {}

  	/**
  	 * Resolve all timestamps and return data (or process them).
  	 *
  	 * @abstract
  	 * @async
  	 * @returns {Promise<number>|number} The resolved timestamp value.
  	 */
  	async resolveQueriesAsync() {}

  	/**
  	 * Dispose of the query pool.
  	 *
  	 * @abstract
  	 */
  	dispose() {}

  }

  /**
   * Manages a pool of WebGL timestamp queries for performance measurement.
   * Handles creation, execution, and resolution of timer queries using WebGL extensions.
   *
   * @augments TimestampQueryPool
   */
  class WebGLTimestampQueryPool extends TimestampQueryPool {

  	/**
  	 * Creates a new WebGL timestamp query pool.
  	 *
  	 * @param {WebGLRenderingContext|WebGL2RenderingContext} gl - The WebGL context.
  	 * @param {string} type - The type identifier for this query pool.
  	 * @param {number} [maxQueries=2048] - Maximum number of queries this pool can hold.
  	 */
  	constructor( gl, type, maxQueries = 2048 ) {

  		super( maxQueries );

  		this.gl = gl;
  		this.type = type;

  		// Check for timer query extensions
  		this.ext = gl.getExtension( 'EXT_disjoint_timer_query_webgl2' ) ||
  				  gl.getExtension( 'EXT_disjoint_timer_query' );

  		if ( ! this.ext ) {

  			warn( 'EXT_disjoint_timer_query not supported; timestamps will be disabled.' );
  			this.trackTimestamp = false;
  			return;

  		}

  		// Create query objects
  		this.queries = [];
  		for ( let i = 0; i < this.maxQueries; i ++ ) {

  			this.queries.push( gl.createQuery() );

  		}

  		this.activeQuery = null;
  		this.queryStates = new Map(); // Track state of each query: 'inactive', 'started', 'ended'

  	}

  	/**
  	 * Allocates a pair of queries for a given render context.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @returns {?number} The base offset for the allocated queries, or null if allocation failed.
  	 */
  	allocateQueriesForContext( uid ) {

  		if ( ! this.trackTimestamp ) return null;

  		// Check if we have enough space for a new query pair
  		if ( this.currentQueryIndex + 2 > this.maxQueries ) {

  			warnOnce( `WebGPUTimestampQueryPool [${ this.type }]: Maximum number of queries exceeded, when using trackTimestamp it is necessary to resolves the queries via renderer.resolveTimestampsAsync( THREE.TimestampQuery.${ this.type.toUpperCase() } ).` );
  			return null;

  		}

  		const baseOffset = this.currentQueryIndex;
  		this.currentQueryIndex += 2;

  		// Initialize query states
  		this.queryStates.set( baseOffset, 'inactive' );
  		this.queryOffsets.set( uid, baseOffset );

  		return baseOffset;

  	}

  	/**
  	 * Begins a timestamp query for the specified render context.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 */
  	beginQuery( uid ) {

  		if ( ! this.trackTimestamp || this.isDisposed ) {

  			return;

  		}

  		const baseOffset = this.queryOffsets.get( uid );
  		if ( baseOffset == null ) {

  			return;

  		}

  		// Don't start a new query if there's an active one
  		if ( this.activeQuery !== null ) {

  			return;

  		}

  		const query = this.queries[ baseOffset ];
  		if ( ! query ) {

  			return;

  		}

  		try {

  			// Only begin if query is inactive
  			if ( this.queryStates.get( baseOffset ) === 'inactive' ) {

  				this.gl.beginQuery( this.ext.TIME_ELAPSED_EXT, query );
  				this.activeQuery = baseOffset;
  				this.queryStates.set( baseOffset, 'started' );

  			}

  		} catch ( e ) {

  			error( 'Error in beginQuery:', e );
  			this.activeQuery = null;
  			this.queryStates.set( baseOffset, 'inactive' );

  		}

  	}

  	/**
  	 * Ends the active timestamp query for the specified render context.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 */
  	endQuery( uid ) {

  		if ( ! this.trackTimestamp || this.isDisposed ) {

  			return;

  		}

  		const baseOffset = this.queryOffsets.get( uid );
  		if ( baseOffset == null ) {

  			return;

  		}

  		// Only end if this is the active query
  		if ( this.activeQuery !== baseOffset ) {

  			return;

  		}

  		try {

  			this.gl.endQuery( this.ext.TIME_ELAPSED_EXT );
  			this.queryStates.set( baseOffset, 'ended' );
  			this.activeQuery = null;

  		} catch ( e ) {

  			error( 'Error in endQuery:', e );
  			// Reset state on error
  			this.queryStates.set( baseOffset, 'inactive' );
  			this.activeQuery = null;

  		}

  	}

  	/**
  	 * Asynchronously resolves all completed queries and returns the total duration.
  	 *
  	 * @async
  	 * @returns {Promise<number>} The total duration in milliseconds, or the last valid value if resolution fails.
  	 */
  	async resolveQueriesAsync() {

  		if ( ! this.trackTimestamp || this.pendingResolve ) {

  			return this.lastValue;

  		}

  		this.pendingResolve = true;

  		try {

  			// Wait for all ended queries to complete
  			const resolvePromises = new Map();

  			for ( const [ uid, baseOffset ] of this.queryOffsets ) {

  				const state = this.queryStates.get( baseOffset );

  				if ( state === 'ended' ) {

  					const query = this.queries[ baseOffset ];
  					resolvePromises.set( uid, this.resolveQuery( query ) );

  				}

  			}

  			if ( resolvePromises.size === 0 ) {

  				return this.lastValue;

  			}

  			//

  			const framesDuration = {};

  			const frames = [];

  			for ( const [ uid, promise ] of resolvePromises ) {

  				const match = uid.match( /^(.*):f(\d+)$/ );
  				const frame = parseInt( match[ 2 ] );

  				if ( frames.includes( frame ) === false ) {

  					frames.push( frame );

  				}

  				if ( framesDuration[ frame ] === undefined ) framesDuration[ frame ] = 0;

  				const duration = await promise;

  				this.timestamps.set( uid, duration );

  				framesDuration[ frame ] += duration;

  			}

  			// Return the total duration of the last frame
  			const totalDuration = framesDuration[ frames[ frames.length - 1 ] ];

  			// Store the last valid result
  			this.lastValue = totalDuration;
  			this.frames = frames;

  			// Reset states
  			this.currentQueryIndex = 0;
  			this.queryOffsets.clear();
  			this.queryStates.clear();
  			this.activeQuery = null;

  			return totalDuration;

  		} catch ( e ) {

  			error( 'Error resolving queries:', e );
  			return this.lastValue;

  		} finally {

  			this.pendingResolve = false;

  		}

  	}

  	/**
  	 * Resolves a single query, checking for completion and disjoint operation.
  	 *
  	 * @async
  	 * @param {WebGLQuery} query - The query object to resolve.
  	 * @returns {Promise<number>} The elapsed time in milliseconds.
  	 */
  	async resolveQuery( query ) {

  		return new Promise( ( resolve ) => {

  			if ( this.isDisposed ) {

  				resolve( this.lastValue );
  				return;

  			}

  			let timeoutId;
  			let isResolved = false;

  			const cleanup = () => {

  				if ( timeoutId ) {

  					clearTimeout( timeoutId );
  					timeoutId = null;

  				}

  			};

  			const finalizeResolution = ( value ) => {

  				if ( ! isResolved ) {

  					isResolved = true;
  					cleanup();
  					resolve( value );

  				}

  			};

  			const checkQuery = () => {

  				if ( this.isDisposed ) {

  					finalizeResolution( this.lastValue );
  					return;

  				}

  				try {

  					// Check if the GPU timer was disjoint (i.e., timing was unreliable)
  					const disjoint = this.gl.getParameter( this.ext.GPU_DISJOINT_EXT );
  					if ( disjoint ) {

  						finalizeResolution( this.lastValue );
  						return;

  					}

  					const available = this.gl.getQueryParameter( query, this.gl.QUERY_RESULT_AVAILABLE );
  					if ( ! available ) {

  						timeoutId = setTimeout( checkQuery, 1 );
  						return;

  					}

  					const elapsed = this.gl.getQueryParameter( query, this.gl.QUERY_RESULT );
  					resolve( Number( elapsed ) / 1e6 ); // Convert nanoseconds to milliseconds

  				} catch ( e ) {

  					error( 'Error checking query:', e );
  					resolve( this.lastValue );

  				}

  			};

  			checkQuery();

  		} );

  	}

  	/**
  	 * Releases all resources held by this query pool.
  	 * This includes deleting all query objects and clearing internal state.
  	 */
  	dispose() {

  		if ( this.isDisposed ) {

  			return;

  		}

  		this.isDisposed = true;

  		if ( ! this.trackTimestamp ) return;

  		for ( const query of this.queries ) {

  			this.gl.deleteQuery( query );

  		}

  		this.queries = [];
  		this.queryStates.clear();
  		this.queryOffsets.clear();
  		this.lastValue = 0;
  		this.activeQuery = null;

  	}

  }

  /**
   * A backend implementation targeting WebGL 2.
   *
   * @private
   * @augments Backend
   */
  class WebGLBackend extends Backend {

  	/**
  	 * WebGLBackend options.
  	 *
  	 * @typedef {Object} WebGLBackend~Options
  	 * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  	 * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
  	 * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  	 * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
  	 * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  	 * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  	 * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
  	 * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
  	 * @property {WebGL2RenderingContext} [context=undefined] - A WebGL 2 rendering context.
  	 */

  	/**
  	 * Constructs a new WebGPU backend.
  	 *
  	 * @param {WebGLBackend~Options} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters = {} ) {

  		super( parameters );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isWebGLBackend = true;

  		/**
  		 * A reference to a backend module holding shader attribute-related
  		 * utility functions.
  		 *
  		 * @type {?WebGLAttributeUtils}
  		 * @default null
  		 */
  		this.attributeUtils = null;

  		/**
  		 * A reference to a backend module holding extension-related
  		 * utility functions.
  		 *
  		 * @type {?WebGLExtensions}
  		 * @default null
  		 */
  		this.extensions = null;

  		/**
  		 * A reference to a backend module holding capability-related
  		 * utility functions.
  		 *
  		 * @type {?WebGLCapabilities}
  		 * @default null
  		 */
  		this.capabilities = null;

  		/**
  		 * A reference to a backend module holding texture-related
  		 * utility functions.
  		 *
  		 * @type {?WebGLTextureUtils}
  		 * @default null
  		 */
  		this.textureUtils = null;

  		/**
  		 * A reference to a backend module holding renderer-related
  		 * utility functions.
  		 *
  		 * @type {?WebGLBufferRenderer}
  		 * @default null
  		 */
  		this.bufferRenderer = null;

  		/**
  		 * A reference to the rendering context.
  		 *
  		 * @type {?WebGL2RenderingContext}
  		 * @default null
  		 */
  		this.gl = null;

  		/**
  		 * A reference to a backend module holding state-related
  		 * utility functions.
  		 *
  		 * @type {?WebGLState}
  		 * @default null
  		 */
  		this.state = null;

  		/**
  		 * A reference to a backend module holding common
  		 * utility functions.
  		 *
  		 * @type {?WebGLUtils}
  		 * @default null
  		 */
  		this.utils = null;

  		/**
  		 * Dictionary for caching VAOs.
  		 *
  		 * @type {Object<string,WebGLVertexArrayObject>}
  		 */
  		this.vaoCache = {};

  		/**
  		 * Dictionary for caching transform feedback objects.
  		 *
  		 * @type {Object<string,WebGLTransformFeedback>}
  		 */
  		this.transformFeedbackCache = {};

  		/**
  		 * Controls if `gl.RASTERIZER_DISCARD` should be enabled or not.
  		 * Only relevant when using compute shaders.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.discard = false;

  		/**
  		 * A reference to the `EXT_disjoint_timer_query_webgl2` extension. `null` if the
  		 * device does not support the extension.
  		 *
  		 * @type {?EXTDisjointTimerQueryWebGL2}
  		 * @default null
  		 */
  		this.disjoint = null;

  		/**
  		* A reference to the `KHR_parallel_shader_compile` extension. `null` if the
  		* device does not support the extension.
  		*
  		* @type {?KHRParallelShaderCompile}
  		* @default null
  		*/
  		this.parallel = null;

  		/**
  		 * A reference to the current render context.
  		 *
  		 * @private
  		 * @type {RenderContext}
  		 * @default null
  		 */
  		this._currentContext = null;

  		/**
  		 * A unique collection of bindings.
  		 *
  		 * @private
  		 * @type {WeakSet<Array<BindGroup>>}
  		 */
  		this._knownBindings = new WeakSet();

  		/**
  		 * Whether the device supports framebuffers invalidation or not.
  		 *
  		 * @private
  		 * @type {boolean}
  		 */
  		this._supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );

  		/**
  		 * The target framebuffer when rendering with
  		 * the WebXR device API.
  		 *
  		 * @private
  		 * @type {?WebGLFramebuffer}
  		 * @default null
  		 */
  		this._xrFramebuffer = null;

  	}

  	/**
  	 * Initializes the backend so it is ready for usage.
  	 *
  	 * @param {Renderer} renderer - The renderer.
  	 */
  	init( renderer ) {

  		super.init( renderer );

  		//

  		const parameters = this.parameters;

  		const contextAttributes = {
  			antialias: renderer.currentSamples > 0,
  			alpha: true, // always true for performance reasons
  			depth: renderer.depth,
  			stencil: renderer.stencil
  		};

  		const glContext = ( parameters.context !== undefined ) ? parameters.context : renderer.domElement.getContext( 'webgl2', contextAttributes );

  	 	function onContextLost( event ) {

  			event.preventDefault();

  			const contextLossInfo = {
  				api: 'WebGL',
  				message: event.statusMessage || 'Unknown reason',
  				reason: null,
  				originalEvent: event
  			};

  			renderer.onDeviceLost( contextLossInfo );

  		}

  		this._onContextLost = onContextLost;

  		renderer.domElement.addEventListener( 'webglcontextlost', onContextLost, false );

  		this.gl = glContext;

  		this.extensions = new WebGLExtensions( this );
  		this.capabilities = new WebGLCapabilities( this );
  		this.attributeUtils = new WebGLAttributeUtils( this );
  		this.textureUtils = new WebGLTextureUtils( this );
  		this.bufferRenderer = new WebGLBufferRenderer( this );

  		this.state = new WebGLState( this );
  		this.utils = new WebGLUtils( this );

  		this.extensions.get( 'EXT_color_buffer_float' );
  		this.extensions.get( 'WEBGL_clip_cull_distance' );
  		this.extensions.get( 'OES_texture_float_linear' );
  		this.extensions.get( 'EXT_color_buffer_half_float' );
  		this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
  		this.extensions.get( 'WEBGL_render_shared_exponent' );
  		this.extensions.get( 'WEBGL_multi_draw' );
  		this.extensions.get( 'OVR_multiview2' );
  		this.extensions.get( 'EXT_clip_control' );

  		this.disjoint = this.extensions.get( 'EXT_disjoint_timer_query_webgl2' );
  		this.parallel = this.extensions.get( 'KHR_parallel_shader_compile' );
  		this.drawBuffersIndexedExt = this.extensions.get( 'OES_draw_buffers_indexed' );

  		if ( parameters.reversedDepthBuffer === true && this.extensions.has( 'EXT_clip_control' ) ) {

  			this.state.setReversedDepth( true );

  		}

  	}

  	/**
  	 * The coordinate system of the backend.
  	 *
  	 * @type {number}
  	 * @readonly
  	 */
  	get coordinateSystem() {

  		return WebGLCoordinateSystem;

  	}

  	/**
  	 * This method performs a readback operation by moving buffer data from
  	 * a storage buffer attribute from the GPU to the CPU.
  	 *
  	 * @async
  	 * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  	 * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  	 */
  	async getArrayBufferAsync( attribute ) {

  		return await this.attributeUtils.getArrayBufferAsync( attribute );

  	}

  	/**
  	 * Ensures the backend is XR compatible.
  	 *
  	 * @async
  	 * @return {Promise} A Promise that resolve when the renderer is XR compatible.
  	 */
  	async makeXRCompatible() {

  		const attributes = this.gl.getContextAttributes();

  		if ( attributes.xrCompatible !== true ) {

  			await this.gl.makeXRCompatible();

  		}

  	}
  	/**
  	 * Sets the XR rendering destination.
  	 *
  	 * @param {WebGLFramebuffer} xrFramebuffer - The XR framebuffer.
  	 */
  	setXRTarget( xrFramebuffer ) {

  		this._xrFramebuffer = xrFramebuffer;

  	}

  	/**
  	 * Configures the given XR render target with external textures.
  	 *
  	 * This method is only relevant when using the WebXR Layers API.
  	 *
  	 * @param {XRRenderTarget} renderTarget - The XR render target.
  	 * @param {WebGLTexture} colorTexture - A native color texture.
  	 * @param {?WebGLTexture} [depthTexture=null] - A native depth texture.
  	 */
  	setXRRenderTargetTextures( renderTarget, colorTexture, depthTexture = null ) {

  		const gl = this.gl;

  		this.set( renderTarget.texture, { textureGPU: colorTexture, glInternalFormat: gl.RGBA8 } ); // see #24698 why RGBA8 and not SRGB8_ALPHA8 is used

  		if ( depthTexture !== null ) {

  			const glInternalFormat = renderTarget.stencilBuffer ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;

  			this.set( renderTarget.depthTexture, { textureGPU: depthTexture, glInternalFormat: glInternalFormat } );

  			// The multisample_render_to_texture extension doesn't work properly if there
  			// are midframe flushes and an external depth texture.
  			if ( ( this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) && renderTarget._autoAllocateDepthBuffer === true && renderTarget.multiview === false ) {

  				warn( 'WebGLBackend: Render-to-texture extension was disabled because an external texture was provided' );

  			}

  			renderTarget._autoAllocateDepthBuffer = false;

  		}

  	}

  	/**
  	 * Inits a time stamp query for the given render context.
  	 *
  	 * @param {string} type - The type of the timestamp query.
  	 * @param {string} uid - A unique identifier for the timestamp query.
  	 */
  	initTimestampQuery( type, uid ) {

  		if ( ! this.disjoint || ! this.trackTimestamp ) return;

  		if ( ! this.timestampQueryPool[ type ] ) {

  			// TODO: Variable maxQueries?
  			this.timestampQueryPool[ type ] = new WebGLTimestampQueryPool( this.gl, type, 2048 );

  		}

  		const timestampQueryPool = this.timestampQueryPool[ type ];

  		const baseOffset = timestampQueryPool.allocateQueriesForContext( uid );

  		if ( baseOffset !== null ) {

  			timestampQueryPool.beginQuery( uid );

  		}

  	}

  	// timestamp utils

  	/**
  	 * Prepares the timestamp buffer.
  	 *
  	 * @param {string} type - The type of the timestamp query.
  	 * @param {string} uid - A unique identifier for the timestamp query.
  	 */
  	prepareTimestampBuffer( type, uid ) {

  		if ( ! this.disjoint || ! this.trackTimestamp ) return;

  		const timestampQueryPool = this.timestampQueryPool[ type ];

  		timestampQueryPool.endQuery( uid );

  	}


  	/**
  	 * Returns the backend's rendering context.
  	 *
  	 * @return {WebGL2RenderingContext} The rendering context.
  	 */
  	getContext() {

  		return this.gl;

  	}

  	/**
  	 * This method is executed at the beginning of a render call and prepares
  	 * the WebGL state for upcoming render calls
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	beginRender( renderContext ) {

  		const { state } = this;
  		const renderContextData = this.get( renderContext );

  		//

  		if ( renderContext.viewport ) {

  			this.updateViewport( renderContext );

  		} else {

  			const { width, height } = this.getDrawingBufferSize();
  			state.viewport( 0, 0, width, height );

  		}

  		if ( renderContext.scissor ) {

  			this.updateScissor( renderContext );

  		} else {

  			const { width, height } = this.getDrawingBufferSize();
  			state.scissor( 0, 0, width, height );

  		}

  		//

  		this.initTimestampQuery( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );

  		renderContextData.previousContext = this._currentContext;
  		this._currentContext = renderContext;

  		this._setFramebuffer( renderContext );
  		this.clear( renderContext.clearColor, renderContext.clearDepth, renderContext.clearStencil, renderContext, false );

  		const occlusionQueryCount = renderContext.occlusionQueryCount;

  		if ( occlusionQueryCount > 0 ) {

  			// Get a reference to the array of objects with queries. The renderContextData property
  			// can be changed by another render pass before the async reading of all previous queries complete
  			renderContextData.currentOcclusionQueries = renderContextData.occlusionQueries;
  			renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;

  			renderContextData.lastOcclusionObject = null;
  			renderContextData.occlusionQueries = new Array( occlusionQueryCount );
  			renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );
  			renderContextData.occlusionQueryIndex = 0;

  		}

  	}

  	/**
  	 * This method is executed at the end of a render call and finalizes work
  	 * after draw calls.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	finishRender( renderContext ) {

  		const { gl, state } = this;
  		const renderContextData = this.get( renderContext );
  		const previousContext = renderContextData.previousContext;

  		state.resetVertexState();

  		const occlusionQueryCount = renderContext.occlusionQueryCount;

  		if ( occlusionQueryCount > 0 ) {

  			if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {

  				gl.endQuery( gl.ANY_SAMPLES_PASSED );

  			}

  			this.resolveOccludedAsync( renderContext );

  		}

  		const textures = renderContext.textures;

  		if ( textures !== null ) {

  			for ( let i = 0; i < textures.length; i ++ ) {

  				const texture = textures[ i ];

  				if ( texture.generateMipmaps ) {

  					this.generateMipmaps( texture );

  				}

  			}

  		}

  		this._currentContext = previousContext;

  		this._resolveRenderTarget( renderContext );

  		if ( previousContext !== null ) {

  			this._setFramebuffer( previousContext );

  			if ( previousContext.viewport ) {

  				this.updateViewport( previousContext );

  			} else {

  				const { width, height } = this.getDrawingBufferSize();
  				state.viewport( 0, 0, width, height );

  			}

  			if ( previousContext.scissor ) {

  				this.updateScissor( previousContext );

  			} else {

  				const { width, height } = this.getDrawingBufferSize();
  				state.scissor( 0, 0, width, height );

  			}

  		}

  		this.prepareTimestampBuffer( TimestampQuery.RENDER, this.getTimestampUID( renderContext ) );

  	}

  	/**
  	 * This method processes the result of occlusion queries and writes it
  	 * into render context data.
  	 *
  	 * @async
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	resolveOccludedAsync( renderContext ) {

  		const renderContextData = this.get( renderContext );

  		// handle occlusion query results

  		const { currentOcclusionQueries, currentOcclusionQueryObjects } = renderContextData;

  		if ( currentOcclusionQueries && currentOcclusionQueryObjects ) {

  			const occluded = new WeakSet();
  			const { gl } = this;

  			renderContextData.currentOcclusionQueryObjects = null;
  			renderContextData.currentOcclusionQueries = null;

  			const check = () => {

  				let completed = 0;

  				// check all queries and requeue as appropriate
  				for ( let i = 0; i < currentOcclusionQueries.length; i ++ ) {

  					const query = currentOcclusionQueries[ i ];

  					if ( query === null ) continue;

  					if ( gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE ) ) {

  						if ( gl.getQueryParameter( query, gl.QUERY_RESULT ) === 0 ) occluded.add( currentOcclusionQueryObjects[ i ] );

  						currentOcclusionQueries[ i ] = null;
  						gl.deleteQuery( query );

  						completed ++;

  					}

  				}

  				if ( completed < currentOcclusionQueries.length ) {

  					requestAnimationFrame( check );

  				} else {

  					renderContextData.occluded = occluded;

  				}

  			};

  			check();

  		}

  	}

  	/**
  	 * Returns `true` if the given 3D object is fully occluded by other
  	 * 3D objects in the scene.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Object3D} object - The 3D object to test.
  	 * @return {boolean} Whether the 3D object is fully occluded or not.
  	 */
  	isOccluded( renderContext, object ) {

  		const renderContextData = this.get( renderContext );

  		return renderContextData.occluded && renderContextData.occluded.has( object );

  	}

  	/**
  	 * Updates the viewport with the values from the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	updateViewport( renderContext ) {

  		const { state } = this;
  		const { x, y, width, height } = renderContext.viewportValue;

  		state.viewport( x, renderContext.height - height - y, width, height );

  	}

  	/**
  	 * Updates the scissor with the values from the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	updateScissor( renderContext ) {

  		const { state } = this;
  		const { x, y, width, height } = renderContext.scissorValue;

  		state.scissor( x, renderContext.height - height - y, width, height );

  	}

  	/**
  	 * Defines the scissor test.
  	 *
  	 * @param {boolean} boolean - Whether the scissor test should be enabled or not.
  	 */
  	setScissorTest( boolean ) {

  		const state = this.state;

  		state.setScissorTest( boolean );

  	}

  	/**
  	 * Returns the clear color and alpha into a single
  	 * color object.
  	 *
  	 * @return {Color4} The clear color.
  	 */
  	getClearColor() {

  		const clearColor = super.getClearColor();

  		// Since the canvas is always created with alpha: true,
  		// WebGL must always premultiply the clear color.

  		clearColor.r *= clearColor.a;
  		clearColor.g *= clearColor.a;
  		clearColor.b *= clearColor.a;

  		return clearColor;

  	}

  	/**
  	 * Performs a clear operation.
  	 *
  	 * @param {boolean} color - Whether the color buffer should be cleared or not.
  	 * @param {boolean} depth - Whether the depth buffer should be cleared or not.
  	 * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
  	 * @param {?Object} [descriptor=null] - The render context of the current set render target.
  	 * @param {boolean} [setFrameBuffer=true] - Controls whether the intermediate framebuffer should be set or not.
  	 * @param {boolean} [resolveRenderTarget=true] - Controls whether an active render target should be resolved
  	 * or not. Only relevant for explicit clears.
  	 */
  	clear( color, depth, stencil, descriptor = null, setFrameBuffer = true, resolveRenderTarget = true ) {

  		const { gl, renderer } = this;

  		if ( descriptor === null ) {

  			const clearColor = this.getClearColor();

  			descriptor = {
  				textures: null,
  				clearColorValue: clearColor
  			};

  		}

  		//

  		let clear = 0;

  		if ( color ) clear |= gl.COLOR_BUFFER_BIT;
  		if ( depth ) clear |= gl.DEPTH_BUFFER_BIT;
  		if ( stencil ) clear |= gl.STENCIL_BUFFER_BIT;

  		if ( clear !== 0 ) {

  			let clearColor;

  			if ( descriptor.clearColorValue ) {

  				clearColor = descriptor.clearColorValue;

  			} else {

  				clearColor = this.getClearColor();

  			}

  			const clearDepth = renderer.getClearDepth();
  			const clearStencil = renderer.getClearStencil();

  			if ( depth ) this.state.setDepthMask( true );

  			if ( descriptor.textures === null ) {

  				gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearColor.a );
  				gl.clear( clear );

  			} else {

  				if ( setFrameBuffer ) this._setFramebuffer( descriptor );

  				if ( color ) {

  					for ( let i = 0; i < descriptor.textures.length; i ++ ) {

  						if ( i === 0 ) {

  							gl.clearBufferfv( gl.COLOR, i, [ clearColor.r, clearColor.g, clearColor.b, clearColor.a ] );

  						} else {

  							gl.clearBufferfv( gl.COLOR, i, [ 0, 0, 0, 1 ] );

  						}

  					}

  				}

  				if ( depth && stencil ) {

  					gl.clearBufferfi( gl.DEPTH_STENCIL, 0, clearDepth, clearStencil );

  				} else if ( depth ) {

  					gl.clearBufferfv( gl.DEPTH, 0, [ clearDepth ] );

  				} else if ( stencil ) {

  					gl.clearBufferiv( gl.STENCIL, 0, [ clearStencil ] );

  				}

  				if ( setFrameBuffer && resolveRenderTarget ) this._resolveRenderTarget( descriptor );

  			}

  		}

  	}

  	/**
  	 * This method is executed at the beginning of a compute call and
  	 * prepares the state for upcoming compute tasks.
  	 *
  	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
  	 */
  	beginCompute( computeGroup ) {

  		const { state, gl } = this;

  		//

  		state.bindFramebuffer( gl.FRAMEBUFFER, null );
  		this.initTimestampQuery( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );

  	}

  	/**
  	 * Executes a compute command for the given compute node.
  	 *
  	 * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
  	 * @param {Node} computeNode - The compute node.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 * @param {ComputePipeline} pipeline - The compute pipeline.
  	 * @param {?number} [count=null] - The count of compute invocations. If `null`, the count is determined by the compute node.
  	 */
  	compute( computeGroup, computeNode, bindings, pipeline, count = null ) {

  		const { state, gl } = this;

  		if ( this.discard === false ) {

  			// required here to handle async behaviour of render.compute()
  			state.enable( gl.RASTERIZER_DISCARD );
  			this.discard = true;

  		}

  		const { programGPU, transformBuffers, attributes } = this.get( pipeline );

  		const vaoKey = this._getVaoKey( attributes );

  		const vaoGPU = this.vaoCache[ vaoKey ];

  		if ( vaoGPU === undefined ) {

  			this.vaoCache[ vaoKey ] = this._createVao( attributes );

  		} else {

  			state.setVertexState( vaoGPU );

  		}

  		state.useProgram( programGPU );

  		this._bindUniforms( bindings );

  		const transformFeedbackGPU = this._getTransformFeedback( transformBuffers );

  		gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );
  		gl.beginTransformFeedback( gl.POINTS );

  		count = ( count !== null ) ? count : computeNode.count;

  		if ( Array.isArray( count ) ) {

  			warnOnce( 'WebGLBackend.compute(): The count parameter must be a single number, not an array.' );

  			count = count[ 0 ];

  		} else if ( count && typeof count === 'object' && count.isIndirectStorageBufferAttribute ) {

  			warnOnce( 'WebGLBackend.compute(): The count parameter must be a single number, not IndirectStorageBufferAttribute' );

  			count = computeNode.count;

  		}

  		if ( attributes[ 0 ].isStorageInstancedBufferAttribute ) {

  			gl.drawArraysInstanced( gl.POINTS, 0, 1, count );

  		} else {

  			gl.drawArrays( gl.POINTS, 0, count );

  		}

  		gl.endTransformFeedback();
  		gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );

  		// switch active buffers

  		for ( let i = 0; i < transformBuffers.length; i ++ ) {

  			const dualAttributeData = transformBuffers[ i ];

  			if ( dualAttributeData.pbo && this.has( dualAttributeData.pbo ) ) {

  				this.textureUtils.copyBufferToTexture( dualAttributeData.transformBuffer, dualAttributeData.pbo );

  			}

  			dualAttributeData.switchBuffers();


  		}

  	}

  	/**
  	 * This method is executed at the end of a compute call and
  	 * finalizes work after compute tasks.
  	 *
  	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
  	 */
  	finishCompute( computeGroup ) {

  		const { state, gl } = this;

  		this.discard = false;

  		state.disable( gl.RASTERIZER_DISCARD );

  		this.prepareTimestampBuffer( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ) );

  		if ( this._currentContext ) {

  			this._setFramebuffer( this._currentContext );

  		}

  	}

  	/**
  	 * Internal to determine if the current render target is a render target array with depth 2D array texture.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
  	 *
  	 * @private
  	 */
  	_isRenderCameraDepthArray( renderContext ) {

  		return renderContext.depthTexture && renderContext.depthTexture.isArrayTexture && renderContext.camera.isArrayCamera;

  	}

  	/**
  	 * Executes a draw command for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object to draw.
  	 * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
  	 */
  	draw( renderObject/*, info*/ ) {

  		const { object, pipeline, material, context, hardwareClippingPlanes } = renderObject;
  		const { programGPU } = this.get( pipeline );

  		const { gl, state } = this;

  		const contextData = this.get( context );

  		const drawParams = renderObject.getDrawParameters();

  		if ( drawParams === null ) return;

  		//

  		this._bindUniforms( renderObject.getBindings() );

  		const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

  		state.setMaterial( material, frontFaceCW, hardwareClippingPlanes );

  		if ( context.mrt !== null && context.textures !== null ) {

  			state.setMRTBlending( context.textures, context.mrt, material );

  		}

  		state.useProgram( programGPU );

  		// vertex state

  		const attributes = renderObject.getAttributes();
  		const attributesData = this.get( attributes );

  		let vaoGPU = attributesData.vaoGPU;

  		if ( vaoGPU === undefined ) {

  			const vaoKey = this._getVaoKey( attributes );

  			vaoGPU = this.vaoCache[ vaoKey ];

  			if ( vaoGPU === undefined ) {

  				vaoGPU = this._createVao( attributes );

  				this.vaoCache[ vaoKey ] = vaoGPU;
  				attributesData.vaoGPU = vaoGPU;

  			}

  		}

  		const index = renderObject.getIndex();
  		const indexGPU = ( index !== null ) ? this.get( index ).bufferGPU : null;

  		state.setVertexState( vaoGPU, indexGPU );

  		//

  		const lastObject = contextData.lastOcclusionObject;

  		if ( lastObject !== object && lastObject !== undefined ) {

  			if ( lastObject !== null && lastObject.occlusionTest === true ) {

  				gl.endQuery( gl.ANY_SAMPLES_PASSED );

  				contextData.occlusionQueryIndex ++;

  			}

  			if ( object.occlusionTest === true ) {

  				const query = gl.createQuery();

  				gl.beginQuery( gl.ANY_SAMPLES_PASSED, query );

  				contextData.occlusionQueries[ contextData.occlusionQueryIndex ] = query;
  				contextData.occlusionQueryObjects[ contextData.occlusionQueryIndex ] = object;

  			}

  			contextData.lastOcclusionObject = object;

  		}

  		//
  		const renderer = this.bufferRenderer;

  		if ( object.isPoints ) renderer.mode = gl.POINTS;
  		else if ( object.isLineSegments ) renderer.mode = gl.LINES;
  		else if ( object.isLine ) renderer.mode = gl.LINE_STRIP;
  		else if ( object.isLineLoop ) renderer.mode = gl.LINE_LOOP;
  		else {

  			if ( material.wireframe === true ) {

  				state.setLineWidth( material.wireframeLinewidth * this.renderer.getPixelRatio() );
  				renderer.mode = gl.LINES;

  			} else {

  				renderer.mode = gl.TRIANGLES;

  			}

  		}

  		//

  		const { vertexCount, instanceCount } = drawParams;
  		let { firstVertex } = drawParams;

  		renderer.object = object;

  		if ( index !== null ) {

  			firstVertex *= index.array.BYTES_PER_ELEMENT;

  			const indexData = this.get( index );

  			renderer.index = index.count;
  			renderer.type = indexData.type;

  		} else {

  			renderer.index = 0;

  		}

  		const draw = () => {

  			if ( object.isBatchedMesh ) {

  				if ( object._multiDrawInstances !== null ) {

  					// @deprecated, r174
  					warnOnce( 'WebGLBackend: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );
  					renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );

  				} else if ( ! this.hasFeature( 'WEBGL_multi_draw' ) ) {

  					warnOnce( 'WebGLBackend: WEBGL_multi_draw not supported.' );

  				} else {

  					renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );

  				}

  			} else if ( instanceCount > 1 ) {

  				renderer.renderInstances( firstVertex, vertexCount, instanceCount );

  			} else {

  				renderer.render( firstVertex, vertexCount );

  			}

  		};

  		if ( renderObject.camera.isArrayCamera === true && renderObject.camera.cameras.length > 0 && renderObject.camera.isMultiViewCamera === false ) {

  			const cameraData = this.get( renderObject.camera );
  			const cameras = renderObject.camera.cameras;
  			const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' ).bindings[ 0 ];

  			if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {

  				const data = new Uint32Array( [ 0, 0, 0, 0 ] );
  				const indexesGPU = [];

  				for ( let i = 0, len = cameras.length; i < len; i ++ ) {

  					const bufferGPU = gl.createBuffer();

  					data[ 0 ] = i;

  					gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  					gl.bufferData( gl.UNIFORM_BUFFER, data, gl.STATIC_DRAW );

  					indexesGPU.push( bufferGPU );

  				}

  				cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this

  			}

  			const cameraIndexData = this.get( cameraIndex );
  			const pixelRatio = this.renderer.getPixelRatio();

  			const renderTarget = this._currentContext.renderTarget;
  			const isRenderCameraDepthArray = this._isRenderCameraDepthArray( this._currentContext );
  			const prevActiveCubeFace = this._currentContext.activeCubeFace;

  			if ( isRenderCameraDepthArray ) {

  				// Clear the depth texture
  				const textureData = this.get( renderTarget.depthTexture );

  				if ( textureData.clearedRenderId !== this.renderer._nodes.nodeFrame.renderId ) {

  					textureData.clearedRenderId = this.renderer._nodes.nodeFrame.renderId;

  					const { stencilBuffer } = renderTarget;

  					for ( let i = 0, len = cameras.length; i < len; i ++ ) {

  						this.renderer._activeCubeFace = i;
  						this._currentContext.activeCubeFace = i;

  						this._setFramebuffer( this._currentContext );
  						this.clear( false, true, stencilBuffer, this._currentContext, false, false );

  					}

  					this.renderer._activeCubeFace = prevActiveCubeFace;
  					this._currentContext.activeCubeFace = prevActiveCubeFace;

  				}

  			}

  			for ( let i = 0, len = cameras.length; i < len; i ++ ) {

  				const subCamera = cameras[ i ];

  				if ( object.layers.test( subCamera.layers ) ) {

  					if ( isRenderCameraDepthArray ) {

  						// Update the active layer
  						this.renderer._activeCubeFace = i;
  						this._currentContext.activeCubeFace = i;

  						this._setFramebuffer( this._currentContext );

  					}

  					const vp = subCamera.viewport;

  					if ( vp !== undefined ) {

  						const x = vp.x * pixelRatio;
  						const y = vp.y * pixelRatio;
  						const width = vp.width * pixelRatio;
  						const height = vp.height * pixelRatio;

  						state.viewport(
  							Math.floor( x ),
  							Math.floor( renderObject.context.height - height - y ),
  							Math.floor( width ),
  							Math.floor( height )
  						);

  					}

  					state.bindBufferBase( gl.UNIFORM_BUFFER, cameraIndexData.index, cameraData.indexesGPU[ i ] );

  					draw();

  				}

  				this._currentContext.activeCubeFace = prevActiveCubeFace;
  				this.renderer._activeCubeFace = prevActiveCubeFace;

  			}

  		} else {

  			draw();

  		}

  	}

  	/**
  	 * Explain why always null is returned.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {boolean} Whether the render pipeline requires an update or not.
  	 */
  	needsRenderUpdate( /*renderObject*/ ) {

  		return false;

  	}

  	/**
  	 * Explain why no cache key is computed.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {string} The cache key.
  	 */
  	getRenderCacheKey( /*renderObject*/ ) {

  		return '';

  	}

  	// textures

  	/**
  	 * Creates a default texture for the given texture that can be used
  	 * as a placeholder until the actual texture is ready for usage.
  	 *
  	 * @param {Texture} texture - The texture to create a default texture for.
  	 */
  	createDefaultTexture( texture ) {

  		this.textureUtils.createDefaultTexture( texture );

  	}

  	/**
  	 * Defines a texture on the GPU for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	createTexture( texture, options ) {

  		this.textureUtils.createTexture( texture, options );

  	}

  	/**
  	 * Uploads the updated texture data to the GPU.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	updateTexture( texture, options ) {

  		this.textureUtils.updateTexture( texture, options );

  	}

  	/**
  	 * Generates mipmaps for the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 */
  	generateMipmaps( texture ) {

  		this.textureUtils.generateMipmaps( texture );

  	}

  	/**
  	 * Destroys the GPU data for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
  	 */
  	destroyTexture( texture, isDefaultTexture = false ) {

  		this.textureUtils.destroyTexture( texture, isDefaultTexture );

  	}

  	/**
  	 * Returns texture data as a typed array.
  	 *
  	 * @async
  	 * @param {Texture} texture - The texture to copy.
  	 * @param {number} x - The x coordinate of the copy origin.
  	 * @param {number} y - The y coordinate of the copy origin.
  	 * @param {number} width - The width of the copy.
  	 * @param {number} height - The height of the copy.
  	 * @param {number} faceIndex - The face index.
  	 * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  	 */
  	async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {

  		return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );

  	}

  	/**
  	 * This method does nothing since WebGL 2 has no concept of samplers.
  	 *
  	 * @param {Texture} texture - The texture to update the sampler for.
  	 * @return {string} The current sampler key.
  	 */
  	updateSampler( /*texture*/ ) {

  		return '';

  	}

  	// node builder

  	/**
  	 * Returns a node builder for the given render object.
  	 *
  	 * @param {RenderObject} object - The render object.
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {GLSLNodeBuilder} The node builder.
  	 */
  	createNodeBuilder( object, renderer ) {

  		return new GLSLNodeBuilder( object, renderer );

  	}

  	// program

  	/**
  	 * Creates a shader program from the given programmable stage.
  	 *
  	 * @param {ProgrammableStage} program - The programmable stage.
  	 */
  	createProgram( program ) {

  		const gl = this.gl;
  		const { stage, code } = program;

  		const shader = stage === 'fragment' ? gl.createShader( gl.FRAGMENT_SHADER ) : gl.createShader( gl.VERTEX_SHADER );

  		gl.shaderSource( shader, code );
  		gl.compileShader( shader );

  		this.set( program, {
  			shaderGPU: shader
  		} );

  	}

  	/**
  	 * Destroys the shader program of the given programmable stage.
  	 *
  	 * @param {ProgrammableStage} program - The programmable stage.
  	 */
  	destroyProgram( program ) {

  		this.delete( program );

  	}

  	/**
  	 * Creates a render pipeline for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  	 */
  	createRenderPipeline( renderObject, promises ) {

  		const gl = this.gl;
  		const pipeline = renderObject.pipeline;

  		// Program

  		const { fragmentProgram, vertexProgram } = pipeline;

  		const programGPU = gl.createProgram();

  		const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  		const vertexShader = this.get( vertexProgram ).shaderGPU;

  		gl.attachShader( programGPU, fragmentShader );
  		gl.attachShader( programGPU, vertexShader );
  		gl.linkProgram( programGPU );

  		this.set( pipeline, {
  			programGPU,
  			fragmentShader,
  			vertexShader
  		} );

  		if ( promises !== null && this.parallel ) {

  			const p = new Promise( ( resolve /*, reject*/ ) => {

  				const parallel = this.parallel;
  				const checkStatus = () => {

  					if ( gl.getProgramParameter( programGPU, parallel.COMPLETION_STATUS_KHR ) ) {

  						this._completeCompile( renderObject, pipeline );
  						resolve();

  					} else {

  						requestAnimationFrame( checkStatus );

  					}

  				};

  				checkStatus();

  			} );

  			promises.push( p );

  			return;

  		}

  		this._completeCompile( renderObject, pipeline );

  	}

  	/**
  	 * Formats the source code of error messages.
  	 *
  	 * @private
  	 * @param {string} string - The code.
  	 * @param {number} errorLine - The error line.
  	 * @return {string} The formatted code.
  	 */
  	_handleSource( string, errorLine ) {

  		const lines = string.split( '\n' );
  		const lines2 = [];

  		const from = Math.max( errorLine - 6, 0 );
  		const to = Math.min( errorLine + 6, lines.length );

  		for ( let i = from; i < to; i ++ ) {

  			const line = i + 1;
  			lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );

  		}

  		return lines2.join( '\n' );

  	}

  	/**
  	 * Gets the shader compilation errors from the info log.
  	 *
  	 * @private
  	 * @param {WebGL2RenderingContext} gl - The rendering context.
  	 * @param {WebGLShader} shader - The WebGL shader object.
  	 * @param {string} type - The shader type.
  	 * @return {string} The shader errors.
  	 */
  	_getShaderErrors( gl, shader, type ) {

  		const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );

  		const shaderInfoLog = gl.getShaderInfoLog( shader ) || '';
  		const errors = shaderInfoLog.trim();

  		if ( status && errors === '' ) return '';

  		const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
  		if ( errorMatches ) {

  			const errorLine = parseInt( errorMatches[ 1 ] );
  			return type.toUpperCase() + '\n\n' + errors + '\n\n' + this._handleSource( gl.getShaderSource( shader ), errorLine );

  		} else {

  			return errors;

  		}

  	}

  	/**
  	 * Logs shader compilation errors.
  	 *
  	 * @private
  	 * @param {WebGLProgram} programGPU - The WebGL program.
  	 * @param {WebGLShader} glFragmentShader - The fragment shader as a native WebGL shader object.
  	 * @param {WebGLShader} glVertexShader - The vertex shader as a native WebGL shader object.
  	 */
  	_logProgramError( programGPU, glFragmentShader, glVertexShader ) {

  		if ( this.renderer.debug.checkShaderErrors ) {

  			const gl = this.gl;

  			const programInfoLog = gl.getProgramInfoLog( programGPU ) || '';
  			const programLog = programInfoLog.trim();

  			if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {

  				if ( typeof this.renderer.debug.onShaderError === 'function' ) {

  					this.renderer.debug.onShaderError( gl, programGPU, glVertexShader, glFragmentShader );

  				} else {

  					// default error reporting

  					const vertexErrors = this._getShaderErrors( gl, glVertexShader, 'vertex' );
  					const fragmentErrors = this._getShaderErrors( gl, glFragmentShader, 'fragment' );

  					error(
  						'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  						'VALIDATE_STATUS ' + gl.getProgramParameter( programGPU, gl.VALIDATE_STATUS ) + '\n\n' +
  						'Program Info Log: ' + programLog + '\n' +
  						vertexErrors + '\n' +
  						fragmentErrors
  					);

  				}

  			} else if ( programLog !== '' ) {

  				warn( 'WebGLProgram: Program Info Log:', programLog );

  			}

  		}

  	}

  	/**
  	 * Completes the shader program setup for the given render object.
  	 *
  	 * @private
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {RenderPipeline} pipeline - The render pipeline.
  	 */
  	_completeCompile( renderObject, pipeline ) {

  		const { state, gl } = this;
  		const pipelineData = this.get( pipeline );
  		const { programGPU, fragmentShader, vertexShader } = pipelineData;

  		if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {

  			this._logProgramError( programGPU, fragmentShader, vertexShader );

  		}

  		state.useProgram( programGPU );

  		// Bindings

  		const bindings = renderObject.getBindings();

  		this._setupBindings( bindings, programGPU );

  		//

  		this.set( pipeline, {
  			programGPU
  		} );

  	}

  	/**
  	 * Creates a compute pipeline for the given compute node.
  	 *
  	 * @param {ComputePipeline} computePipeline - The compute pipeline.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 */
  	createComputePipeline( computePipeline, bindings ) {

  		const { state, gl } = this;

  		// Program

  		const fragmentProgram = {
  			stage: 'fragment',
  			code: '#version 300 es\nprecision highp float;\nvoid main() {}'
  		};

  		this.createProgram( fragmentProgram );

  		const { computeProgram } = computePipeline;

  		const programGPU = gl.createProgram();

  		const fragmentShader = this.get( fragmentProgram ).shaderGPU;
  		const vertexShader = this.get( computeProgram ).shaderGPU;

  		const transforms = computeProgram.transforms;

  		const transformVaryingNames = [];
  		const transformAttributeNodes = [];

  		for ( let i = 0; i < transforms.length; i ++ ) {

  			const transform = transforms[ i ];

  			transformVaryingNames.push( transform.varyingName );
  			transformAttributeNodes.push( transform.attributeNode );

  		}

  		gl.attachShader( programGPU, fragmentShader );
  		gl.attachShader( programGPU, vertexShader );

  		gl.transformFeedbackVaryings(
  			programGPU,
  			transformVaryingNames,
  			gl.SEPARATE_ATTRIBS
  		);

  		gl.linkProgram( programGPU );

  		if ( gl.getProgramParameter( programGPU, gl.LINK_STATUS ) === false ) {

  			this._logProgramError( programGPU, fragmentShader, vertexShader );


  		}

  		state.useProgram( programGPU );

  		// Bindings

  		this._setupBindings( bindings, programGPU );

  		const attributeNodes = computeProgram.attributes;
  		const attributes = [];
  		const transformBuffers = [];

  		for ( let i = 0; i < attributeNodes.length; i ++ ) {

  			const attribute = attributeNodes[ i ].node.attribute;

  			attributes.push( attribute );

  			if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );

  		}

  		for ( let i = 0; i < transformAttributeNodes.length; i ++ ) {

  			const attribute = transformAttributeNodes[ i ].attribute;

  			if ( ! this.has( attribute ) ) this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );

  			const attributeData = this.get( attribute );

  			transformBuffers.push( attributeData );

  		}

  		//

  		this.set( computePipeline, {
  			programGPU,
  			transformBuffers,
  			attributes
  		} );

  	}

  	/**
  	 * Creates bindings from the given bind group definition.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {Array<BindGroup>} bindings - Array of bind groups.
  	 * @param {number} cacheIndex - The cache index.
  	 * @param {number} version - The version.
  	 */
  	createBindings( bindGroup, bindings /*, cacheIndex, version*/ ) {

  		if ( this._knownBindings.has( bindings ) === false ) {

  			this._knownBindings.add( bindings );

  			let uniformBuffers = 0;
  			let textures = 0;

  			for ( const bindGroup of bindings ) {

  				this.set( bindGroup, {
  					textures: textures,
  					uniformBuffers: uniformBuffers
  				} );

  				for ( const binding of bindGroup.bindings ) {

  					if ( binding.isUniformBuffer ) uniformBuffers ++;
  					if ( binding.isSampledTexture ) textures ++;

  				}

  			}

  		}

  		this.updateBindings( bindGroup, bindings );

  	}

  	/**
  	 * Updates the given bind group definition.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {Array<BindGroup>} bindings - Array of bind groups.
  	 * @param {number} cacheIndex - The cache index.
  	 * @param {number} version - The version.
  	 */
  	updateBindings( bindGroup /*, bindings, cacheIndex, version*/ ) {

  		const { gl } = this;

  		const bindGroupData = this.get( bindGroup );

  		let i = bindGroupData.uniformBuffers;
  		let t = bindGroupData.textures;

  		for ( const binding of bindGroup.bindings ) {

  			const map = this.get( binding );

  			if ( binding.isUniformsGroup || binding.isUniformBuffer ) {

  				const array = binding.buffer;
  				let { bufferGPU } = this.get( array );

  				if ( bufferGPU === undefined ) {

  					// create

  					bufferGPU = gl.createBuffer();

  					gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );
  					gl.bufferData( gl.UNIFORM_BUFFER, array.byteLength, gl.DYNAMIC_DRAW );

  					this.set( array, { bufferGPU } );

  				} else {

  					gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );

  				}

  				// update

  				const updateRanges = binding.updateRanges;

  				gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );

  				if ( updateRanges.length === 0 ) {

  					gl.bufferData( gl.UNIFORM_BUFFER, array, gl.DYNAMIC_DRAW );

  				} else {

  					const isTyped = isTypedArray( array );
  					const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;

  					for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {

  						const range = updateRanges[ i ];

  						const dataOffset = range.start * byteOffsetFactor;
  						const size = range.count * byteOffsetFactor;

  						const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes

  						gl.bufferSubData( gl.UNIFORM_BUFFER, bufferOffset, array, dataOffset, size );

  					}

  				}

  				map.index = i ++;
  				map.bufferGPU = bufferGPU;

  				this.set( binding, map );

  			} else if ( binding.isSampledTexture ) {

  				const { textureGPU, glTextureType } = this.get( binding.texture );

  				map.index = t ++;
  				map.textureGPU = textureGPU;
  				map.glTextureType = glTextureType;

  				this.set( binding, map );

  			}

  		}

  	}

  	/**
  	 * Updates a buffer binding.
  	 *
  	 *  @param {Buffer} binding - The buffer binding to update.
  	 */
  	updateBinding( binding ) {

  		const gl = this.gl;

  		if ( binding.isUniformsGroup || binding.isUniformBuffer ) {

  			const bindingData = this.get( binding );
  			const bufferGPU = bindingData.bufferGPU;
  			const array = binding.buffer;

  			const updateRanges = binding.updateRanges;

  			gl.bindBuffer( gl.UNIFORM_BUFFER, bufferGPU );

  			if ( updateRanges.length === 0 ) {

  				gl.bufferData( gl.UNIFORM_BUFFER, array, gl.DYNAMIC_DRAW );

  			} else {

  				const isTyped = isTypedArray( array );
  				const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;

  				for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {

  					const range = updateRanges[ i ];

  					const dataOffset = range.start * byteOffsetFactor;
  					const size = range.count * byteOffsetFactor;

  					const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes

  					gl.bufferSubData( gl.UNIFORM_BUFFER, bufferOffset, array, dataOffset, size );

  				}

  			}

  		}

  	}

  	// attributes

  	/**
  	 * Creates the GPU buffer of an indexed shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The indexed buffer attribute.
  	 */
  	createIndexAttribute( attribute ) {

  		const gl = this.gl;

  		this.attributeUtils.createAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );

  	}

  	/**
  	 * Creates the GPU buffer of a shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	createAttribute( attribute ) {

  		if ( this.has( attribute ) ) return;

  		const gl = this.gl;

  		this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );

  	}

  	/**
  	 * Creates the GPU buffer of a storage attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	createStorageAttribute( attribute ) {

  		if ( this.has( attribute ) ) return;

  		const gl = this.gl;

  		this.attributeUtils.createAttribute( attribute, gl.ARRAY_BUFFER );

  	}

  	/**
  	 * Updates the GPU buffer of a shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute to update.
  	 */
  	updateAttribute( attribute ) {

  		this.attributeUtils.updateAttribute( attribute );

  	}

  	/**
  	 * Destroys the GPU buffer of a shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute to destroy.
  	 */
  	destroyAttribute( attribute ) {

  		this.attributeUtils.destroyAttribute( attribute );

  	}

  	/**
  	 * Checks if the given feature is supported  by the backend.
  	 *
  	 * @param {string} name - The feature's name.
  	 * @return {boolean} Whether the feature is supported or not.
  	 */
  	hasFeature( name ) {

  		const keysMatching = Object.keys( GLFeatureName ).filter( key => GLFeatureName[ key ] === name );

  		const extensions = this.extensions;

  		for ( let i = 0; i < keysMatching.length; i ++ ) {

  			if ( extensions.has( keysMatching[ i ] ) ) return true;

  		}

  		return false;

  	}

  	/**
  	 * Returns the maximum anisotropy texture filtering value.
  	 *
  	 * @return {number} The maximum anisotropy texture filtering value.
  	 */
  	getMaxAnisotropy() {

  		return this.capabilities.getMaxAnisotropy();

  	}

  	/**
  	 * Copies data of the given source texture to the given destination texture.
  	 *
  	 * @param {Texture} srcTexture - The source texture.
  	 * @param {Texture} dstTexture - The destination texture.
  	 * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
  	 * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
  	 * @param {number} [srcLevel=0] - The source mip level to copy from.
  	 * @param {number} [dstLevel=0] - The destination mip level to copy to.
  	 */
  	copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {

  		this.textureUtils.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, srcLevel, dstLevel );

  	}

  	/**
  	 * Copies the current bound framebuffer to the given texture.
  	 *
  	 * @param {Texture} texture - The destination texture.
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  	 */
  	copyFramebufferToTexture( texture, renderContext, rectangle ) {

  		this.textureUtils.copyFramebufferToTexture( texture, renderContext, rectangle );

  	}

  	/**
  	 * Checks if the given compatibility is supported by the backend.
  	 *
  	 * @param {string} name - The compatibility name.
  	 * @return {boolean} Whether the compatibility is supported or not.
  	 */
  	hasCompatibility( name ) {

  		if ( name === Compatibility.TEXTURE_COMPARE ) return true;

  		return super.hasCompatibility( name );

  	}

  	/**
  	 * Initializes the render target defined in the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	initRenderTarget( renderContext ) {

  		const { gl, state } = this;

  		this._setFramebuffer( renderContext );

  		state.bindFramebuffer( gl.FRAMEBUFFER, null );

  	}

  	/**
  	 * Configures the active framebuffer from the given render context.
  	 *
  	 * @private
  	 * @param {RenderContext} descriptor - The render context.
  	 */
  	_setFramebuffer( descriptor ) {

  		const { gl, state } = this;

  		let currentFrameBuffer = null;

  		if ( descriptor.textures !== null ) {

  			const renderTarget = descriptor.renderTarget;
  			const renderTargetContextData = this.get( renderTarget );
  			const { samples, depthBuffer, stencilBuffer } = renderTarget;

  			const isCube = renderTarget.isCubeRenderTarget === true;
  			const isRenderTarget3D = renderTarget.isRenderTarget3D === true;
  			const isRenderTargetArray = renderTarget.depth > 1;
  			const isXRRenderTarget = renderTarget.isXRRenderTarget === true;
  			const _hasExternalTextures = ( isXRRenderTarget === true && renderTarget._hasExternalTextures === true );

  			let msaaFb = renderTargetContextData.msaaFrameBuffer;
  			let depthRenderbuffer = renderTargetContextData.depthRenderbuffer;
  			const multisampledRTTExt = this.extensions.get( 'WEBGL_multisampled_render_to_texture' );
  			const multiviewExt = this.extensions.get( 'OVR_multiview2' );
  			const useMultisampledRTT = this._useMultisampledExtension( renderTarget );
  			const cacheKey = getCacheKey( descriptor );

  			let fb;

  			if ( isCube ) {

  				renderTargetContextData.cubeFramebuffers || ( renderTargetContextData.cubeFramebuffers = {} );

  				fb = renderTargetContextData.cubeFramebuffers[ cacheKey ];

  			} else if ( isXRRenderTarget && _hasExternalTextures === false ) {

  				fb = this._xrFramebuffer;

  			} else {

  				renderTargetContextData.framebuffers || ( renderTargetContextData.framebuffers = {} );

  				fb = renderTargetContextData.framebuffers[ cacheKey ];

  			}

  			if ( fb === undefined ) {

  				fb = gl.createFramebuffer();

  				state.bindFramebuffer( gl.FRAMEBUFFER, fb );

  				const textures = descriptor.textures;
  				const depthInvalidationArray = [];

  				if ( isCube ) {

  					renderTargetContextData.cubeFramebuffers[ cacheKey ] = fb;

  					const { textureGPU } = this.get( textures[ 0 ] );

  					const cubeFace = this.renderer._activeCubeFace;
  					const mipLevel = this.renderer._activeMipmapLevel;

  					gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureGPU, mipLevel );

  				} else {

  					renderTargetContextData.framebuffers[ cacheKey ] = fb;

  					for ( let i = 0; i < textures.length; i ++ ) {

  						const texture = textures[ i ];
  						const textureData = this.get( texture );
  						textureData.renderTarget = descriptor.renderTarget;
  						textureData.cacheKey = cacheKey; // required for copyTextureToTexture()

  						const attachment = gl.COLOR_ATTACHMENT0 + i;

  						if ( renderTarget.multiview ) {

  							multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, attachment, textureData.textureGPU, 0, samples, 0, 2 );

  						} else if ( isRenderTarget3D || isRenderTargetArray ) {

  							const layer = this.renderer._activeCubeFace;
  							const mipLevel = this.renderer._activeMipmapLevel;

  							gl.framebufferTextureLayer( gl.FRAMEBUFFER, attachment, textureData.textureGPU, mipLevel, layer );

  						} else {

  							if ( useMultisampledRTT ) {

  								multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

  							} else {

  								const mipLevel = this.renderer._activeMipmapLevel;

  								gl.framebufferTexture2D( gl.FRAMEBUFFER, attachment, gl.TEXTURE_2D, textureData.textureGPU, mipLevel );

  							}

  						}

  					}

  				}

  				const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;

  				if ( renderTarget._autoAllocateDepthBuffer === true ) {

  					const renderbuffer = gl.createRenderbuffer();
  					this.textureUtils.setupRenderBufferStorage( renderbuffer, descriptor, 0, useMultisampledRTT );
  					renderTargetContextData.xrDepthRenderbuffer = renderbuffer;
  					depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );

  					gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
  					gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );


  				} else {

  					if ( descriptor.depthTexture !== null ) {

  						depthInvalidationArray.push( stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT );

  						const textureData = this.get( descriptor.depthTexture );
  						textureData.renderTarget = descriptor.renderTarget;
  						textureData.cacheKey = cacheKey; // required for copyTextureToTexture()

  						if ( renderTarget.multiview ) {

  							multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );

  						} else if ( _hasExternalTextures && useMultisampledRTT ) {

  							multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

  						} else {

  							if ( descriptor.depthTexture.isArrayTexture ) {

  								const layer = this.renderer._activeCubeFace;

  								gl.framebufferTextureLayer( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, layer );

  							} else if ( descriptor.depthTexture.isCubeTexture ) {

  								const cubeFace = this.renderer._activeCubeFace;

  								gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace, textureData.textureGPU, 0 );

  							} else {

  								gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );

  							}

  						}

  					}

  				}

  				renderTargetContextData.depthInvalidationArray = depthInvalidationArray;


  			} else {

  				const isRenderCameraDepthArray = this._isRenderCameraDepthArray( descriptor );

  				if ( isRenderCameraDepthArray ) {

  					state.bindFramebuffer( gl.FRAMEBUFFER, fb );

  					const layer = this.renderer._activeCubeFace;

  					const depthData = this.get( descriptor.depthTexture );
  					const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  					gl.framebufferTextureLayer(
  						gl.FRAMEBUFFER,
  						depthStyle,
  						depthData.textureGPU,
  						0,
  						layer
  					);

  				}

  				// rebind external XR textures

  				if ( ( isXRRenderTarget || useMultisampledRTT || renderTarget.multiview ) && ( renderTarget._isOpaqueFramebuffer !== true ) ) {

  					state.bindFramebuffer( gl.FRAMEBUFFER, fb );

  					// rebind color

  					const textureData = this.get( descriptor.textures[ 0 ] );

  					if ( renderTarget.multiview ) {

  						multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, textureData.textureGPU, 0, samples, 0, 2 );

  					} else if ( useMultisampledRTT ) {

  						multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

  					} else {

  						gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureData.textureGPU, 0 );

  					}

  					// rebind depth

  					const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;

  					if ( renderTarget._autoAllocateDepthBuffer === true ) {

  						const renderbuffer = renderTargetContextData.xrDepthRenderbuffer;
  						gl.bindRenderbuffer( gl.RENDERBUFFER, renderbuffer );
  						gl.framebufferRenderbuffer( gl.FRAMEBUFFER, depthStyle, gl.RENDERBUFFER, renderbuffer );

  					} else {

  						const textureData = this.get( descriptor.depthTexture );

  						if ( renderTarget.multiview ) {

  							multiviewExt.framebufferTextureMultisampleMultiviewOVR( gl.FRAMEBUFFER, depthStyle, textureData.textureGPU, 0, samples, 0, 2 );

  						} else if ( useMultisampledRTT ) {

  							multisampledRTTExt.framebufferTexture2DMultisampleEXT( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0, samples );

  						} else {

  							gl.framebufferTexture2D( gl.FRAMEBUFFER, depthStyle, gl.TEXTURE_2D, textureData.textureGPU, 0 );

  						}

  					}

  				}

  			}

  			if ( samples > 0 && useMultisampledRTT === false && ! renderTarget.multiview ) {

  				if ( msaaFb === undefined ) {

  					const invalidationArray = [];

  					msaaFb = gl.createFramebuffer();

  					state.bindFramebuffer( gl.FRAMEBUFFER, msaaFb );

  					const msaaRenderbuffers = [];

  					const textures = descriptor.textures;

  					for ( let i = 0; i < textures.length; i ++ ) {

  						msaaRenderbuffers[ i ] = gl.createRenderbuffer();

  						gl.bindRenderbuffer( gl.RENDERBUFFER, msaaRenderbuffers[ i ] );

  						invalidationArray.push( gl.COLOR_ATTACHMENT0 + i );

  						const texture = descriptor.textures[ i ];
  						const textureData = this.get( texture );

  						gl.renderbufferStorageMultisample( gl.RENDERBUFFER, samples, textureData.glInternalFormat, descriptor.width, descriptor.height );
  						gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );


  					}

  					gl.bindRenderbuffer( gl.RENDERBUFFER, null );

  					renderTargetContextData.msaaFrameBuffer = msaaFb;
  					renderTargetContextData.msaaRenderbuffers = msaaRenderbuffers;

  					if ( depthBuffer && depthRenderbuffer === undefined ) {

  						depthRenderbuffer = gl.createRenderbuffer();
  						this.textureUtils.setupRenderBufferStorage( depthRenderbuffer, descriptor, samples );

  						renderTargetContextData.depthRenderbuffer = depthRenderbuffer;

  						const depthStyle = stencilBuffer ? gl.DEPTH_STENCIL_ATTACHMENT : gl.DEPTH_ATTACHMENT;
  						invalidationArray.push( depthStyle );

  					}

  					renderTargetContextData.invalidationArray = invalidationArray;

  				}

  				currentFrameBuffer = renderTargetContextData.msaaFrameBuffer;

  			} else {

  				currentFrameBuffer = fb;

  			}

  			state.drawBuffers( descriptor, fb );

  		}

  		state.bindFramebuffer( gl.FRAMEBUFFER, currentFrameBuffer );

  	}

  	/**
  	 * Computes the VAO key for the given index and attributes.
  	 *
  	 * @private
  	 * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
  	 * @return {string} The VAO key.
  	 */
  	_getVaoKey( attributes ) {

  		let key = '';

  		for ( let i = 0; i < attributes.length; i ++ ) {

  			const attributeData = this.get( attributes[ i ] );

  			key += ':' + attributeData.id;

  		}

  		return key;

  	}

  	/**
  	 * Creates a VAO from the index and attributes.
  	 *
  	 * @private
  	 * @param {Array<BufferAttribute>} attributes - An array of buffer attributes.
  	 * @return {Object} The VAO data.
  	 */
  	_createVao( attributes ) {

  		const { gl } = this;

  		const vaoGPU = gl.createVertexArray();

  		gl.bindVertexArray( vaoGPU );

  		for ( let i = 0; i < attributes.length; i ++ ) {

  			const attribute = attributes[ i ];
  			const attributeData = this.get( attribute );

  			gl.bindBuffer( gl.ARRAY_BUFFER, attributeData.bufferGPU );
  			gl.enableVertexAttribArray( i );

  			let stride, offset;

  			if ( attribute.isInterleavedBufferAttribute === true ) {

  				stride = attribute.data.stride * attributeData.bytesPerElement;
  				offset = attribute.offset * attributeData.bytesPerElement;

  			} else {

  				stride = 0;
  				offset = 0;

  			}

  			if ( attributeData.isInteger ) {

  				gl.vertexAttribIPointer( i, attribute.itemSize, attributeData.type, stride, offset );

  			} else {

  				gl.vertexAttribPointer( i, attribute.itemSize, attributeData.type, attribute.normalized, stride, offset );

  			}

  			if ( attribute.isInstancedBufferAttribute && ! attribute.isInterleavedBufferAttribute ) {

  				gl.vertexAttribDivisor( i, attribute.meshPerAttribute );

  			} else if ( attribute.isInterleavedBufferAttribute && attribute.data.isInstancedInterleavedBuffer ) {

  				gl.vertexAttribDivisor( i, attribute.data.meshPerAttribute );

  			}

  		}

  		gl.bindBuffer( gl.ARRAY_BUFFER, null );

  		return vaoGPU;

  	}

  	/**
  	 * Creates a transform feedback from the given transform buffers.
  	 *
  	 * @private
  	 * @param {Array<DualAttributeData>} transformBuffers - The transform buffers.
  	 * @return {WebGLTransformFeedback} The transform feedback.
  	 */
  	_getTransformFeedback( transformBuffers ) {

  		let key = '';

  		for ( let i = 0; i < transformBuffers.length; i ++ ) {

  			key += ':' + transformBuffers[ i ].id;

  		}

  		let transformFeedbackGPU = this.transformFeedbackCache[ key ];

  		if ( transformFeedbackGPU !== undefined ) {

  			return transformFeedbackGPU;

  		}

  		const { gl } = this;

  		transformFeedbackGPU = gl.createTransformFeedback();

  		gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, transformFeedbackGPU );

  		for ( let i = 0; i < transformBuffers.length; i ++ ) {

  			const attributeData = transformBuffers[ i ];

  			gl.bindBufferBase( gl.TRANSFORM_FEEDBACK_BUFFER, i, attributeData.transformBuffer );

  		}

  		gl.bindTransformFeedback( gl.TRANSFORM_FEEDBACK, null );

  		this.transformFeedbackCache[ key ] = transformFeedbackGPU;

  		return transformFeedbackGPU;

  	}

  	/**
  	 * Setups the given bindings.
  	 *
  	 * @private
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 * @param {WebGLProgram} programGPU - The WebGL program.
  	 */
  	_setupBindings( bindings, programGPU ) {

  		const gl = this.gl;

  		for ( const bindGroup of bindings ) {

  			for ( const binding of bindGroup.bindings ) {

  				const bindingData = this.get( binding );
  				const index = bindingData.index;

  				if ( binding.isUniformsGroup || binding.isUniformBuffer ) {

  					const location = gl.getUniformBlockIndex( programGPU, binding.name );
  					gl.uniformBlockBinding( programGPU, location, index );

  				} else if ( binding.isSampledTexture ) {

  					const location = gl.getUniformLocation( programGPU, binding.name );
  					gl.uniform1i( location, index );

  				}

  			}

  		}

  	}

  	/**
  	 * Binds the given uniforms.
  	 *
  	 * @private
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 */
  	_bindUniforms( bindings ) {

  		const { gl, state } = this;

  		for ( const bindGroup of bindings ) {

  			for ( const binding of bindGroup.bindings ) {

  				const bindingData = this.get( binding );
  				const index = bindingData.index;

  				if ( binding.isUniformsGroup || binding.isUniformBuffer ) {

  					// TODO USE bindBufferRange to group multiple uniform buffers
  					state.bindBufferBase( gl.UNIFORM_BUFFER, index, bindingData.bufferGPU );

  				} else if ( binding.isSampledTexture ) {

  					state.bindTexture( bindingData.glTextureType, bindingData.textureGPU, gl.TEXTURE0 + index );

  				}

  			}

  		}

  	}

  	/**
  	 * The method ensures multisampled render targets are resolved.
  	 *
  	 * @private
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	_resolveRenderTarget( renderContext ) {

  		const { gl, state } = this;

  		const renderTarget = renderContext.renderTarget;

  		if ( renderContext.textures !== null && renderTarget ) {

  			const renderTargetContextData = this.get( renderTarget );

  			if ( renderTarget.samples > 0 && this._useMultisampledExtension( renderTarget ) === false ) {

  				const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];

  				let mask = gl.COLOR_BUFFER_BIT;

  				if ( renderTarget.resolveDepthBuffer ) {

  					if ( renderTarget.depthBuffer ) mask |= gl.DEPTH_BUFFER_BIT;
  					if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= gl.STENCIL_BUFFER_BIT;

  				}

  				const msaaFrameBuffer = renderTargetContextData.msaaFrameBuffer;
  				const msaaRenderbuffers = renderTargetContextData.msaaRenderbuffers;

  				const textures = renderContext.textures;
  				const isMRT = textures.length > 1;

  				state.bindFramebuffer( gl.READ_FRAMEBUFFER, msaaFrameBuffer );
  				state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );

  				if ( isMRT ) {

  					// blitFramebuffer() can only copy/resolve the first color attachment of a framebuffer. When using MRT,
  					// the engine temporarily removes all attachments and then configures each attachment for the resolve.

  					for ( let i = 0; i < textures.length; i ++ ) {

  						gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, null );
  						gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, null, 0 );

  					}

  				}

  				for ( let i = 0; i < textures.length; i ++ ) {

  					if ( isMRT ) {

  						// configure attachment for resolve

  						const { textureGPU } = this.get( textures[ i ] );

  						gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  						gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureGPU, 0 );

  					}

  					if ( renderContext.scissor ) {

  						const { x, y, width, height } = renderContext.scissorValue;

  						const viewY = renderContext.height - height - y;

  						gl.blitFramebuffer( x, viewY, x + width, viewY + height, x, viewY, x + width, viewY + height, mask, gl.NEAREST );

  					} else {

  						gl.blitFramebuffer( 0, 0, renderContext.width, renderContext.height, 0, 0, renderContext.width, renderContext.height, mask, gl.NEAREST );

  					}

  				}

  				if ( isMRT ) {

  					// restore attachments

  					for ( let i = 0; i < textures.length; i ++ ) {

  						const { textureGPU } = this.get( textures[ i ] );

  						gl.framebufferRenderbuffer( gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, msaaRenderbuffers[ i ] );
  						gl.framebufferTexture2D( gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.TEXTURE_2D, textureGPU, 0 );

  					}

  				}

  				if ( this._supportsInvalidateFramebuffer === true ) {

  					gl.invalidateFramebuffer( gl.READ_FRAMEBUFFER, renderTargetContextData.invalidationArray );

  				}

  			} else if ( renderTarget.resolveDepthBuffer === false && renderTargetContextData.framebuffers ) {

  				const fb = renderTargetContextData.framebuffers[ renderContext.getCacheKey() ];
  				state.bindFramebuffer( gl.DRAW_FRAMEBUFFER, fb );
  				gl.invalidateFramebuffer( gl.DRAW_FRAMEBUFFER, renderTargetContextData.depthInvalidationArray );

  			}

  		}

  	}

  	/**
  	 * Returns `true` if the `WEBGL_multisampled_render_to_texture` extension
  	 * should be used when MSAA is enabled.
  	 *
  	 * @private
  	 * @param {RenderTarget} renderTarget - The render target that should be multisampled.
  	 * @return {boolean} Whether to use the `WEBGL_multisampled_render_to_texture` extension for MSAA or not.
  	 */
  	_useMultisampledExtension( renderTarget ) {

  		if ( renderTarget.multiview === true ) {

  			return true;

  		}

  		return renderTarget.samples > 0 && this.extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTarget._autoAllocateDepthBuffer !== false;

  	}

  	/**
  	 * Frees internal resources.
  	 */
  	dispose() {

  		if ( this.textureUtils !== null ) this.textureUtils.dispose();

  		const extension = this.extensions.get( 'WEBGL_lose_context' );
  		if ( extension ) extension.loseContext();

  		this.renderer.domElement.removeEventListener( 'webglcontextlost', this._onContextLost );

  	}

  }

  const GPUPrimitiveTopology = {
  	PointList: 'point-list',
  	LineList: 'line-list',
  	LineStrip: 'line-strip',
  	TriangleList: 'triangle-list'};

  const GPUShaderStage = ( typeof self !== 'undefined' && self.GPUShaderStage ) ? self.GPUShaderStage : { VERTEX: 1, FRAGMENT: 2, COMPUTE: 4 };

  const GPUCompareFunction = {
  	Never: 'never',
  	Less: 'less',
  	Equal: 'equal',
  	LessEqual: 'less-equal',
  	Greater: 'greater',
  	NotEqual: 'not-equal',
  	GreaterEqual: 'greater-equal',
  	Always: 'always'
  };

  const GPUStoreOp = {
  	Store: 'store'};

  const GPULoadOp = {
  	Load: 'load',
  	Clear: 'clear'
  };

  const GPUFrontFace = {
  	CCW: 'ccw',
  	CW: 'cw'
  };

  const GPUCullMode = {
  	None: 'none',
  	Back: 'back'
  };

  const GPUIndexFormat = {
  	Uint16: 'uint16',
  	Uint32: 'uint32'
  };

  const GPUTextureFormat = {

  	// 8-bit formats

  	R8Unorm: 'r8unorm',
  	R8Snorm: 'r8snorm',
  	R8Uint: 'r8uint',
  	R8Sint: 'r8sint',

  	// 16-bit formats

  	R16Uint: 'r16uint',
  	R16Sint: 'r16sint',
  	R16Float: 'r16float',
  	RG8Unorm: 'rg8unorm',
  	RG8Snorm: 'rg8snorm',
  	RG8Uint: 'rg8uint',
  	RG8Sint: 'rg8sint',

  	// 32-bit formats

  	R32Uint: 'r32uint',
  	R32Sint: 'r32sint',
  	R32Float: 'r32float',
  	RG16Uint: 'rg16uint',
  	RG16Sint: 'rg16sint',
  	RG16Float: 'rg16float',
  	RGBA8Unorm: 'rgba8unorm',
  	RGBA8UnormSRGB: 'rgba8unorm-srgb',
  	RGBA8Snorm: 'rgba8snorm',
  	RGBA8Uint: 'rgba8uint',
  	RGBA8Sint: 'rgba8sint',
  	BGRA8Unorm: 'bgra8unorm',
  	BGRA8UnormSRGB: 'bgra8unorm-srgb',
  	// Packed 32-bit formats
  	RGB9E5UFloat: 'rgb9e5ufloat',
  	RGB10A2Unorm: 'rgb10a2unorm',
  	RG11B10UFloat: 'rg11b10ufloat',

  	// 64-bit formats

  	RG32Uint: 'rg32uint',
  	RG32Sint: 'rg32sint',
  	RG32Float: 'rg32float',
  	RGBA16Uint: 'rgba16uint',
  	RGBA16Sint: 'rgba16sint',
  	RGBA16Float: 'rgba16float',

  	// 128-bit formats

  	RGBA32Uint: 'rgba32uint',
  	RGBA32Sint: 'rgba32sint',
  	RGBA32Float: 'rgba32float',

  	Depth16Unorm: 'depth16unorm',
  	Depth24Plus: 'depth24plus',
  	Depth24PlusStencil8: 'depth24plus-stencil8',
  	Depth32Float: 'depth32float',

  	// 'depth32float-stencil8' extension

  	Depth32FloatStencil8: 'depth32float-stencil8',

  	// BC compressed formats usable if 'texture-compression-bc' is both
  	// supported by the device/user agent and enabled in requestDevice.

  	BC1RGBAUnorm: 'bc1-rgba-unorm',
  	BC1RGBAUnormSRGB: 'bc1-rgba-unorm-srgb',
  	BC2RGBAUnorm: 'bc2-rgba-unorm',
  	BC2RGBAUnormSRGB: 'bc2-rgba-unorm-srgb',
  	BC3RGBAUnorm: 'bc3-rgba-unorm',
  	BC3RGBAUnormSRGB: 'bc3-rgba-unorm-srgb',
  	BC4RUnorm: 'bc4-r-unorm',
  	BC4RSnorm: 'bc4-r-snorm',
  	BC5RGUnorm: 'bc5-rg-unorm',
  	BC5RGSnorm: 'bc5-rg-snorm',
  	BC6HRGBUFloat: 'bc6h-rgb-ufloat',
  	BC6HRGBFloat: 'bc6h-rgb-float',
  	BC7RGBAUnorm: 'bc7-rgba-unorm',
  	BC7RGBAUnormSRGB: 'bc7-rgba-unorm-srgb',

  	// ETC2 compressed formats usable if 'texture-compression-etc2' is both
  	// supported by the device/user agent and enabled in requestDevice.

  	ETC2RGB8Unorm: 'etc2-rgb8unorm',
  	ETC2RGB8UnormSRGB: 'etc2-rgb8unorm-srgb',
  	ETC2RGB8A1Unorm: 'etc2-rgb8a1unorm',
  	ETC2RGB8A1UnormSRGB: 'etc2-rgb8a1unorm-srgb',
  	ETC2RGBA8Unorm: 'etc2-rgba8unorm',
  	ETC2RGBA8UnormSRGB: 'etc2-rgba8unorm-srgb',
  	EACR11Unorm: 'eac-r11unorm',
  	EACR11Snorm: 'eac-r11snorm',
  	EACRG11Unorm: 'eac-rg11unorm',
  	EACRG11Snorm: 'eac-rg11snorm',

  	// ASTC compressed formats usable if 'texture-compression-astc' is both
  	// supported by the device/user agent and enabled in requestDevice.

  	ASTC4x4Unorm: 'astc-4x4-unorm',
  	ASTC4x4UnormSRGB: 'astc-4x4-unorm-srgb',
  	ASTC5x4Unorm: 'astc-5x4-unorm',
  	ASTC5x4UnormSRGB: 'astc-5x4-unorm-srgb',
  	ASTC5x5Unorm: 'astc-5x5-unorm',
  	ASTC5x5UnormSRGB: 'astc-5x5-unorm-srgb',
  	ASTC6x5Unorm: 'astc-6x5-unorm',
  	ASTC6x5UnormSRGB: 'astc-6x5-unorm-srgb',
  	ASTC6x6Unorm: 'astc-6x6-unorm',
  	ASTC6x6UnormSRGB: 'astc-6x6-unorm-srgb',
  	ASTC8x5Unorm: 'astc-8x5-unorm',
  	ASTC8x5UnormSRGB: 'astc-8x5-unorm-srgb',
  	ASTC8x6Unorm: 'astc-8x6-unorm',
  	ASTC8x6UnormSRGB: 'astc-8x6-unorm-srgb',
  	ASTC8x8Unorm: 'astc-8x8-unorm',
  	ASTC8x8UnormSRGB: 'astc-8x8-unorm-srgb',
  	ASTC10x5Unorm: 'astc-10x5-unorm',
  	ASTC10x5UnormSRGB: 'astc-10x5-unorm-srgb',
  	ASTC10x6Unorm: 'astc-10x6-unorm',
  	ASTC10x6UnormSRGB: 'astc-10x6-unorm-srgb',
  	ASTC10x8Unorm: 'astc-10x8-unorm',
  	ASTC10x8UnormSRGB: 'astc-10x8-unorm-srgb',
  	ASTC10x10Unorm: 'astc-10x10-unorm',
  	ASTC10x10UnormSRGB: 'astc-10x10-unorm-srgb',
  	ASTC12x10Unorm: 'astc-12x10-unorm',
  	ASTC12x10UnormSRGB: 'astc-12x10-unorm-srgb',
  	ASTC12x12Unorm: 'astc-12x12-unorm',
  	ASTC12x12UnormSRGB: 'astc-12x12-unorm-srgb',

  };

  const GPUAddressMode = {
  	ClampToEdge: 'clamp-to-edge',
  	Repeat: 'repeat',
  	MirrorRepeat: 'mirror-repeat'
  };

  const GPUFilterMode = {
  	Linear: 'linear',
  	Nearest: 'nearest'
  };

  const GPUBlendFactor = {
  	Zero: 'zero',
  	One: 'one',
  	Src: 'src',
  	OneMinusSrc: 'one-minus-src',
  	SrcAlpha: 'src-alpha',
  	OneMinusSrcAlpha: 'one-minus-src-alpha',
  	Dst: 'dst',
  	OneMinusDst: 'one-minus-dst',
  	DstAlpha: 'dst-alpha',
  	OneMinusDstAlpha: 'one-minus-dst-alpha',
  	SrcAlphaSaturated: 'src-alpha-saturated',
  	Constant: 'constant',
  	OneMinusConstant: 'one-minus-constant'
  };

  const GPUBlendOperation = {
  	Add: 'add',
  	Subtract: 'subtract',
  	ReverseSubtract: 'reverse-subtract',
  	Min: 'min',
  	Max: 'max'
  };

  const GPUColorWriteFlags = {
  	None: 0,
  	All: 0xF
  };

  const GPUStencilOperation = {
  	Keep: 'keep',
  	Zero: 'zero',
  	Replace: 'replace',
  	Invert: 'invert',
  	IncrementClamp: 'increment-clamp',
  	DecrementClamp: 'decrement-clamp',
  	IncrementWrap: 'increment-wrap',
  	DecrementWrap: 'decrement-wrap'
  };

  const GPUBufferBindingType = {
  	Storage: 'storage',
  	ReadOnlyStorage: 'read-only-storage'
  };

  const GPUStorageTextureAccess = {
  	WriteOnly: 'write-only',
  	ReadOnly: 'read-only',
  	ReadWrite: 'read-write',
  };

  const GPUSamplerBindingType = {
  	NonFiltering: 'non-filtering',
  	Comparison: 'comparison'
  };

  const GPUTextureSampleType = {
  	Float: 'float',
  	UnfilterableFloat: 'unfilterable-float',
  	Depth: 'depth',
  	SInt: 'sint',
  	UInt: 'uint'
  };

  const GPUTextureDimension = {
  	TwoD: '2d',
  	ThreeD: '3d'
  };

  const GPUTextureViewDimension = {
  	TwoD: '2d',
  	TwoDArray: '2d-array',
  	Cube: 'cube',
  	ThreeD: '3d'
  };

  const GPUTextureAspect = {
  	All: 'all'};

  const GPUInputStepMode = {
  	Vertex: 'vertex',
  	Instance: 'instance'
  };

  const GPUFeatureName = {
  	CoreFeaturesAndLimits: 'core-features-and-limits',
  	DepthClipControl: 'depth-clip-control',
  	Depth32FloatStencil8: 'depth32float-stencil8',
  	TextureCompressionBC: 'texture-compression-bc',
  	TextureCompressionBCSliced3D: 'texture-compression-bc-sliced-3d',
  	TextureCompressionETC2: 'texture-compression-etc2',
  	TextureCompressionASTC: 'texture-compression-astc',
  	TextureCompressionASTCSliced3D: 'texture-compression-astc-sliced-3d',
  	TimestampQuery: 'timestamp-query',
  	IndirectFirstInstance: 'indirect-first-instance',
  	ShaderF16: 'shader-f16',
  	RG11B10UFloat: 'rg11b10ufloat-renderable',
  	BGRA8UNormStorage: 'bgra8unorm-storage',
  	Float32Filterable: 'float32-filterable',
  	Float32Blendable: 'float32-blendable',
  	ClipDistances: 'clip-distances',
  	DualSourceBlending: 'dual-source-blending',
  	Subgroups: 'subgroups',
  	TextureFormatsTier1: 'texture-formats-tier1',
  	TextureFormatsTier2: 'texture-formats-tier2'
  };

  const GPUFeatureMap = {
  	'texture-compression-s3tc': 'texture-compression-bc',
  	'texture-compression-etc1': 'texture-compression-etc2'
  };

  /**
   * A special form of sampler binding type.
   * It's texture value is managed by a node object.
   *
   * @private
   * @augments Sampler
   */
  class NodeSampler extends Sampler {

  	/**
  	 * Constructs a new node-based sampler.
  	 *
  	 * @param {string} name - The samplers's name.
  	 * @param {TextureNode} textureNode - The texture node.
  	 * @param {UniformGroupNode} groupNode - The uniform group node.
  	 */
  	constructor( name, textureNode, groupNode ) {

  		super( name, textureNode ? textureNode.value : null );

  		/**
  		 * The texture node.
  		 *
  		 * @type {TextureNode}
  		 */
  		this.textureNode = textureNode;

  		/**
  		 * The uniform group node.
  		 *
  		 * @type {UniformGroupNode}
  		 */
  		this.groupNode = groupNode;

  	}

  	/**
  	 * Updates the texture value of this sampler.
  	 *
  	 * @return {boolean} Whether the sampler needs an update or not.
  	 */
  	update() {

  		const { textureNode } = this;

  		if ( this.texture !== textureNode.value ) {

  			this.texture = textureNode.value;

  			return true;

  		}

  		return super.update();

  	}

  }

  /**
   * Represents a storage buffer binding type.
   *
   * @private
   * @augments Buffer
   */
  class StorageBuffer extends Buffer {

  	/**
  	 * Constructs a new uniform buffer.
  	 *
  	 * @param {string} name - The buffer's name.
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	constructor( name, attribute ) {

  		super( name, attribute ? attribute.array : null );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @private
  		 * @type {BufferAttribute}
  		 */
  		this._attribute = attribute;

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isStorageBuffer = true;

  	}

  	/**
  	 * The storage buffer attribute.
  	 *
  	 * @type {BufferAttribute}
  	 */
  	get attribute() {

  		return this._attribute;

  	}

  }

  let _id = 0;

  /**
   * A special form of storage buffer binding type.
   * It's buffer value is managed by a node object.
   *
   * @private
   * @augments StorageBuffer
   */
  class NodeStorageBuffer extends StorageBuffer {

  	/**
  	 * Constructs a new node-based storage buffer.
  	 *
  	 * @param {StorageBufferNode} nodeUniform - The storage buffer node.
  	 * @param {UniformGroupNode} groupNode - The uniform group node.
  	 */
  	constructor( nodeUniform, groupNode ) {

  		super( 'StorageBuffer_' + _id ++, nodeUniform ? nodeUniform.value : null );

  		/**
  		 * The node uniform.
  		 *
  		 * @type {StorageBufferNode}
  		 */
  		this.nodeUniform = nodeUniform;

  		/**
  		 * The access type.
  		 *
  		 * @type {string}
  		 */
  		this.access = nodeUniform ? nodeUniform.access : NodeAccess.READ_WRITE;

  		/**
  		 * The uniform group node.
  		 *
  		 * @type {UniformGroupNode}
  		 */
  		this.groupNode = groupNode;

  	}

  	/**
  	 * The storage buffer attribute node.
  	 *
  	 * @type {StorageBufferAttribute}
  	 */
  	get attribute() {

  		return this.nodeUniform.value;

  	}

  	/**
  	 * The storage buffer.
  	 *
  	 * @type {Float32Array}
  	 */
  	get buffer() {

  		return this.nodeUniform.value.array;

  	}

  }

  /**
   * A WebGPU backend utility module used by {@link WebGPUTextureUtils}.
   *
   * @private
   */
  class WebGPUTexturePassUtils extends DataMap {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {GPUDevice} device - The WebGPU device.
  	 */
  	constructor( device ) {

  		super();

  		/**
  		 * The WebGPU device.
  		 *
  		 * @type {GPUDevice}
  		 */
  		this.device = device;

  		const mipmapSource = `
struct VarysStruct {
	@builtin( position ) Position: vec4f,
	@location( 0 ) vTex : vec2f,
	@location( 1 ) @interpolate(flat, either) vBaseArrayLayer: u32,
};

@group( 0 ) @binding ( 2 )
var<uniform> flipY: u32;

@vertex
fn mainVS(
		@builtin( vertex_index ) vertexIndex : u32,
		@builtin( instance_index ) instanceIndex : u32 ) -> VarysStruct {

	var Varys : VarysStruct;

	var pos = array(
		vec2f( -1, -1 ),
		vec2f( -1,  3 ),
		vec2f(  3, -1 ),
	);

	let p = pos[ vertexIndex ];
	let mult = select( vec2f( 0.5, -0.5 ), vec2f( 0.5, 0.5 ), flipY != 0 );
	Varys.vTex = p * mult + vec2f( 0.5 );
	Varys.Position = vec4f( p, 0, 1 );
	Varys.vBaseArrayLayer = instanceIndex;

	return Varys;

}

@group( 0 ) @binding( 0 )
var imgSampler : sampler;

@group( 0 ) @binding( 1 )
var img2d : texture_2d<f32>;

@fragment
fn main_2d( Varys: VarysStruct ) -> @location( 0 ) vec4<f32> {

	return textureSample( img2d, imgSampler, Varys.vTex );

}

@group( 0 ) @binding( 1 )
var img2dArray : texture_2d_array<f32>;

@fragment
fn main_2d_array( Varys: VarysStruct ) -> @location( 0 ) vec4<f32> {

	return textureSample( img2dArray, imgSampler, Varys.vTex, Varys.vBaseArrayLayer );

}

const faceMat = array(
  mat3x3f(  0,  0,  -2,  0, -2,   0,  1,  1,   1 ),   // pos-x
  mat3x3f(  0,  0,   2,  0, -2,   0, -1,  1,  -1 ),   // neg-x
  mat3x3f(  2,  0,   0,  0,  0,   2, -1,  1,  -1 ),   // pos-y
  mat3x3f(  2,  0,   0,  0,  0,  -2, -1, -1,   1 ),   // neg-y
  mat3x3f(  2,  0,   0,  0, -2,   0, -1,  1,   1 ),   // pos-z
  mat3x3f( -2,  0,   0,  0, -2,   0,  1,  1,  -1 ),   // neg-z
);

@group( 0 ) @binding( 1 )
var imgCube : texture_cube<f32>;

@fragment
fn main_cube( Varys: VarysStruct ) -> @location( 0 ) vec4<f32> {

	return textureSample( imgCube, imgSampler, faceMat[ Varys.vBaseArrayLayer ] * vec3f( fract( Varys.vTex ), 1 ) );

}
`;

  		/**
  		 * The mipmap GPU sampler.
  		 *
  		 * @type {GPUSampler}
  		 */
  		this.mipmapSampler = device.createSampler( { minFilter: GPUFilterMode.Linear } );

  		/**
  		 * The flipY GPU sampler.
  		 *
  		 * @type {GPUSampler}
  		 */
  		this.flipYSampler = device.createSampler( { minFilter: GPUFilterMode.Nearest } ); //@TODO?: Consider using textureLoad()

  		/**
  		 * flip uniform buffer
  		 * @type {GPUBuffer}
  		 */
  		this.flipUniformBuffer = device.createBuffer( {
  			size: 4,
  			usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
  		} );
  		device.queue.writeBuffer( this.flipUniformBuffer, 0, new Uint32Array( [ 1 ] ) );

  		/**
  		 * no flip uniform buffer
  		 * @type {GPUBuffer}
  		 */
  		this.noFlipUniformBuffer = device.createBuffer( {
  			size: 4,
  			usage: GPUBufferUsage.UNIFORM
  		} );

  		/**
  		 * A cache for GPU render pipelines used for copy/transfer passes.
  		 * Every texture format and textureBindingViewDimension combo requires a unique pipeline.
  		 *
  		 * @type {Object<string,GPURenderPipeline>}
  		 */
  		this.transferPipelines = {};

  		/**
  		 * The mipmap shader module.
  		 *
  		 * @type {GPUShaderModule}
  		 */
  		this.mipmapShaderModule = device.createShaderModule( {
  			label: 'mipmap',
  			code: mipmapSource
  		} );

  	}

  	/**
  	 * Returns a render pipeline for the internal copy render pass. The pass
  	 * requires a unique render pipeline for each texture format.
  	 *
  	 * @param {string} format - The GPU texture format
  	 * @param {string?} textureBindingViewDimension - The GPU texture binding view dimension
  	 * @return {GPURenderPipeline} The GPU render pipeline.
  	 */
  	getTransferPipeline( format, textureBindingViewDimension ) {

  		textureBindingViewDimension = textureBindingViewDimension || '2d-array';
  		const key = `${ format }-${ textureBindingViewDimension }`;
  		let pipeline = this.transferPipelines[ key ];

  		if ( pipeline === undefined ) {

  			pipeline = this.device.createRenderPipeline( {
  				label: `mipmap-${ format }-${ textureBindingViewDimension }`,
  				vertex: {
  					module: this.mipmapShaderModule,
  				},
  				fragment: {
  					module: this.mipmapShaderModule,
  					entryPoint: `main_${ textureBindingViewDimension.replace( '-', '_' ) }`,
  					targets: [ { format } ]
  				},
  				layout: 'auto'
  			} );

  			this.transferPipelines[ key ] = pipeline;

  		}

  		return pipeline;

  	}

  	/**
  	 * Flip the contents of the given GPU texture along its vertical axis.
  	 *
  	 * @param {GPUTexture} textureGPU - The GPU texture object.
  	 * @param {Object} textureGPUDescriptor - The texture descriptor.
  	 * @param {number} [baseArrayLayer=0] - The index of the first array layer accessible to the texture view.
  	 */
  	flipY( textureGPU, textureGPUDescriptor, baseArrayLayer = 0 ) {

  		const format = textureGPUDescriptor.format;
  		const { width, height } = textureGPUDescriptor.size;

  		const tempTexture = this.device.createTexture( {
  			size: { width, height },
  			format,
  			usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
  		} );

  		const copyTransferPipeline = this.getTransferPipeline( format, textureGPU.textureBindingViewDimension );
  		const flipTransferPipeline = this.getTransferPipeline( format, tempTexture.textureBindingViewDimension );

  		const commandEncoder = this.device.createCommandEncoder( {} );

  		const pass = ( pipeline, sourceTexture, sourceArrayLayer, destinationTexture, destinationArrayLayer, flipY ) => {

  			const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.

  			const bindGroup = this.device.createBindGroup( {
  				layout: bindGroupLayout,
  				entries: [ {
  					binding: 0,
  					resource: this.flipYSampler
  				}, {
  					binding: 1,
  					resource: sourceTexture.createView( {
  						dimension: sourceTexture.textureBindingViewDimension || '2d-array',
  						baseMipLevel: 0,
  						mipLevelCount: 1,
  					} ),
  				}, {
  					binding: 2,
  					resource: { buffer: flipY ? this.flipUniformBuffer : this.noFlipUniformBuffer }
  				} ]
  			} );

  			const passEncoder = commandEncoder.beginRenderPass( {
  				colorAttachments: [ {
  					view: destinationTexture.createView( {
  						dimension: '2d',
  						baseMipLevel: 0,
  						mipLevelCount: 1,
  						baseArrayLayer: destinationArrayLayer,
  						arrayLayerCount: 1,
  					} ),
  					loadOp: GPULoadOp.Clear,
  					storeOp: GPUStoreOp.Store,
  				} ]
  			} );

  			passEncoder.setPipeline( pipeline );
  			passEncoder.setBindGroup( 0, bindGroup );
  			passEncoder.draw( 3, 1, 0, sourceArrayLayer );
  			passEncoder.end();

  		};

  		pass( copyTransferPipeline, textureGPU, baseArrayLayer, tempTexture, 0, false );
  		pass( flipTransferPipeline, tempTexture, 0, textureGPU, baseArrayLayer, true );

  		this.device.queue.submit( [ commandEncoder.finish() ] );

  		tempTexture.destroy();

  	}

  	/**
  	 * Generates mipmaps for the given GPU texture.
  	 *
  	 * @param {GPUTexture} textureGPU - The GPU texture object.
  	 * @param {?GPUCommandEncoder} [encoder=null] - An optional command encoder used to generate mipmaps.
  	 */
  	generateMipmaps( textureGPU, encoder = null ) {

  		const textureData = this.get( textureGPU );

  		const passes = textureData.layers || this._mipmapCreateBundles( textureGPU );

  		const commandEncoder = encoder || this.device.createCommandEncoder( { label: 'mipmapEncoder' } );

  		this._mipmapRunBundles( commandEncoder, passes );

  		if ( encoder === null ) this.device.queue.submit( [ commandEncoder.finish() ] );

  		textureData.layers = passes;

  	}

  	/**
  	 * Since multiple copy render passes are required to generate mipmaps, the passes
  	 * are managed as render bundles to improve performance.
  	 *
  	 * @param {GPUTexture} textureGPU - The GPU texture object.
  	 * @return {Array<Object>} An array of render bundles.
  	 */
  	_mipmapCreateBundles( textureGPU ) {

  		const textureBindingViewDimension = textureGPU.textureBindingViewDimension || '2d-array';
  		const pipeline = this.getTransferPipeline( textureGPU.format, textureBindingViewDimension );

  		const bindGroupLayout = pipeline.getBindGroupLayout( 0 ); // @TODO: Consider making this static.

  		const passes = [];

  		for ( let baseMipLevel = 1; baseMipLevel < textureGPU.mipLevelCount; baseMipLevel ++ ) {

  			for ( let baseArrayLayer = 0; baseArrayLayer < textureGPU.depthOrArrayLayers; baseArrayLayer ++ ) {

  				const bindGroup = this.device.createBindGroup( {
  					layout: bindGroupLayout,
  					entries: [ {
  						binding: 0,
  						resource: this.mipmapSampler
  					}, {
  						binding: 1,
  						resource: textureGPU.createView( {
  							dimension: textureBindingViewDimension,
  							baseMipLevel: baseMipLevel - 1,
  							mipLevelCount: 1,
  						} ),
  					}, {
  						binding: 2,
  						resource: { buffer: this.noFlipUniformBuffer }
  					} ]
  				} );

  				const passDescriptor = {
  					colorAttachments: [ {
  						view: textureGPU.createView( {
  							dimension: '2d',
  							baseMipLevel,
  							mipLevelCount: 1,
  							baseArrayLayer,
  							arrayLayerCount: 1,
  						} ),
  						loadOp: GPULoadOp.Clear,
  						storeOp: GPUStoreOp.Store,
  					} ]
  				};

  				const passEncoder = this.device.createRenderBundleEncoder( {
  					colorFormats: [ textureGPU.format ]
  				} );

  				passEncoder.setPipeline( pipeline );
  				passEncoder.setBindGroup( 0, bindGroup );
  				passEncoder.draw( 3, 1, 0, baseArrayLayer );

  				passes.push( {
  					renderBundles: [ passEncoder.finish() ],
  					passDescriptor
  				} );

  			}

  		}

  		return passes;

  	}

  	/**
  	 * Executes the render bundles.
  	 *
  	 * @param {GPUCommandEncoder} commandEncoder - The GPU command encoder.
  	 * @param {Array<Object>} passes - An array of render bundles.
  	 */
  	_mipmapRunBundles( commandEncoder, passes ) {

  		const levels = passes.length;

  		for ( let i = 0; i < levels; i ++ ) {

  			const pass = passes[ i ];

  			const passEncoder = commandEncoder.beginRenderPass( pass.passDescriptor );

  			passEncoder.executeBundles( pass.renderBundles );

  			passEncoder.end();

  		}

  	}

  }

  const _compareToWebGPU = {
  	[ NeverCompare ]: 'never',
  	[ LessCompare ]: 'less',
  	[ EqualCompare ]: 'equal',
  	[ LessEqualCompare ]: 'less-equal',
  	[ GreaterCompare ]: 'greater',
  	[ GreaterEqualCompare ]: 'greater-equal',
  	[ AlwaysCompare ]: 'always',
  	[ NotEqualCompare ]: 'not-equal'
  };

  const _flipMap = [ 0, 1, 3, 2, 4, 5 ];

  /**
   * A WebGPU backend utility module for managing textures.
   *
   * @private
   */
  class WebGPUTextureUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGPUBackend} backend - The WebGPU backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGPU backend.
  		 *
  		 * @type {WebGPUBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * A reference to the pass utils.
  		 *
  		 * @type {?WebGPUTexturePassUtils}
  		 * @default null
  		 */
  		this._passUtils = null;

  		/**
  		 * A dictionary for managing default textures. The key
  		 * is the texture format, the value the texture object.
  		 *
  		 * @type {Object<string,Texture>}
  		 */
  		this.defaultTexture = {};

  		/**
  		 * A dictionary for managing default cube textures. The key
  		 * is the texture format, the value the texture object.
  		 *
  		 * @type {Object<string,CubeTexture>}
  		 */
  		this.defaultCubeTexture = {};

  		/**
  		 * A default video frame.
  		 *
  		 * @type {?VideoFrame}
  		 * @default null
  		 */
  		this.defaultVideoFrame = null;

  		/**
  		 * A cache of shared texture samplers.
  		 *
  		 * @type {Map<string, Object>}
  		 */
  		this._samplerCache = new Map();

  	}

  	/**
  	 * Creates a GPU sampler for the given texture.
  	 *
  	 * @param {Texture} texture - The texture to create the sampler for.
  	 * @return {string} The current sampler key.
  	 */
  	updateSampler( texture ) {

  		const backend = this.backend;

  		const samplerKey = texture.minFilter + '-' + texture.magFilter + '-' +
  			texture.wrapS + '-' + texture.wrapT + '-' + ( texture.wrapR || '0' ) + '-' +
  			texture.anisotropy + '-' + ( texture.compareFunction || 0 );

  		let samplerData = this._samplerCache.get( samplerKey );

  		if ( samplerData === undefined ) {

  			const samplerDescriptorGPU = {
  				addressModeU: this._convertAddressMode( texture.wrapS ),
  				addressModeV: this._convertAddressMode( texture.wrapT ),
  				addressModeW: this._convertAddressMode( texture.wrapR ),
  				magFilter: this._convertFilterMode( texture.magFilter ),
  				minFilter: this._convertFilterMode( texture.minFilter ),
  				mipmapFilter: this._convertFilterMode( texture.minFilter ),
  				maxAnisotropy: 1
  			};

  			// Depth textures without compare function must use non-filtering (nearest) sampling
  			if ( texture.isDepthTexture && texture.compareFunction === null ) {

  				samplerDescriptorGPU.magFilter = GPUFilterMode.Nearest;
  				samplerDescriptorGPU.minFilter = GPUFilterMode.Nearest;
  				samplerDescriptorGPU.mipmapFilter = GPUFilterMode.Nearest;

  			}

  			// anisotropy can only be used when all filter modes are set to linear.

  			if ( samplerDescriptorGPU.magFilter === GPUFilterMode.Linear && samplerDescriptorGPU.minFilter === GPUFilterMode.Linear && samplerDescriptorGPU.mipmapFilter === GPUFilterMode.Linear ) {

  				samplerDescriptorGPU.maxAnisotropy = texture.anisotropy;

  			}

  			if ( texture.isDepthTexture && texture.compareFunction !== null && backend.hasCompatibility( Compatibility.TEXTURE_COMPARE ) ) {

  				samplerDescriptorGPU.compare = _compareToWebGPU[ texture.compareFunction ];

  			}

  			const sampler = backend.device.createSampler( samplerDescriptorGPU );

  			samplerData = { sampler, usedTimes: 0 };

  			this._samplerCache.set( samplerKey, samplerData );

  		}

  		const textureData = backend.get( texture );

  		if ( textureData.sampler !== samplerData.sampler ) {

  			// check if previous sampler is unused so it can be deleted

  			if ( textureData.sampler !== undefined ) {

  				const oldSamplerData = this._samplerCache.get( textureData.samplerKey );
  				oldSamplerData.usedTimes --;

  				if ( oldSamplerData.usedTimes === 0 ) {

  					this._samplerCache.delete( textureData.samplerKey );

  				}

  			}

  			// update to new sampler data

  			textureData.samplerKey = samplerKey;
  			textureData.sampler = samplerData.sampler;

  			samplerData.usedTimes ++;

  		}

  		return samplerKey;

  	}

  	/**
  	 * Creates a default texture for the given texture that can be used
  	 * as a placeholder until the actual texture is ready for usage.
  	 *
  	 * @param {Texture} texture - The texture to create a default texture for.
  	 */
  	createDefaultTexture( texture ) {

  		let textureGPU;

  		const format = getFormat( texture );

  		if ( texture.isCubeTexture ) {

  			textureGPU = this._getDefaultCubeTextureGPU( format );

  		} else {

  			textureGPU = this._getDefaultTextureGPU( format );

  		}

  		this.backend.get( texture ).texture = textureGPU;

  	}

  	/**
  	 * Defines a texture on the GPU for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	createTexture( texture, options = {} ) {

  		const backend = this.backend;
  		const textureData = backend.get( texture );

  		if ( textureData.initialized ) {

  			throw new Error( 'WebGPUTextureUtils: Texture already initialized.' );

  		}

  		if ( texture.isExternalTexture ) {

  			textureData.texture = texture.sourceTexture;
  			textureData.initialized = true;

  			return;

  		}

  		if ( options.needsMipmaps === undefined ) options.needsMipmaps = false;
  		if ( options.levels === undefined ) options.levels = 1;
  		if ( options.depth === undefined ) options.depth = 1;

  		const { width, height, depth, levels } = options;

  		if ( texture.isFramebufferTexture ) {

  			if ( options.renderTarget ) {

  				options.format = this.backend.utils.getCurrentColorFormat( options.renderTarget );

  			} else {

  				options.format = this.backend.utils.getPreferredCanvasFormat();

  			}

  		}

  		const dimension = this._getDimension( texture );
  		const format = texture.internalFormat || options.format || getFormat( texture, backend.device );

  		textureData.format = format;

  		const { samples, primarySamples, isMSAA } = backend.utils.getTextureSampleData( texture );

  		let usage = GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.COPY_SRC;

  		if ( texture.isStorageTexture === true ) {

  			usage |= GPUTextureUsage.STORAGE_BINDING;

  		}

  		if ( texture.isCompressedTexture !== true && texture.isCompressedArrayTexture !== true && format !== GPUTextureFormat.RGB9E5UFloat ) {

  			usage |= GPUTextureUsage.RENDER_ATTACHMENT;

  		}

  		const textureDescriptorGPU = {
  			label: texture.name,
  			size: {
  				width: width,
  				height: height,
  				depthOrArrayLayers: depth,
  			},
  			mipLevelCount: levels,
  			sampleCount: primarySamples,
  			dimension: dimension,
  			format: format,
  			usage: usage
  		};

  		// texture creation

  		if ( format === undefined ) {

  			warn( 'WebGPURenderer: Texture format not supported.' );

  			this.createDefaultTexture( texture );
  			return;

  		}

  		if ( texture.isCubeTexture ) {

  			textureDescriptorGPU.textureBindingViewDimension = GPUTextureViewDimension.Cube;

  		}

  		try {

  			textureData.texture = backend.device.createTexture( textureDescriptorGPU );

  		} catch ( e ) {

  			warn( 'WebGPURenderer: Failed to create texture with descriptor:', textureDescriptorGPU );
  			this.createDefaultTexture( texture );
  			return;

  		}

  		if ( isMSAA ) {

  			const msaaTextureDescriptorGPU = Object.assign( {}, textureDescriptorGPU );

  			msaaTextureDescriptorGPU.label = msaaTextureDescriptorGPU.label + '-msaa';
  			msaaTextureDescriptorGPU.sampleCount = samples;
  			msaaTextureDescriptorGPU.mipLevelCount = 1; // See https://www.w3.org/TR/webgpu/#texture-creation

  			textureData.msaaTexture = backend.device.createTexture( msaaTextureDescriptorGPU );

  		}

  		textureData.initialized = true;

  		textureData.textureDescriptorGPU = textureDescriptorGPU;

  	}

  	/**
  	 * Destroys the GPU data for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
  	 */
  	destroyTexture( texture, isDefaultTexture = false ) {

  		const backend = this.backend;
  		const textureData = backend.get( texture );

  		if ( textureData.texture !== undefined && isDefaultTexture === false ) textureData.texture.destroy();

  		if ( textureData.msaaTexture !== undefined ) textureData.msaaTexture.destroy();

  		backend.delete( texture );

  	}

  	/**
  	 * Generates mipmaps for the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {?GPUCommandEncoder} [encoder=null] - An optional command encoder used to generate mipmaps.
  	 */
  	generateMipmaps( texture, encoder = null ) {

  		const textureData = this.backend.get( texture );

  		this._generateMipmaps( textureData.texture, encoder );

  	}

  	/**
  	 * Returns the color buffer representing the color
  	 * attachment of the default framebuffer.
  	 *
  	 * @return {GPUTexture} The color buffer.
  	 */
  	getColorBuffer() {

  		const backend = this.backend;
  		const canvasTarget = backend.renderer.getCanvasTarget();
  		const { width, height } = backend.getDrawingBufferSize();
  		const samples = backend.renderer.currentSamples;

  		const colorTexture = canvasTarget.colorTexture;
  		const colorTextureData = backend.get( colorTexture );

  		if ( colorTexture.width === width && colorTexture.height === height && colorTexture.samples === samples ) {

  			return colorTextureData.texture;

  		}

  		// recreate

  		let colorBuffer = colorTextureData.texture;

  		if ( colorBuffer ) colorBuffer.destroy();

  		colorBuffer = backend.device.createTexture( {
  			label: 'colorBuffer',
  			size: {
  				width: width,
  				height: height,
  				depthOrArrayLayers: 1
  			},
  			sampleCount: backend.utils.getSampleCount( backend.renderer.currentSamples ),
  			format: backend.utils.getPreferredCanvasFormat(),
  			usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC
  		} );

  		//

  		colorTexture.source.width = width;
  		colorTexture.source.height = height;
  		colorTexture.samples = samples;

  		colorTextureData.texture = colorBuffer;

  		return colorBuffer;

  	}

  	/**
  	 * Returns the depth buffer representing the depth
  	 * attachment of the default framebuffer.
  	 *
  	 * @param {boolean} [depth=true] - Whether depth is enabled or not.
  	 * @param {boolean} [stencil=false] -  Whether stencil is enabled or not.
  	 * @return {GPUTexture} The depth buffer.
  	 */
  	getDepthBuffer( depth = true, stencil = false ) {

  		const backend = this.backend;
  		const canvasTarget = backend.renderer.getCanvasTarget();
  		const { width, height } = backend.getDrawingBufferSize();
  		const samples = backend.renderer.currentSamples;

  		const depthTexture = canvasTarget.depthTexture;

  		if ( depthTexture.width === width &&
  			depthTexture.height === height &&
  			depthTexture.samples === samples &&
  			depthTexture.depth === depth &&
  			depthTexture.stencil === stencil ) {

  			return backend.get( depthTexture ).texture;

  		}

  		//

  		const depthTextureGPU = backend.get( depthTexture ).texture;

  		let format, type;

  		if ( stencil ) {

  			format = DepthStencilFormat;
  			type = UnsignedInt248Type;

  		} else if ( depth ) {

  			format = DepthFormat;
  			type = UnsignedIntType;

  		}

  		if ( depthTextureGPU !== undefined ) {

  			if ( depthTexture.image.width === width && depthTexture.image.height === height && depthTexture.format === format && depthTexture.type === type && depthTexture.samples === samples ) {

  				return depthTextureGPU;

  			}

  			this.destroyTexture( depthTexture );

  		}

  		// recreate

  		depthTexture.name = 'depthBuffer';
  		depthTexture.format = format;
  		depthTexture.type = type;
  		depthTexture.image.width = width;
  		depthTexture.image.height = height;
  		depthTexture.samples = samples;

  		this.createTexture( depthTexture, { width, height } );

  		return backend.get( depthTexture ).texture;

  	}

  	/**
  	 * Uploads the updated texture data to the GPU.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	updateTexture( texture, options ) {

  		const textureData = this.backend.get( texture );
  		const mipmaps = texture.mipmaps;

  		const { textureDescriptorGPU } = textureData;

  		if ( texture.isRenderTargetTexture || ( textureDescriptorGPU === undefined /* unsupported texture format */ ) )
  			return;

  		// transfer texture data

  		if ( texture.isDataTexture ) {

  			if ( mipmaps.length > 0 ) {

  				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

  					const mipmap = mipmaps[ i ];

  					this._copyBufferToTexture( mipmap, textureData.texture, textureDescriptorGPU, 0, texture.flipY, 0, i );

  				}


  			} else {

  				this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY );

  			}

  		} else if ( texture.isArrayTexture || texture.isDataArrayTexture || texture.isData3DTexture ) {

  			for ( let i = 0; i < options.image.depth; i ++ ) {

  				this._copyBufferToTexture( options.image, textureData.texture, textureDescriptorGPU, i, texture.flipY, i );

  			}

  		} else if ( texture.isCompressedTexture || texture.isCompressedArrayTexture ) {

  			this._copyCompressedBufferToTexture( texture.mipmaps, textureData.texture, textureDescriptorGPU );

  		} else if ( texture.isCubeTexture ) {

  			this._copyCubeMapToTexture( texture, textureData.texture, textureDescriptorGPU );

  		} else {

  			if ( mipmaps.length > 0 ) {

  				for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {

  					const mipmap = mipmaps[ i ];

  					this._copyImageToTexture( mipmap, textureData.texture, textureDescriptorGPU, 0, texture.flipY, texture.premultiplyAlpha, i );

  				}


  			} else {

  				this._copyImageToTexture( options.image, textureData.texture, textureDescriptorGPU, 0, texture.flipY, texture.premultiplyAlpha );

  			}

  		}

  		//

  		textureData.version = texture.version;

  	}

  	/**
  	 * Returns texture data as a typed array.
  	 *
  	 * @async
  	 * @param {Texture} texture - The texture to copy.
  	 * @param {number} x - The x coordinate of the copy origin.
  	 * @param {number} y - The y coordinate of the copy origin.
  	 * @param {number} width - The width of the copy.
  	 * @param {number} height - The height of the copy.
  	 * @param {number} faceIndex - The face index.
  	 * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  	 */
  	async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {

  		const device = this.backend.device;

  		const textureData = this.backend.get( texture );
  		const textureGPU = textureData.texture;
  		const format = textureData.textureDescriptorGPU.format;
  		const bytesPerTexel = this._getBytesPerTexel( format );

  		let bytesPerRow = width * bytesPerTexel;
  		bytesPerRow = Math.ceil( bytesPerRow / 256 ) * 256; // Align to 256 bytes

  		const readBuffer = device.createBuffer(
  			{
  				size: ( ( height - 1 ) * bytesPerRow ) + ( width * bytesPerTexel ), // see https://github.com/mrdoob/three.js/issues/31658#issuecomment-3229442010
  				usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  			}
  		);

  		const encoder = device.createCommandEncoder();

  		encoder.copyTextureToBuffer(
  			{
  				texture: textureGPU,
  				origin: { x, y, z: faceIndex },
  			},
  			{
  				buffer: readBuffer,
  				bytesPerRow: bytesPerRow
  			},
  			{
  				width: width,
  				height: height
  			}

  		);

  		const typedArrayType = this._getTypedArrayType( format );

  		device.queue.submit( [ encoder.finish() ] );

  		await readBuffer.mapAsync( GPUMapMode.READ );

  		const buffer = readBuffer.getMappedRange();

  		return new typedArrayType( buffer );

  	}

  	/**
  	 * Frees all internal resources.
  	 */
  	dispose() {

  		this._samplerCache.clear();

  	}

  	/**
  	 * Returns the default GPU texture for the given format.
  	 *
  	 * @private
  	 * @param {string} format - The GPU format.
  	 * @return {GPUTexture} The GPU texture.
  	 */
  	_getDefaultTextureGPU( format ) {

  		let defaultTexture = this.defaultTexture[ format ];

  		if ( defaultTexture === undefined ) {

  			const texture = new Texture();
  			texture.minFilter = NearestFilter;
  			texture.magFilter = NearestFilter;

  			this.createTexture( texture, { width: 1, height: 1, format } );

  			this.defaultTexture[ format ] = defaultTexture = texture;

  		}

  		return this.backend.get( defaultTexture ).texture;

  	}

  	/**
  	 * Returns the default GPU cube texture for the given format.
  	 *
  	 * @private
  	 * @param {string} format - The GPU format.
  	 * @return {GPUTexture} The GPU texture.
  	 */
  	_getDefaultCubeTextureGPU( format ) {

  		let defaultCubeTexture = this.defaultCubeTexture[ format ];

  		if ( defaultCubeTexture === undefined ) {

  			const texture = new CubeTexture();
  			texture.minFilter = NearestFilter;
  			texture.magFilter = NearestFilter;

  			this.createTexture( texture, { width: 1, height: 1, depth: 6 } );

  			this.defaultCubeTexture[ format ] = defaultCubeTexture = texture;

  		}

  		return this.backend.get( defaultCubeTexture ).texture;

  	}

  	/**
  	 * Uploads cube texture image data to the GPU memory.
  	 *
  	 * @private
  	 * @param {CubeTexture} texture - The cube texture.
  	 * @param {GPUTexture} textureGPU - The GPU texture.
  	 * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  	 */
  	_copyCubeMapToTexture( texture, textureGPU, textureDescriptorGPU ) {

  		const images = texture.images;
  		const mipmaps = texture.mipmaps;

  		for ( let i = 0; i < 6; i ++ ) {

  			const image = images[ i ];

  			const flipIndex = texture.flipY === true ? _flipMap[ i ] : i;

  			if ( image.isDataTexture ) {

  				this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, texture.flipY );

  			} else {

  				this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, texture.flipY, texture.premultiplyAlpha );

  			}

  			for ( let j = 0; j < mipmaps.length; j ++ ) {

  				const mipmap = mipmaps[ j ];
  				const image = mipmap.images[ i ];

  				if ( image.isDataTexture ) {

  					this._copyBufferToTexture( image.image, textureGPU, textureDescriptorGPU, flipIndex, texture.flipY, 0, j + 1 );

  				} else {

  					this._copyImageToTexture( image, textureGPU, textureDescriptorGPU, flipIndex, texture.flipY, texture.premultiplyAlpha, j + 1 );

  				}


  			}

  		}

  	}

  	/**
  	 * Uploads texture image data to the GPU memory.
  	 *
  	 * @private
  	 * @param {HTMLImageElement|ImageBitmap|HTMLCanvasElement} image - The image data.
  	 * @param {GPUTexture} textureGPU - The GPU texture.
  	 * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  	 * @param {number} originDepth - The origin depth.
  	 * @param {boolean} flipY - Whether to flip texture data along their vertical axis or not.
  	 * @param {boolean} premultiplyAlpha - Whether the texture should have its RGB channels premultiplied by the alpha channel or not.
  	 * @param {number} [mipLevel=0] - The mip level where the data should be copied to.
  	 */
  	_copyImageToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, premultiplyAlpha, mipLevel = 0 ) {

  		const device = this.backend.device;

  		const width = ( mipLevel > 0 ) ? image.width : textureDescriptorGPU.size.width;
  		const height = ( mipLevel > 0 ) ? image.height : textureDescriptorGPU.size.height;

  		try {

  			device.queue.copyExternalImageToTexture(
  				{
  					source: image,
  					flipY: flipY
  				}, {
  					texture: textureGPU,
  					mipLevel: mipLevel,
  					origin: { x: 0, y: 0, z: originDepth },
  					premultipliedAlpha: premultiplyAlpha
  				}, {
  					width: width,
  					height: height,
  					depthOrArrayLayers: 1
  				}
  			);

  			// try/catch has been added to fix bad video frame data on certain devices, see #32391

  		} catch ( _ ) {}

  	}

  	/**
  	 * Returns the pass utils singleton.
  	 *
  	 * @private
  	 * @return {WebGPUTexturePassUtils} The utils instance.
  	 */
  	_getPassUtils() {

  		let passUtils = this._passUtils;

  		if ( passUtils === null ) {

  			this._passUtils = passUtils = new WebGPUTexturePassUtils( this.backend.device );

  		}

  		return passUtils;

  	}

  	/**
  	 * Generates mipmaps for the given GPU texture.
  	 *
  	 * @private
  	 * @param {GPUTexture} textureGPU - The GPU texture object.
  	 * @param {?GPUCommandEncoder} [encoder=null] - An optional command encoder used to generate mipmaps.
  	 */
  	_generateMipmaps( textureGPU, encoder = null ) {

  		this._getPassUtils().generateMipmaps( textureGPU, encoder );

  	}

  	/**
  	 * Flip the contents of the given GPU texture along its vertical axis.
  	 *
  	 * @private
  	 * @param {GPUTexture} textureGPU - The GPU texture object.
  	 * @param {Object} textureDescriptorGPU - The texture descriptor.
  	 * @param {number} [originDepth=0] - The origin depth.
  	 */
  	_flipY( textureGPU, textureDescriptorGPU, originDepth = 0 ) {

  		this._getPassUtils().flipY( textureGPU, textureDescriptorGPU, originDepth );

  	}

  	/**
  	 * Uploads texture buffer data to the GPU memory.
  	 *
  	 * @private
  	 * @param {Object} image - An object defining the image buffer data.
  	 * @param {GPUTexture} textureGPU - The GPU texture.
  	 * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  	 * @param {number} originDepth - The origin depth.
  	 * @param {boolean} flipY - Whether to flip texture data along their vertical axis or not.
  	 * @param {number} [depth=0] - The depth offset when copying array or 3D texture data.
  	 * @param {number} [mipLevel=0] - The mip level where the data should be copied to.
  	 */
  	_copyBufferToTexture( image, textureGPU, textureDescriptorGPU, originDepth, flipY, depth = 0, mipLevel = 0 ) {

  		// @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()
  		// @TODO: Consider to support valid buffer layouts with other formats like RGB

  		const device = this.backend.device;

  		const data = image.data;

  		const bytesPerTexel = this._getBytesPerTexel( textureDescriptorGPU.format );
  		const bytesPerRow = image.width * bytesPerTexel;

  		device.queue.writeTexture(
  			{
  				texture: textureGPU,
  				mipLevel: mipLevel,
  				origin: { x: 0, y: 0, z: originDepth }
  			},
  			data,
  			{
  				offset: image.width * image.height * bytesPerTexel * depth,
  				bytesPerRow
  			},
  			{
  				width: image.width,
  				height: image.height,
  				depthOrArrayLayers: 1
  			} );

  		if ( flipY === true ) {

  			this._flipY( textureGPU, textureDescriptorGPU, originDepth );

  		}

  	}

  	/**
  	 * Uploads compressed texture data to the GPU memory.
  	 *
  	 * @private
  	 * @param {Array<Object>} mipmaps - An array with mipmap data.
  	 * @param {GPUTexture} textureGPU - The GPU texture.
  	 * @param {Object} textureDescriptorGPU - The GPU texture descriptor.
  	 */
  	_copyCompressedBufferToTexture( mipmaps, textureGPU, textureDescriptorGPU ) {

  		// @TODO: Consider to use GPUCommandEncoder.copyBufferToTexture()

  		const device = this.backend.device;

  		const blockData = this._getBlockData( textureDescriptorGPU.format );
  		const isArrayTexture = textureDescriptorGPU.size.depthOrArrayLayers > 1;

  		for ( let i = 0; i < mipmaps.length; i ++ ) {

  			const mipmap = mipmaps[ i ];

  			const width = mipmap.width;
  			const height = mipmap.height;
  			const depth = isArrayTexture ? textureDescriptorGPU.size.depthOrArrayLayers : 1;

  			const bytesPerRow = Math.ceil( width / blockData.width ) * blockData.byteLength;
  			const bytesPerImage = bytesPerRow * Math.ceil( height / blockData.height );

  			for ( let j = 0; j < depth; j ++ ) {

  				device.queue.writeTexture(
  					{
  						texture: textureGPU,
  						mipLevel: i,
  						origin: { x: 0, y: 0, z: j }
  					},
  					mipmap.data,
  					{
  						offset: j * bytesPerImage,
  						bytesPerRow,
  						rowsPerImage: Math.ceil( height / blockData.height )
  					},
  					{
  						width: Math.ceil( width / blockData.width ) * blockData.width,
  						height: Math.ceil( height / blockData.height ) * blockData.height,
  						depthOrArrayLayers: 1
  					}
  				);

  			}

  		}

  	}

  	/**
  	 * This method is only relevant for compressed texture formats. It returns a block
  	 * data descriptor for the given GPU compressed texture format.
  	 *
  	 * @private
  	 * @param {string} format - The GPU compressed texture format.
  	 * @return {Object} The block data descriptor.
  	 */
  	_getBlockData( format ) {

  		if ( format === GPUTextureFormat.BC1RGBAUnorm || format === GPUTextureFormat.BC1RGBAUnormSRGB ) return { byteLength: 8, width: 4, height: 4 }; // DXT1
  		if ( format === GPUTextureFormat.BC2RGBAUnorm || format === GPUTextureFormat.BC2RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT3
  		if ( format === GPUTextureFormat.BC3RGBAUnorm || format === GPUTextureFormat.BC3RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // DXT5
  		if ( format === GPUTextureFormat.BC4RUnorm || format === GPUTextureFormat.BC4RSnorm ) return { byteLength: 8, width: 4, height: 4 }; // RGTC1
  		if ( format === GPUTextureFormat.BC5RGUnorm || format === GPUTextureFormat.BC5RGSnorm ) return { byteLength: 16, width: 4, height: 4 }; // RGTC2
  		if ( format === GPUTextureFormat.BC6HRGBUFloat || format === GPUTextureFormat.BC6HRGBFloat ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (float)
  		if ( format === GPUTextureFormat.BC7RGBAUnorm || format === GPUTextureFormat.BC7RGBAUnormSRGB ) return { byteLength: 16, width: 4, height: 4 }; // BPTC (unorm)

  		if ( format === GPUTextureFormat.ETC2RGB8Unorm || format === GPUTextureFormat.ETC2RGB8UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  		if ( format === GPUTextureFormat.ETC2RGB8A1Unorm || format === GPUTextureFormat.ETC2RGB8A1UnormSRGB ) return { byteLength: 8, width: 4, height: 4 };
  		if ( format === GPUTextureFormat.ETC2RGBA8Unorm || format === GPUTextureFormat.ETC2RGBA8UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  		if ( format === GPUTextureFormat.EACR11Unorm ) return { byteLength: 8, width: 4, height: 4 };
  		if ( format === GPUTextureFormat.EACR11Snorm ) return { byteLength: 8, width: 4, height: 4 };
  		if ( format === GPUTextureFormat.EACRG11Unorm ) return { byteLength: 16, width: 4, height: 4 };
  		if ( format === GPUTextureFormat.EACRG11Snorm ) return { byteLength: 16, width: 4, height: 4 };

  		if ( format === GPUTextureFormat.ASTC4x4Unorm || format === GPUTextureFormat.ASTC4x4UnormSRGB ) return { byteLength: 16, width: 4, height: 4 };
  		if ( format === GPUTextureFormat.ASTC5x4Unorm || format === GPUTextureFormat.ASTC5x4UnormSRGB ) return { byteLength: 16, width: 5, height: 4 };
  		if ( format === GPUTextureFormat.ASTC5x5Unorm || format === GPUTextureFormat.ASTC5x5UnormSRGB ) return { byteLength: 16, width: 5, height: 5 };
  		if ( format === GPUTextureFormat.ASTC6x5Unorm || format === GPUTextureFormat.ASTC6x5UnormSRGB ) return { byteLength: 16, width: 6, height: 5 };
  		if ( format === GPUTextureFormat.ASTC6x6Unorm || format === GPUTextureFormat.ASTC6x6UnormSRGB ) return { byteLength: 16, width: 6, height: 6 };
  		if ( format === GPUTextureFormat.ASTC8x5Unorm || format === GPUTextureFormat.ASTC8x5UnormSRGB ) return { byteLength: 16, width: 8, height: 5 };
  		if ( format === GPUTextureFormat.ASTC8x6Unorm || format === GPUTextureFormat.ASTC8x6UnormSRGB ) return { byteLength: 16, width: 8, height: 6 };
  		if ( format === GPUTextureFormat.ASTC8x8Unorm || format === GPUTextureFormat.ASTC8x8UnormSRGB ) return { byteLength: 16, width: 8, height: 8 };
  		if ( format === GPUTextureFormat.ASTC10x5Unorm || format === GPUTextureFormat.ASTC10x5UnormSRGB ) return { byteLength: 16, width: 10, height: 5 };
  		if ( format === GPUTextureFormat.ASTC10x6Unorm || format === GPUTextureFormat.ASTC10x6UnormSRGB ) return { byteLength: 16, width: 10, height: 6 };
  		if ( format === GPUTextureFormat.ASTC10x8Unorm || format === GPUTextureFormat.ASTC10x8UnormSRGB ) return { byteLength: 16, width: 10, height: 8 };
  		if ( format === GPUTextureFormat.ASTC10x10Unorm || format === GPUTextureFormat.ASTC10x10UnormSRGB ) return { byteLength: 16, width: 10, height: 10 };
  		if ( format === GPUTextureFormat.ASTC12x10Unorm || format === GPUTextureFormat.ASTC12x10UnormSRGB ) return { byteLength: 16, width: 12, height: 10 };
  		if ( format === GPUTextureFormat.ASTC12x12Unorm || format === GPUTextureFormat.ASTC12x12UnormSRGB ) return { byteLength: 16, width: 12, height: 12 };

  	}

  	/**
  	 * Converts the three.js uv wrapping constants to GPU address mode constants.
  	 *
  	 * @private
  	 * @param {number} value - The three.js constant defining a uv wrapping mode.
  	 * @return {string} The GPU address mode.
  	 */
  	_convertAddressMode( value ) {

  		let addressMode = GPUAddressMode.ClampToEdge;

  		if ( value === RepeatWrapping ) {

  			addressMode = GPUAddressMode.Repeat;

  		} else if ( value === MirroredRepeatWrapping ) {

  			addressMode = GPUAddressMode.MirrorRepeat;

  		}

  		return addressMode;

  	}

  	/**
  	 * Converts the three.js filter constants to GPU filter constants.
  	 *
  	 * @private
  	 * @param {number} value - The three.js constant defining a filter mode.
  	 * @return {string} The GPU filter mode.
  	 */
  	_convertFilterMode( value ) {

  		let filterMode = GPUFilterMode.Linear;

  		if ( value === NearestFilter || value === NearestMipmapNearestFilter || value === NearestMipmapLinearFilter ) {

  			filterMode = GPUFilterMode.Nearest;

  		}

  		return filterMode;

  	}

  	/**
  	 * Returns the bytes-per-texel value for the given GPU texture format.
  	 *
  	 * @private
  	 * @param {string} format - The GPU texture format.
  	 * @return {number} The bytes-per-texel.
  	 */
  	_getBytesPerTexel( format ) {

  		// 8-bit formats
  		if ( format === GPUTextureFormat.R8Unorm ||
  			format === GPUTextureFormat.R8Snorm ||
  			format === GPUTextureFormat.R8Uint ||
  			format === GPUTextureFormat.R8Sint ) return 1;

  		// 16-bit formats
  		if ( format === GPUTextureFormat.R16Uint ||
  			format === GPUTextureFormat.R16Sint ||
  			format === GPUTextureFormat.R16Float ||
  			format === GPUTextureFormat.RG8Unorm ||
  			format === GPUTextureFormat.RG8Snorm ||
  			format === GPUTextureFormat.RG8Uint ||
  			format === GPUTextureFormat.RG8Sint ) return 2;

  		// 32-bit formats
  		if ( format === GPUTextureFormat.R32Uint ||
  			format === GPUTextureFormat.R32Sint ||
  			format === GPUTextureFormat.R32Float ||
  			format === GPUTextureFormat.RG16Uint ||
  			format === GPUTextureFormat.RG16Sint ||
  			format === GPUTextureFormat.RG16Float ||
  			format === GPUTextureFormat.RGBA8Unorm ||
  			format === GPUTextureFormat.RGBA8UnormSRGB ||
  			format === GPUTextureFormat.RGBA8Snorm ||
  			format === GPUTextureFormat.RGBA8Uint ||
  			format === GPUTextureFormat.RGBA8Sint ||
  			format === GPUTextureFormat.BGRA8Unorm ||
  			format === GPUTextureFormat.BGRA8UnormSRGB ||
  			// Packed 32-bit formats
  			format === GPUTextureFormat.RGB9E5UFloat ||
  			format === GPUTextureFormat.RGB10A2Unorm ||
  			format === GPUTextureFormat.RG11B10UFloat ||
  			format === GPUTextureFormat.Depth32Float ||
  			format === GPUTextureFormat.Depth24Plus ||
  			format === GPUTextureFormat.Depth24PlusStencil8 ||
  			format === GPUTextureFormat.Depth32FloatStencil8 ) return 4;

  		// 64-bit formats
  		if ( format === GPUTextureFormat.RG32Uint ||
  			format === GPUTextureFormat.RG32Sint ||
  			format === GPUTextureFormat.RG32Float ||
  			format === GPUTextureFormat.RGBA16Uint ||
  			format === GPUTextureFormat.RGBA16Sint ||
  			format === GPUTextureFormat.RGBA16Float ) return 8;

  		// 128-bit formats
  		if ( format === GPUTextureFormat.RGBA32Uint ||
  			format === GPUTextureFormat.RGBA32Sint ||
  			format === GPUTextureFormat.RGBA32Float ) return 16;


  	}

  	/**
  	 * Returns the corresponding typed array type for the given GPU texture format.
  	 *
  	 * @private
  	 * @param {string} format - The GPU texture format.
  	 * @return {TypedArray.constructor} The typed array type.
  	 */
  	_getTypedArrayType( format ) {

  		if ( format === GPUTextureFormat.R8Uint ) return Uint8Array;
  		if ( format === GPUTextureFormat.R8Sint ) return Int8Array;
  		if ( format === GPUTextureFormat.R8Unorm ) return Uint8Array;
  		if ( format === GPUTextureFormat.R8Snorm ) return Int8Array;
  		if ( format === GPUTextureFormat.RG8Uint ) return Uint8Array;
  		if ( format === GPUTextureFormat.RG8Sint ) return Int8Array;
  		if ( format === GPUTextureFormat.RG8Unorm ) return Uint8Array;
  		if ( format === GPUTextureFormat.RG8Snorm ) return Int8Array;
  		if ( format === GPUTextureFormat.RGBA8Uint ) return Uint8Array;
  		if ( format === GPUTextureFormat.RGBA8Sint ) return Int8Array;
  		if ( format === GPUTextureFormat.RGBA8Unorm || format === GPUTextureFormat.RGBA8UnormSRGB ) return Uint8Array;
  		if ( format === GPUTextureFormat.RGBA8Snorm ) return Int8Array;


  		if ( format === GPUTextureFormat.R16Uint ) return Uint16Array;
  		if ( format === GPUTextureFormat.R16Sint ) return Int16Array;
  		if ( format === GPUTextureFormat.RG16Uint ) return Uint16Array;
  		if ( format === GPUTextureFormat.RG16Sint ) return Int16Array;
  		if ( format === GPUTextureFormat.RGBA16Uint ) return Uint16Array;
  		if ( format === GPUTextureFormat.RGBA16Sint ) return Int16Array;
  		if ( format === GPUTextureFormat.R16Float ) return Uint16Array;
  		if ( format === GPUTextureFormat.RG16Float ) return Uint16Array;
  		if ( format === GPUTextureFormat.RGBA16Float ) return Uint16Array;


  		if ( format === GPUTextureFormat.R32Uint ) return Uint32Array;
  		if ( format === GPUTextureFormat.R32Sint ) return Int32Array;
  		if ( format === GPUTextureFormat.R32Float ) return Float32Array;
  		if ( format === GPUTextureFormat.RG32Uint ) return Uint32Array;
  		if ( format === GPUTextureFormat.RG32Sint ) return Int32Array;
  		if ( format === GPUTextureFormat.RG32Float ) return Float32Array;
  		if ( format === GPUTextureFormat.RGBA32Uint ) return Uint32Array;
  		if ( format === GPUTextureFormat.RGBA32Sint ) return Int32Array;
  		if ( format === GPUTextureFormat.RGBA32Float ) return Float32Array;

  		if ( format === GPUTextureFormat.BGRA8Unorm || format === GPUTextureFormat.BGRA8UnormSRGB ) return Uint8Array;
  		if ( format === GPUTextureFormat.RGB10A2Unorm ) return Uint32Array;
  		if ( format === GPUTextureFormat.RGB9E5UFloat ) return Uint32Array;
  		if ( format === GPUTextureFormat.RG11B10UFloat ) return Uint32Array;

  		if ( format === GPUTextureFormat.Depth32Float ) return Float32Array;
  		if ( format === GPUTextureFormat.Depth24Plus ) return Uint32Array;
  		if ( format === GPUTextureFormat.Depth24PlusStencil8 ) return Uint32Array;
  		if ( format === GPUTextureFormat.Depth32FloatStencil8 ) return Float32Array;

  	}

  	/**
  	 * Returns the GPU dimensions for the given texture.
  	 *
  	 * @private
  	 * @param {Texture} texture - The texture.
  	 * @return {string} The GPU dimension.
  	 */
  	_getDimension( texture ) {

  		let dimension;

  		if ( texture.is3DTexture || texture.isData3DTexture ) {

  			dimension = GPUTextureDimension.ThreeD;

  		} else {

  			dimension = GPUTextureDimension.TwoD;

  		}

  		return dimension;

  	}

  }

  /**
   * Returns the GPU format for the given texture.
   *
   * @param {Texture} texture - The texture.
   * @param {?GPUDevice} [device=null] - The GPU device which is used for feature detection.
   * It is not necessary to apply the device for most formats.
   * @return {string} The GPU format.
   */
  function getFormat( texture, device = null ) {

  	const format = texture.format;
  	const type = texture.type;
  	const colorSpace = texture.colorSpace;
  	const transfer = ColorManagement.getTransfer( colorSpace );

  	let formatGPU;

  	if ( texture.isCompressedTexture === true || texture.isCompressedArrayTexture === true ) {

  		switch ( format ) {

  			case RGB_S3TC_DXT1_Format:
  			case RGBA_S3TC_DXT1_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.BC1RGBAUnormSRGB : GPUTextureFormat.BC1RGBAUnorm;
  				break;

  			case RGBA_S3TC_DXT3_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.BC2RGBAUnormSRGB : GPUTextureFormat.BC2RGBAUnorm;
  				break;

  			case RGBA_S3TC_DXT5_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.BC3RGBAUnormSRGB : GPUTextureFormat.BC3RGBAUnorm;
  				break;

  			case RED_RGTC1_Format:
  				formatGPU = GPUTextureFormat.BC4RUnorm;
  				break;

  			case SIGNED_RED_RGTC1_Format:
  				formatGPU = GPUTextureFormat.BC4RSnorm;
  				break;

  			case RED_GREEN_RGTC2_Format:
  				formatGPU = GPUTextureFormat.BC5RGUnorm;
  				break;

  			case SIGNED_RED_GREEN_RGTC2_Format:
  				formatGPU = GPUTextureFormat.BC5RGSnorm;
  				break;

  			case RGBA_BPTC_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.BC7RGBAUnormSRGB : GPUTextureFormat.BC7RGBAUnorm;
  				break;

  			case RGB_ETC2_Format:
  			case RGB_ETC1_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ETC2RGB8UnormSRGB : GPUTextureFormat.ETC2RGB8Unorm;
  				break;

  			case RGBA_ETC2_EAC_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ETC2RGBA8UnormSRGB : GPUTextureFormat.ETC2RGBA8Unorm;
  				break;

  			case R11_EAC_Format:
  				formatGPU = GPUTextureFormat.EACR11Unorm;
  				break;

  			case SIGNED_R11_EAC_Format:
  				formatGPU = GPUTextureFormat.EACR11Snorm;
  				break;

  			case RG11_EAC_Format:
  				formatGPU = GPUTextureFormat.EACRG11Unorm;
  				break;

  			case SIGNED_RG11_EAC_Format:
  				formatGPU = GPUTextureFormat.EACRG11Snorm;
  				break;

  			case RGBA_ASTC_4x4_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC4x4UnormSRGB : GPUTextureFormat.ASTC4x4Unorm;
  				break;

  			case RGBA_ASTC_5x4_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC5x4UnormSRGB : GPUTextureFormat.ASTC5x4Unorm;
  				break;

  			case RGBA_ASTC_5x5_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC5x5UnormSRGB : GPUTextureFormat.ASTC5x5Unorm;
  				break;

  			case RGBA_ASTC_6x5_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC6x5UnormSRGB : GPUTextureFormat.ASTC6x5Unorm;
  				break;

  			case RGBA_ASTC_6x6_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC6x6UnormSRGB : GPUTextureFormat.ASTC6x6Unorm;
  				break;

  			case RGBA_ASTC_8x5_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC8x5UnormSRGB : GPUTextureFormat.ASTC8x5Unorm;
  				break;

  			case RGBA_ASTC_8x6_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC8x6UnormSRGB : GPUTextureFormat.ASTC8x6Unorm;
  				break;

  			case RGBA_ASTC_8x8_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC8x8UnormSRGB : GPUTextureFormat.ASTC8x8Unorm;
  				break;

  			case RGBA_ASTC_10x5_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC10x5UnormSRGB : GPUTextureFormat.ASTC10x5Unorm;
  				break;

  			case RGBA_ASTC_10x6_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC10x6UnormSRGB : GPUTextureFormat.ASTC10x6Unorm;
  				break;

  			case RGBA_ASTC_10x8_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC10x8UnormSRGB : GPUTextureFormat.ASTC10x8Unorm;
  				break;

  			case RGBA_ASTC_10x10_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC10x10UnormSRGB : GPUTextureFormat.ASTC10x10Unorm;
  				break;

  			case RGBA_ASTC_12x10_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC12x10UnormSRGB : GPUTextureFormat.ASTC12x10Unorm;
  				break;

  			case RGBA_ASTC_12x12_Format:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.ASTC12x12UnormSRGB : GPUTextureFormat.ASTC12x12Unorm;
  				break;

  			case RGBAFormat:
  				formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  				break;

  			default:
  				error( 'WebGPURenderer: Unsupported texture format.', format );

  		}

  	} else {

  		switch ( format ) {

  			case RGBAFormat:

  				switch ( type ) {

  					case ByteType:
  						formatGPU = GPUTextureFormat.RGBA8Snorm;
  						break;

  					case ShortType:
  						formatGPU = GPUTextureFormat.RGBA16Sint;
  						break;

  					case UnsignedShortType:
  						formatGPU = GPUTextureFormat.RGBA16Uint;
  						break;
  					case UnsignedIntType:
  						formatGPU = GPUTextureFormat.RGBA32Uint;
  						break;

  					case IntType:
  						formatGPU = GPUTextureFormat.RGBA32Sint;
  						break;

  					case UnsignedByteType:
  						formatGPU = ( transfer === SRGBTransfer ) ? GPUTextureFormat.RGBA8UnormSRGB : GPUTextureFormat.RGBA8Unorm;
  						break;

  					case HalfFloatType:
  						formatGPU = GPUTextureFormat.RGBA16Float;
  						break;

  					case FloatType:
  						formatGPU = GPUTextureFormat.RGBA32Float;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with RGBAFormat.', type );

  				}

  				break;

  			case RGBFormat:

  				switch ( type ) {

  					case UnsignedInt5999Type:
  						formatGPU = GPUTextureFormat.RGB9E5UFloat;
  						break;

  					case UnsignedInt101111Type:
  						formatGPU = GPUTextureFormat.RG11B10UFloat;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with RGBFormat.', type );

  				}

  				break;

  			case RedFormat:

  				switch ( type ) {

  					case ByteType:
  						formatGPU = GPUTextureFormat.R8Snorm;
  						break;

  					case ShortType:
  						formatGPU = GPUTextureFormat.R16Sint;
  						break;

  					case UnsignedShortType:
  						formatGPU = GPUTextureFormat.R16Uint;
  						break;

  					case UnsignedIntType:
  						formatGPU = GPUTextureFormat.R32Uint;
  						break;

  					case IntType:
  						formatGPU = GPUTextureFormat.R32Sint;
  						break;

  					case UnsignedByteType:
  						formatGPU = GPUTextureFormat.R8Unorm;
  						break;

  					case HalfFloatType:
  						formatGPU = GPUTextureFormat.R16Float;
  						break;

  					case FloatType:
  						formatGPU = GPUTextureFormat.R32Float;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with RedFormat.', type );

  				}

  				break;

  			case RGFormat:

  				switch ( type ) {

  					case ByteType:
  						formatGPU = GPUTextureFormat.RG8Snorm;
  						break;

  					case ShortType:
  						formatGPU = GPUTextureFormat.RG16Sint;
  						break;

  					case UnsignedShortType:
  						formatGPU = GPUTextureFormat.RG16Uint;
  						break;

  					case UnsignedIntType:
  						formatGPU = GPUTextureFormat.RG32Uint;
  						break;

  					case IntType:
  						formatGPU = GPUTextureFormat.RG32Sint;
  						break;

  					case UnsignedByteType:
  						formatGPU = GPUTextureFormat.RG8Unorm;
  						break;

  					case HalfFloatType:
  						formatGPU = GPUTextureFormat.RG16Float;
  						break;

  					case FloatType:
  						formatGPU = GPUTextureFormat.RG32Float;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with RGFormat.', type );

  				}

  				break;

  			case DepthFormat:

  				switch ( type ) {

  					case UnsignedShortType:
  						formatGPU = GPUTextureFormat.Depth16Unorm;
  						break;

  					case UnsignedIntType:
  						formatGPU = GPUTextureFormat.Depth24Plus;
  						break;

  					case FloatType:
  						formatGPU = GPUTextureFormat.Depth32Float;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with DepthFormat.', type );

  				}

  				break;

  			case DepthStencilFormat:

  				switch ( type ) {

  					case UnsignedInt248Type:
  						formatGPU = GPUTextureFormat.Depth24PlusStencil8;
  						break;

  					case FloatType:

  						if ( device && device.features.has( GPUFeatureName.Depth32FloatStencil8 ) === false ) {

  							error( 'WebGPURenderer: Depth textures with DepthStencilFormat + FloatType can only be used with the "depth32float-stencil8" GPU feature.' );

  						}

  						formatGPU = GPUTextureFormat.Depth32FloatStencil8;

  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with DepthStencilFormat.', type );

  				}

  				break;

  			case RedIntegerFormat:

  				switch ( type ) {

  					case IntType:
  						formatGPU = GPUTextureFormat.R32Sint;
  						break;

  					case UnsignedIntType:
  						formatGPU = GPUTextureFormat.R32Uint;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with RedIntegerFormat.', type );

  				}

  				break;

  			case RGIntegerFormat:

  				switch ( type ) {

  					case IntType:
  						formatGPU = GPUTextureFormat.RG32Sint;
  						break;

  					case UnsignedIntType:
  						formatGPU = GPUTextureFormat.RG32Uint;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with RGIntegerFormat.', type );

  				}

  				break;

  			case RGBAIntegerFormat:

  				switch ( type ) {

  					case IntType:
  						formatGPU = GPUTextureFormat.RGBA32Sint;
  						break;

  					case UnsignedIntType:
  						formatGPU = GPUTextureFormat.RGBA32Uint;
  						break;

  					default:
  						error( 'WebGPURenderer: Unsupported texture type with RGBAIntegerFormat.', type );

  				}

  				break;

  			default:
  				error( 'WebGPURenderer: Unsupported texture format.', format );

  		}

  	}

  	return formatGPU;

  }

  const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
  const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;

  const wgslTypeLib$1 = {
  	'f32': 'float',
  	'i32': 'int',
  	'u32': 'uint',
  	'bool': 'bool',

  	'vec2<f32>': 'vec2',
   	'vec2<i32>': 'ivec2',
   	'vec2<u32>': 'uvec2',
   	'vec2<bool>': 'bvec2',

  	'vec2f': 'vec2',
  	'vec2i': 'ivec2',
  	'vec2u': 'uvec2',
  	'vec2b': 'bvec2',

  	'vec3<f32>': 'vec3',
  	'vec3<i32>': 'ivec3',
  	'vec3<u32>': 'uvec3',
  	'vec3<bool>': 'bvec3',

  	'vec3f': 'vec3',
  	'vec3i': 'ivec3',
  	'vec3u': 'uvec3',
  	'vec3b': 'bvec3',

  	'vec4<f32>': 'vec4',
  	'vec4<i32>': 'ivec4',
  	'vec4<u32>': 'uvec4',
  	'vec4<bool>': 'bvec4',

  	'vec4f': 'vec4',
  	'vec4i': 'ivec4',
  	'vec4u': 'uvec4',
  	'vec4b': 'bvec4',

  	'mat2x2<f32>': 'mat2',
  	'mat2x2f': 'mat2',

  	'mat3x3<f32>': 'mat3',
  	'mat3x3f': 'mat3',

  	'mat4x4<f32>': 'mat4',
  	'mat4x4f': 'mat4',

  	'sampler': 'sampler',

  	'texture_1d': 'texture',

  	'texture_2d': 'texture',
  	'texture_2d_array': 'texture',
  	'texture_multisampled_2d': 'cubeTexture',

  	'texture_depth_2d': 'depthTexture',
  	'texture_depth_2d_array': 'depthTexture',
  	'texture_depth_multisampled_2d': 'depthTexture',
  	'texture_depth_cube': 'depthTexture',
  	'texture_depth_cube_array': 'depthTexture',

  	'texture_3d': 'texture3D',

  	'texture_cube': 'cubeTexture',
  	'texture_cube_array': 'cubeTexture',

  	'texture_storage_1d': 'storageTexture',
  	'texture_storage_2d': 'storageTexture',
  	'texture_storage_2d_array': 'storageTexture',
  	'texture_storage_3d': 'storageTexture'

  };

  const parse = ( source ) => {

  	source = source.trim();

  	const declaration = source.match( declarationRegexp );

  	if ( declaration !== null && declaration.length === 4 ) {

  		const inputsCode = declaration[ 2 ];
  		const propsMatches = [];
  		let match = null;

  		while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {

  			propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );

  		}

  		// Process matches to correctly pair names and types
  		const inputs = [];
  		for ( let i = 0; i < propsMatches.length; i ++ ) {

  			const { name, type } = propsMatches[ i ];

  			let resolvedType = type;

  			if ( resolvedType.startsWith( 'ptr' ) ) {

  				resolvedType = 'pointer';

  			} else {

  				if ( resolvedType.startsWith( 'texture' ) ) {

  					resolvedType = type.split( '<' )[ 0 ];

  				}

  				resolvedType = wgslTypeLib$1[ resolvedType ];

  			}

  			inputs.push( new NodeFunctionInput( resolvedType, name ) );

  		}

  		const blockCode = source.substring( declaration[ 0 ].length );
  		const outputType = declaration[ 3 ] || 'void';

  		const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
  		const type = wgslTypeLib$1[ outputType ] || outputType;

  		return {
  			type,
  			inputs,
  			name,
  			inputsCode,
  			blockCode,
  			outputType
  		};

  	} else {

  		throw new Error( 'FunctionNode: Function is not a WGSL code.' );

  	}

  };

  /**
   * This class represents a WSL node function.
   *
   * @augments NodeFunction
   */
  class WGSLNodeFunction extends NodeFunction {

  	/**
  	 * Constructs a new WGSL node function.
  	 *
  	 * @param {string} source - The WGSL source.
  	 */
  	constructor( source ) {

  		const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );

  		super( type, inputs, name );

  		this.inputsCode = inputsCode;
  		this.blockCode = blockCode;
  		this.outputType = outputType;

  	}

  	/**
  	 * This method returns the WGSL code of the node function.
  	 *
  	 * @param {string} [name=this.name] - The function's name.
  	 * @return {string} The shader code.
  	 */
  	getCode( name = this.name ) {

  		const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';

  		return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;

  	}

  }

  /**
   * A WGSL node parser.
   *
   * @augments NodeParser
   */
  class WGSLNodeParser extends NodeParser {

  	/**
  	 * The method parses the given WGSL code an returns a node function.
  	 *
  	 * @param {string} source - The WGSL code.
  	 * @return {WGSLNodeFunction} A node function.
  	 */
  	parseFunction( source ) {

  		return new WGSLNodeFunction( source );

  	}

  }

  const accessNames = {
  	[ NodeAccess.READ_ONLY ]: 'read',
  	[ NodeAccess.WRITE_ONLY ]: 'write',
  	[ NodeAccess.READ_WRITE ]: 'read_write'
  };

  const wrapNames = {
  	[ RepeatWrapping ]: 'repeat',
  	[ ClampToEdgeWrapping ]: 'clamp',
  	[ MirroredRepeatWrapping ]: 'mirror'
  };

  const gpuShaderStageLib = {
  	'vertex': GPUShaderStage.VERTEX,
  	'fragment': GPUShaderStage.FRAGMENT,
  	'compute': GPUShaderStage.COMPUTE
  };

  const supports = {
  	instance: true,
  	swizzleAssign: false,
  	storageBuffer: true
  };

  const wgslFnOpLib = {
  	'^^': 'tsl_xor'
  };

  const wgslTypeLib = {
  	float: 'f32',
  	int: 'i32',
  	uint: 'u32',
  	bool: 'bool',
  	color: 'vec3<f32>',

  	vec2: 'vec2<f32>',
  	ivec2: 'vec2<i32>',
  	uvec2: 'vec2<u32>',
  	bvec2: 'vec2<bool>',

  	vec3: 'vec3<f32>',
  	ivec3: 'vec3<i32>',
  	uvec3: 'vec3<u32>',
  	bvec3: 'vec3<bool>',

  	vec4: 'vec4<f32>',
  	ivec4: 'vec4<i32>',
  	uvec4: 'vec4<u32>',
  	bvec4: 'vec4<bool>',

  	mat2: 'mat2x2<f32>',
  	mat3: 'mat3x3<f32>',
  	mat4: 'mat4x4<f32>'
  };

  const wgslCodeCache = {};

  const wgslPolyfill = {
  	tsl_xor: new CodeNode( 'fn tsl_xor( a : bool, b : bool ) -> bool { return ( a || b ) && !( a && b ); }' ),
  	mod_float: new CodeNode( 'fn tsl_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
  	mod_vec2: new CodeNode( 'fn tsl_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
  	mod_vec3: new CodeNode( 'fn tsl_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
  	mod_vec4: new CodeNode( 'fn tsl_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
  	equals_bool: new CodeNode( 'fn tsl_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
  	equals_bvec2: new CodeNode( 'fn tsl_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
  	equals_bvec3: new CodeNode( 'fn tsl_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
  	equals_bvec4: new CodeNode( 'fn tsl_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
  	repeatWrapping_float: new CodeNode( 'fn tsl_repeatWrapping_float( coord: f32 ) -> f32 { return fract( coord ); }' ),
  	mirrorWrapping_float: new CodeNode( 'fn tsl_mirrorWrapping_float( coord: f32 ) -> f32 { let mirrored = fract( coord * 0.5 ) * 2.0; return 1.0 - abs( 1.0 - mirrored ); }' ),
  	clampWrapping_float: new CodeNode( 'fn tsl_clampWrapping_float( coord: f32 ) -> f32 { return clamp( coord, 0.0, 1.0 ); }' ),
  	biquadraticTexture: new CodeNode( /* wgsl */`
fn tsl_biquadraticTexture( map : texture_2d<f32>, coord : vec2f, iRes : vec2u, level : u32 ) -> vec4f {

	let res = vec2f( iRes );

	let uvScaled = coord * res;
	let uvWrapping = ( ( uvScaled % res ) + res ) % res;

	// https://www.shadertoy.com/view/WtyXRy

	let uv = uvWrapping - 0.5;
	let iuv = floor( uv );
	let f = fract( uv );

	let rg1 = textureLoad( map, vec2u( iuv + vec2( 0.5, 0.5 ) ) % iRes, level );
	let rg2 = textureLoad( map, vec2u( iuv + vec2( 1.5, 0.5 ) ) % iRes, level );
	let rg3 = textureLoad( map, vec2u( iuv + vec2( 0.5, 1.5 ) ) % iRes, level );
	let rg4 = textureLoad( map, vec2u( iuv + vec2( 1.5, 1.5 ) ) % iRes, level );

	return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );

}
` ),
  	biquadraticTextureArray: new CodeNode( /* wgsl */`
fn tsl_biquadraticTexture_array( map : texture_2d_array<f32>, coord : vec2f, iRes : vec2u, layer : u32, level : u32 ) -> vec4f {

	let res = vec2f( iRes );

	let uvScaled = coord * res;
	let uvWrapping = ( ( uvScaled % res ) + res ) % res;

	// https://www.shadertoy.com/view/WtyXRy

	let uv = uvWrapping - 0.5;
	let iuv = floor( uv );
	let f = fract( uv );

	let rg1 = textureLoad( map, vec2u( iuv + vec2( 0.5, 0.5 ) ) % iRes, layer, level );
	let rg2 = textureLoad( map, vec2u( iuv + vec2( 1.5, 0.5 ) ) % iRes, layer, level );
	let rg3 = textureLoad( map, vec2u( iuv + vec2( 0.5, 1.5 ) ) % iRes, layer, level );
	let rg4 = textureLoad( map, vec2u( iuv + vec2( 1.5, 1.5 ) ) % iRes, layer, level );

	return mix( mix( rg1, rg2, f.x ), mix( rg3, rg4, f.x ), f.y );

}
` )
  };

  const wgslMethods = {
  	dFdx: 'dpdx',
  	dFdy: '- dpdy',
  	mod_float: 'tsl_mod_float',
  	mod_vec2: 'tsl_mod_vec2',
  	mod_vec3: 'tsl_mod_vec3',
  	mod_vec4: 'tsl_mod_vec4',
  	equals_bool: 'tsl_equals_bool',
  	equals_bvec2: 'tsl_equals_bvec2',
  	equals_bvec3: 'tsl_equals_bvec3',
  	equals_bvec4: 'tsl_equals_bvec4',
  	inversesqrt: 'inverseSqrt',
  	bitcast: 'bitcast<f32>',
  	floatpack_snorm_2x16: 'pack2x16snorm',
  	floatpack_unorm_2x16: 'pack2x16unorm',
  	floatpack_float16_2x16: 'pack2x16float',
  	floatunpack_snorm_2x16: 'unpack2x16snorm',
  	floatunpack_unorm_2x16: 'unpack2x16unorm',
  	floatunpack_float16_2x16: 'unpack2x16float'
  };

  //

  let diagnostics = '';

  if ( ( typeof navigator !== 'undefined' && /Firefox|Deno/g.test( navigator.userAgent ) ) !== true ) {

  	diagnostics += 'diagnostic( off, derivative_uniformity );\n';

  }

  /**
   * A node builder targeting WGSL.
   *
   * This module generates WGSL shader code from node materials and also
   * generates the respective bindings and vertex buffer definitions. These
   * data are later used by the renderer to create render and compute pipelines
   * for render objects.
   *
   * @augments NodeBuilder
   */
  class WGSLNodeBuilder extends NodeBuilder {

  	/**
  	 * Constructs a new WGSL node builder renderer.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Renderer} renderer - The renderer.
  	 */
  	constructor( object, renderer ) {

  		super( object, renderer, new WGSLNodeParser() );

  		/**
  		 * A dictionary that holds for each shader stage ('vertex', 'fragment', 'compute')
  		 * another dictionary which manages UBOs per group ('render','frame','object').
  		 *
  		 * @type {Object<string,Object<string,NodeUniformsGroup>>}
  		 */
  		this.uniformGroups = {};

  		/**
  		 * A dictionary that holds the assigned binding indices for each uniform group.
  		 * This ensures the same binding index is used across all shader stages.
  		 *
  		 * @type {Object<string,{index: number, id: number}>}
  		 */
  		this.uniformGroupsBindings = {};

  		/**
  		 * A dictionary that holds for each shader stage a Map of builtins.
  		 *
  		 * @type {Object<string,Map<string,Object>>}
  		 */
  		this.builtins = {};

  		/**
  		 * A dictionary that holds for each shader stage a Set of directives.
  		 *
  		 * @type {Object<string,Set<string>>}
  		 */
  		this.directives = {};

  		/**
  		 * A map for managing scope arrays. Only relevant for when using
  		 * {@link WorkgroupInfoNode} in context of compute shaders.
  		 *
  		 * @type {Map<string,Object>}
  		 */
  		this.scopedArrays = new Map();

  	}

  	/**
  	 * Generates the WGSL snippet for sampled textures.
  	 *
  	 * @private
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The WGSL snippet.
  	 */
  	_generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet, shaderStage = this.shaderStage ) {

  		if ( shaderStage === 'fragment' ) {

  			if ( depthSnippet ) {

  				if ( offsetSnippet ) {

  					return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;

  			} else {

  				if ( offsetSnippet ) {

  					return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;

  			}

  		} else {

  			return this.generateTextureSampleLevel( texture, textureProperty, uvSnippet, '0', depthSnippet );

  		}

  	}

  	/**
  	 * Generates the WGSL snippet when sampling textures with explicit mip level.
  	 *
  	 * @private
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @param {string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet ) {

  		if ( this.isUnfilterable( texture ) === false ) {

  			if ( depthSnippet ) {

  				if ( offsetSnippet ) {

  					return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ levelSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;

  			} else {

  				if ( offsetSnippet ) {

  					return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;

  			}

  		} else if ( this.isFilteredTexture( texture ) ) {

  			return this.generateFilteredTexture( texture, textureProperty, uvSnippet, offsetSnippet, levelSnippet, depthSnippet );

  		} else {

  			return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet, levelSnippet );

  		}

  	}

  	/**
  	 * Generates a wrap function used in context of textures.
  	 *
  	 * @param {Texture} texture - The texture to generate the function for.
  	 * @return {string} The name of the generated function.
  	 */
  	generateWrapFunction( texture ) {

  		const functionName = `tsl_coord_${ wrapNames[ texture.wrapS ] }S_${ wrapNames[ texture.wrapT ] }_${ texture.is3DTexture || texture.isData3DTexture ? '3d' : '2d' }T`;

  		let nodeCode = wgslCodeCache[ functionName ];

  		if ( nodeCode === undefined ) {

  			const includes = [];

  			// For 3D textures, use vec3f; for texture arrays, keep vec2f since array index is separate
  			const coordType = texture.is3DTexture || texture.isData3DTexture ? 'vec3f' : 'vec2f';
  			let code = `fn ${ functionName }( coord : ${ coordType } ) -> ${ coordType } {\n\n\treturn ${ coordType }(\n`;

  			const addWrapSnippet = ( wrap, axis ) => {

  				if ( wrap === RepeatWrapping ) {

  					includes.push( wgslPolyfill.repeatWrapping_float );

  					code += `\t\ttsl_repeatWrapping_float( coord.${ axis } )`;

  				} else if ( wrap === ClampToEdgeWrapping ) {

  					includes.push( wgslPolyfill.clampWrapping_float );

  					code += `\t\ttsl_clampWrapping_float( coord.${ axis } )`;

  				} else if ( wrap === MirroredRepeatWrapping ) {

  					includes.push( wgslPolyfill.mirrorWrapping_float );

  					code += `\t\ttsl_mirrorWrapping_float( coord.${ axis } )`;

  				} else {

  					code += `\t\tcoord.${ axis }`;

  					warn( `WebGPURenderer: Unsupported texture wrap type "${ wrap }" for vertex shader.` );

  				}

  			};

  			addWrapSnippet( texture.wrapS, 'x' );

  			code += ',\n';

  			addWrapSnippet( texture.wrapT, 'y' );

  			if ( texture.is3DTexture || texture.isData3DTexture ) {

  				code += ',\n';
  				addWrapSnippet( texture.wrapR, 'z' );

  			}

  			code += '\n\t);\n\n}\n';

  			wgslCodeCache[ functionName ] = nodeCode = new CodeNode( code, includes );

  		}

  		nodeCode.build( this );

  		return functionName;

  	}

  	/**
  	 * Generates the array declaration string.
  	 *
  	 * @param {string} type - The type.
  	 * @param {?number} [count] - The count.
  	 * @return {string} The generated value as a shader string.
  	 */
  	generateArrayDeclaration( type, count ) {

  		return `array< ${ this.getType( type ) }, ${ count } >`;

  	}

  	/**
  	 * Generates a WGSL variable that holds the texture dimension of the given texture.
  	 * It also returns information about the number of layers (elements) of an arrayed
  	 * texture as well as the cube face count of cube textures.
  	 *
  	 * @param {Texture} texture - The texture to generate the function for.
  	 * @param {string} textureProperty - The name of the video texture uniform in the shader.
  	 * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @return {string} The name of the dimension variable.
  	 */
  	generateTextureDimension( texture, textureProperty, levelSnippet ) {

  		const textureData = this.getDataFromNode( texture, this.shaderStage, this.globalCache );

  		if ( textureData.dimensionsSnippet === undefined ) textureData.dimensionsSnippet = {};

  		let textureDimensionNode = textureData.dimensionsSnippet[ levelSnippet ];

  		if ( textureData.dimensionsSnippet[ levelSnippet ] === undefined ) {

  			let textureDimensionsParams;
  			let dimensionType;

  			const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture );
  			const isMultisampled = primarySamples > 1;

  			if ( texture.is3DTexture || texture.isData3DTexture ) {

  				dimensionType = 'vec3<u32>';

  			} else {

  				// Regular 2D textures, depth textures, etc.
  				dimensionType = 'vec2<u32>';

  			}

  			// Build parameters string based on texture type and multisampling
  			if ( isMultisampled || texture.isStorageTexture ) {

  				textureDimensionsParams = textureProperty;

  			} else {

  				textureDimensionsParams = `${textureProperty}${levelSnippet ? `, u32( ${ levelSnippet } )` : ''}`;

  			}

  			textureDimensionNode = new VarNode( new ExpressionNode( `textureDimensions( ${ textureDimensionsParams } )`, dimensionType ) );

  			textureData.dimensionsSnippet[ levelSnippet ] = textureDimensionNode;

  			if ( texture.isArrayTexture || texture.isDataArrayTexture || texture.is3DTexture || texture.isData3DTexture ) {

  				textureData.arrayLayerCount = new VarNode(
  					new ExpressionNode(
  						`textureNumLayers(${textureProperty})`,
  						'u32'
  					)
  				);

  			}

  			// For cube textures, we know it's always 6 faces
  			if ( texture.isTextureCube ) {

  				textureData.cubeFaceCount = new VarNode(
  					new ExpressionNode( '6u', 'u32' )
  				);

  			}

  		}

  		return textureDimensionNode.build( this );

  	}

  	/**
  	 * Generates the WGSL snippet for a manual filtered texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateFilteredTexture( texture, textureProperty, uvSnippet, offsetSnippet, levelSnippet = '0u', depthSnippet ) {

  		const wrapFunction = this.generateWrapFunction( texture );
  		const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet );

  		if ( offsetSnippet ) {

  			uvSnippet = `${ uvSnippet } + vec2<f32>(${ offsetSnippet }) / ${ textureDimension }`;

  		}

  		if ( depthSnippet ) {

  			this._include( 'biquadraticTextureArray' );

  			return `tsl_biquadraticTexture_array( ${ textureProperty }, ${ wrapFunction }( ${ uvSnippet } ), ${ textureDimension }, u32( ${ depthSnippet } ), u32( ${ levelSnippet } ) )`;

  		}

  		this._include( 'biquadraticTexture' );

  		return `tsl_biquadraticTexture( ${ textureProperty }, ${ wrapFunction }( ${ uvSnippet } ), ${ textureDimension }, u32( ${ levelSnippet } ) )`;

  	}

  	/**
  	 * Generates the WGSL snippet for a texture lookup with explicit level-of-detail.
  	 * Since it's a lookup, no sampling or filtering is applied.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [levelSnippet='0u'] - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet, levelSnippet = '0u' ) {

  		// Cube textures cannot use textureLoad in WGSL, must use textureSampleLevel
  		if ( texture.isCubeTexture === true ) {

  			if ( offsetSnippet ) {

  				uvSnippet = `${ uvSnippet } + vec3<f32>(${ offsetSnippet })`;

  			}

  			// Depth textures require integer level, regular textures use float
  			const levelType = texture.isDepthTexture ? 'u32' : 'f32';

  			return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelType }( ${ levelSnippet } ) )`;

  		}

  		const wrapFunction = this.generateWrapFunction( texture );
  		const textureDimension = this.generateTextureDimension( texture, textureProperty, levelSnippet );

  		const vecType = texture.is3DTexture || texture.isData3DTexture ? 'vec3' : 'vec2';
  		const textureDimensionMargin = ( vecType === 'vec3' ) ? 'vec3<u32>( 1, 1, 1 )' : 'vec2<u32>( 1, 1 )';

  		if ( offsetSnippet ) {

  			uvSnippet = `${ uvSnippet } + ${ vecType }<f32>(${ offsetSnippet }) / ${ vecType }<f32>( ${ textureDimension } )`;

  		}

  		const clampMin = `${ vecType }<f32>( 0 )`;
  		const clampMax = `${ vecType }<f32>( ${ textureDimension } - ${ textureDimensionMargin } )`;

  		uvSnippet = `${ vecType }<u32>( clamp( floor( ${ wrapFunction }( ${ uvSnippet } ) * ${ vecType }<f32>( ${ textureDimension } ) ), ${ clampMin }, ${ clampMax } ) )`;

  		return this.generateTextureLoad( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, null );

  	}

  	/**
  	 * Generates the WGSL snippet that reads a single texel from a storage texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateStorageTextureLoad( texture, textureProperty, uvIndexSnippet, levelSnippet, depthSnippet, offsetSnippet ) {

  		if ( offsetSnippet ) {

  			uvIndexSnippet = `${ uvIndexSnippet } + ${ offsetSnippet }`;

  		}

  		let snippet;

  		if ( depthSnippet ) {

  			snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet } )`;

  		} else {

  			snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet } )`;

  		}

  		return snippet;

  	}

  	/**
  	 * Generates the WGSL snippet that reads a single texel from a texture without sampling or filtering.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureLoad( texture, textureProperty, uvIndexSnippet, levelSnippet, depthSnippet, offsetSnippet ) {

  		if ( levelSnippet === null ) levelSnippet = '0u';

  		if ( offsetSnippet ) {

  			uvIndexSnippet = `${ uvIndexSnippet } + ${ offsetSnippet }`;

  		}

  		let snippet;

  		if ( depthSnippet ) {

  			snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, u32( ${ levelSnippet } ) )`;

  		} else {

  			snippet = `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, u32( ${ levelSnippet } ) )`;

  			if ( this.renderer.backend.compatibilityMode && texture.isDepthTexture ) {

  				snippet += '.x';

  			}

  		}

  		return snippet;

  	}

  	/**
  	 * Generates the WGSL snippet that writes a single texel to a texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvIndexSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {string} valueSnippet - A WGSL snippet that represent the new texel value.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureStore( texture, textureProperty, uvIndexSnippet, depthSnippet, valueSnippet ) {

  		let snippet;

  		if ( depthSnippet ) {

  			snippet = `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ valueSnippet } )`;

  		} else {

  			snippet = `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;

  		}

  		return snippet;

  	}

  	/**
  	 * Returns `true` if the sampled values of the given texture should be compared against a reference value.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @return {boolean} Whether the sampled values of the given texture should be compared against a reference value or not.
  	 */
  	isSampleCompare( texture ) {

  		return texture.isDepthTexture === true && texture.compareFunction !== null && this.renderer.hasCompatibility( Compatibility.TEXTURE_COMPARE );

  	}

  	/**
  	 * Returns `true` if the given texture is unfilterable.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @return {boolean} Whether the given texture is unfilterable or not.
  	 */
  	isUnfilterable( texture ) {

  		return this.getComponentTypeFromTexture( texture ) !== 'float' ||
  			( ! this.isAvailable( 'float32Filterable' ) && texture.isDataTexture === true && texture.type === FloatType ) ||
  			( this.isSampleCompare( texture ) === false && texture.minFilter === NearestFilter && texture.magFilter === NearestFilter ) ||
  			this.renderer.backend.utils.getTextureSampleData( texture ).primarySamples > 1;

  	}

  	/**
  	 * Generates the WGSL snippet for sampling/loading the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTexture( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet, shaderStage = this.shaderStage ) {

  		let snippet = null;

  		if ( this.isUnfilterable( texture ) ) {

  			snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet, '0', shaderStage );

  		} else {

  			snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet, shaderStage );

  		}

  		return snippet;

  	}

  	/**
  	 * Generates the WGSL snippet for sampling/loading the given texture using explicit gradients.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {Array<string>} gradSnippet - An array holding both gradient WGSL snippets.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, offsetSnippet, shaderStage = this.shaderStage ) {

  		if ( shaderStage === 'fragment' ) {

  			if ( depthSnippet ) {

  				if ( offsetSnippet ) {

  					return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;

  			} else {

  				if ( offsetSnippet ) {

  					return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;

  			}

  		} else {

  			error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );

  		}

  	}

  	/**
  	 * Generates the WGSL snippet for sampling a depth texture and comparing the sampled depth values
  	 * against a reference value.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {string} compareSnippet -  A WGSL snippet that represents the reference value.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet, shaderStage = this.shaderStage ) {

  		if ( shaderStage === 'fragment' ) {

  			if ( texture.isDepthTexture === true && texture.isArrayTexture === true ) {

  				if ( offsetSnippet ) {

  					return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } )`;

  			}

  			if ( offsetSnippet ) {

  				return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet }, ${ offsetSnippet } )`;

  			}

  			return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;

  		} else {

  			error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );

  		}

  	}

  	/**
  	 * Generates the WGSL snippet when sampling textures with explicit mip level.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {string} levelSnippet - A WGSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet ) {

  		if ( this.isUnfilterable( texture ) === false ) {

  			if ( depthSnippet ) {

  				if ( offsetSnippet ) {

  					return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ levelSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;

  			} else {

  				if ( offsetSnippet ) {

  					return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;

  			}

  		} else if ( this.isFilteredTexture( texture ) ) {

  			return this.generateFilteredTexture( texture, textureProperty, uvSnippet, offsetSnippet, levelSnippet, depthSnippet );

  		} else {

  			return this.generateTextureLod( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet, levelSnippet );

  		}

  	}

  	/**
  	 * Generates the WGSL snippet when sampling textures with a bias to the mip level.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {string} textureProperty - The name of the texture uniform in the shader.
  	 * @param {string} uvSnippet - A WGSL snippet that represents texture coordinates used for sampling.
  	 * @param {string} biasSnippet - A WGSL snippet that represents the bias to apply to the mip level before sampling.
  	 * @param {?string} depthSnippet - A WGSL snippet that represents 0-based texture array index to sample.
  	 * @param {?string} offsetSnippet - A WGSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The WGSL snippet.
  	 */
  	generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, offsetSnippet, shaderStage = this.shaderStage ) {

  		if ( shaderStage === 'fragment' ) {

  			if ( depthSnippet ) {

  				if ( offsetSnippet ) {

  					return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ biasSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet }, ${ biasSnippet } )`;

  			} else {

  				if ( offsetSnippet ) {

  					return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet }, ${ offsetSnippet } )`;

  				}

  				return `textureSampleBias( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ biasSnippet } )`;

  			}

  		} else {

  			error( `WebGPURenderer: THREE.TextureNode.biasNode does not support ${ shaderStage } shader.` );

  		}

  	}

  	/**
  	 * Returns a WGSL snippet that represents the property name of the given node.
  	 *
  	 * @param {Node} node - The node.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The property name.
  	 */
  	getPropertyName( node, shaderStage = this.shaderStage ) {

  		if ( node.isNodeVarying === true && node.needsInterpolation === true ) {

  			if ( shaderStage === 'vertex' ) {

  				return `varyings.${ node.name }`;

  			}

  		} else if ( node.isNodeUniform === true ) {

  			const name = node.name;
  			const type = node.type;

  			if ( type === 'texture' || type === 'cubeTexture' || type === 'cubeDepthTexture' || type === 'storageTexture' || type === 'texture3D' ) {

  				return name;

  			} else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) {

  				if ( this.isCustomStruct( node ) ) {

  					return name;

  				}

  				return name + '.value';

  			} else {

  				return node.groupNode.name + '.' + name;

  			}

  		}

  		return super.getPropertyName( node );

  	}

  	/**
  	 * Returns the output struct name.
  	 *
  	 * @return {string} The name of the output struct.
  	 */
  	getOutputStructName() {

  		return 'output';

  	}

  	/**
  	 * Returns the native shader operator name for a given generic name.
  	 *
  	 * @param {string} op - The operator name to resolve.
  	 * @return {?string} The resolved operator name.
  	 */
  	getFunctionOperator( op ) {

  		const fnOp = wgslFnOpLib[ op ];

  		if ( fnOp !== undefined ) {

  			this._include( fnOp );

  			return fnOp;

  		}

  		return null;

  	}

  	/**
  	 * Returns the node access for the given node and shader stage.
  	 *
  	 * @param {StorageTextureNode|StorageBufferNode} node - The storage node.
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The node access.
  	 */
  	getNodeAccess( node, shaderStage ) {

  		if ( shaderStage !== 'compute' ) {

  			if ( node.isAtomic === true ) {

  				warn( 'WebGPURenderer: Atomic operations are only supported in compute shaders.' );

  				return NodeAccess.READ_WRITE;

  			}

  			return NodeAccess.READ_ONLY;

  		}

  		return node.access;

  	}

  	/**
  	 * Returns A WGSL snippet representing the storage access.
  	 *
  	 * @param {StorageTextureNode|StorageBufferNode} node - The storage node.
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The WGSL snippet representing the storage access.
  	 */
  	getStorageAccess( node, shaderStage ) {

  		return accessNames[ this.getNodeAccess( node, shaderStage ) ];

  	}

  	/**
  	 * This method is one of the more important ones since it's responsible
  	 * for generating a matching binding instance for the given uniform node.
  	 *
  	 * These bindings are later used in the renderer to create bind groups
  	 * and layouts.
  	 *
  	 * @param {UniformNode} node - The uniform node.
  	 * @param {string} type - The node data type.
  	 * @param {string} shaderStage - The shader stage.
  	 * @param {?string} [name=null] - An optional uniform name.
  	 * @return {NodeUniform} The node uniform object.
  	 */
  	getUniformFromNode( node, type, shaderStage, name = null ) {

  		const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
  		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );

  		if ( nodeData.uniformGPU === undefined ) {

  			let uniformGPU;

  			const group = node.groupNode;
  			const groupName = group.name;

  			const bindings = this.getBindGroupArray( groupName, shaderStage );

  			if ( type === 'texture' || type === 'cubeTexture' || type === 'cubeDepthTexture' || type === 'storageTexture' || type === 'texture3D' ) {

  				let texture = null;

  				const access = this.getNodeAccess( node, shaderStage );

  				if ( type === 'texture' || type === 'storageTexture' ) {

  					if ( node.value.is3DTexture === true ) {

  						texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, access );

  					} else {

  						texture = new NodeSampledTexture( uniformNode.name, uniformNode.node, group, access );

  					}

  				} else if ( type === 'cubeTexture' || type === 'cubeDepthTexture' ) {

  					texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group, access );

  				} else if ( type === 'texture3D' ) {

  					texture = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group, access );

  				}

  				texture.store = node.isStorageTextureNode === true;
  				texture.mipLevel = texture.store ? node.mipLevel : 0;
  				texture.setVisibility( gpuShaderStageLib[ shaderStage ] );

  				// Cube textures always need samplers (they use textureSampleLevel, not textureLoad)
  				const needsSampler = node.value.isCubeTexture === true || ( this.isUnfilterable( node.value ) === false && texture.store === false );

  				if ( needsSampler ) {

  					const sampler = new NodeSampler( `${ uniformNode.name }_sampler`, uniformNode.node, group );
  					sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );

  					bindings.push( sampler, texture );

  					uniformGPU = [ sampler, texture ];

  				} else {

  					bindings.push( texture );

  					uniformGPU = [ texture ];

  				}

  			} else if ( type === 'buffer' || type === 'storageBuffer' || type === 'indirectStorageBuffer' ) {

  				const sharedData = this.getSharedDataFromNode( node );

  				let buffer = sharedData.buffer;

  				if ( buffer === undefined ) {

  					const bufferClass = type === 'buffer' ? NodeUniformBuffer : NodeStorageBuffer;

  					buffer = new bufferClass( node, group );

  					sharedData.buffer = buffer;

  				}

  				buffer.setVisibility( buffer.getVisibility() | gpuShaderStageLib[ shaderStage ] );

  				bindings.push( buffer );

  				uniformGPU = buffer;

  				uniformNode.name = name ? name : 'NodeBuffer_' + uniformNode.id;

  			} else {

  				let uniformsGroup = this.uniformGroups[ groupName ];

  				if ( uniformsGroup === undefined ) {

  					uniformsGroup = new NodeUniformsGroup( groupName, group );
  					uniformsGroup.setVisibility( GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT | GPUShaderStage.COMPUTE );

  					this.uniformGroups[ groupName ] = uniformsGroup;

  				}

  				// Add to bindings for this stage if not already present
  				if ( bindings.indexOf( uniformsGroup ) === -1 ) {

  					bindings.push( uniformsGroup );

  				}

  				uniformGPU = this.getNodeUniform( uniformNode, type );

  				// Only add uniform if not already present in the group (check by name to avoid duplicates across stages)
  				const uniformName = uniformGPU.name;
  				const alreadyExists = uniformsGroup.uniforms.some( u => u.name === uniformName );

  				if ( ! alreadyExists ) {

  					uniformsGroup.addUniform( uniformGPU );

  				}

  			}

  			nodeData.uniformGPU = uniformGPU;

  		}

  		return uniformNode;

  	}

  	/**
  	 * This method should be used whenever builtins are required in nodes.
  	 * The internal builtins data structure will make sure builtins are
  	 * defined in the WGSL source.
  	 *
  	 * @param {string} name - The builtin name.
  	 * @param {string} property - The property name.
  	 * @param {string} type - The node data type.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {string} The property name.
  	 */
  	getBuiltin( name, property, type, shaderStage = this.shaderStage ) {

  		const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );

  		if ( map.has( name ) === false ) {

  			map.set( name, {
  				name,
  				property,
  				type
  			} );

  		}

  		return property;

  	}

  	/**
  	 * Returns `true` if the given builtin is defined in the given shader stage.
  	 *
  	 * @param {string} name - The builtin name.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
  	 * @return {boolean} Whether the given builtin is defined in the given shader stage or not.
  	 */
  	hasBuiltin( name, shaderStage = this.shaderStage ) {

  		return ( this.builtins[ shaderStage ] !== undefined && this.builtins[ shaderStage ].has( name ) );

  	}

  	/**
  	 * Returns the vertex index builtin.
  	 *
  	 * @return {string} The vertex index.
  	 */
  	getVertexIndex() {

  		if ( this.shaderStage === 'vertex' ) {

  			return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );

  		}

  		return 'vertexIndex';

  	}

  	/**
  	 * Builds the given shader node.
  	 *
  	 * @param {ShaderNodeInternal} shaderNode - The shader node.
  	 * @return {string} The WGSL function code.
  	 */
  	buildFunctionCode( shaderNode ) {

  		const layout = shaderNode.layout;
  		const flowData = this.flowShaderNode( shaderNode );

  		const parameters = [];

  		for ( const input of layout.inputs ) {

  			parameters.push( input.name + ' : ' + this.getType( input.type ) );

  		}

  		//

  		let code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
${ flowData.vars }
${ flowData.code }
`;

  		if ( flowData.result ) {

  			code += `\treturn ${ flowData.result };\n`;

  		}

  		code += '\n}\n';

  		//

  		return code;

  	}

  	/**
  	 * Contextually returns either the vertex stage instance index builtin
  	 * or the linearized index of an compute invocation within a grid of workgroups.
  	 *
  	 * @return {string} The instance index.
  	 */
  	getInstanceIndex() {

  		if ( this.shaderStage === 'vertex' ) {

  			return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );

  		}

  		return 'instanceIndex';

  	}


  	/**
  	 * Returns a builtin representing the index of a compute invocation within the scope of a workgroup load.
  	 *
  	 * @return {string} The invocation local index.
  	 */
  	getInvocationLocalIndex() {

  		return this.getBuiltin( 'local_invocation_index', 'invocationLocalIndex', 'u32', 'attribute' );

  	}

  	/**
  	 * Returns a builtin representing the size of a subgroup within the current shader.
  	 *
  	 * @return {string} The subgroup size.
  	 */
  	getSubgroupSize() {

  		this.enableSubGroups();

  		return this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );

  	}

  	/**
  	 * Returns a builtin representing the index of a compute invocation within the scope of a subgroup.
  	 *
  	 * @return {string} The invocation subgroup index.
  	 */
  	getInvocationSubgroupIndex() {

  		this.enableSubGroups();

  		return this.getBuiltin( 'subgroup_invocation_id', 'invocationSubgroupIndex', 'u32', 'attribute' );

  	}

  	/**
  	 * Returns a builtin representing the index of a compute invocation's subgroup within its workgroup.
  	 *
  	 * @return {string} The subgroup index.
  	 */
  	getSubgroupIndex() {

  		this.enableSubGroups();

  		return this.getBuiltin( 'subgroup_id', 'subgroupIndex', 'u32', 'attribute' );

  	}

  	/**
  	 * Overwritten as a NOP since this method is intended for the WebGL 2 backend.
  	 *
  	 * @return {null} Null.
  	 */
  	getDrawIndex() {

  		return null;

  	}

  	/**
  	 * Returns the front facing builtin.
  	 *
  	 * @return {string} The front facing builtin.
  	 */
  	getFrontFacing() {

  		return this.getBuiltin( 'front_facing', 'isFront', 'bool' );

  	}

  	/**
  	 * Returns the frag coord builtin.
  	 *
  	 * @return {string} The frag coord builtin.
  	 */
  	getFragCoord() {

  		return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xy';

  	}

  	/**
  	 * Returns the frag depth builtin.
  	 *
  	 * @return {string} The frag depth builtin.
  	 */
  	getFragDepth() {

  		return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );

  	}

  	/**
  	 * Returns the clip distances builtin.
  	 *
  	 * @return {string} The clip distances builtin.
  	 */
  	getClipDistance() {

  		return 'varyings.hw_clip_distances';

  	}

  	/**
  	 * Whether to flip texture data along its vertical axis or not.
  	 *
  	 * @return {boolean} Returns always `false` in context of WGSL.
  	 */
  	isFlipY() {

  		return false;

  	}

  	/**
  	 * Enables the given directive for the given shader stage.
  	 *
  	 * @param {string} name - The directive name.
  	 * @param {string} [shaderStage=this.shaderStage] - The shader stage to enable the directive for.
  	 */
  	enableDirective( name, shaderStage = this.shaderStage ) {

  		const stage = this.directives[ shaderStage ] || ( this.directives[ shaderStage ] = new Set() );
  		stage.add( name );

  	}

  	/**
  	 * Returns the directives of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} A WGSL snippet that enables the directives of the given stage.
  	 */
  	getDirectives( shaderStage ) {

  		const snippets = [];
  		const directives = this.directives[ shaderStage ];

  		if ( directives !== undefined ) {

  			for ( const directive of directives ) {

  				snippets.push( `enable ${directive};` );

  			}

  		}

  		return snippets.join( '\n' );

  	}

  	/**
  	 * Enables the 'subgroups' directive.
  	 */
  	enableSubGroups() {

  		this.enableDirective( 'subgroups' );

  	}

  	/**
  	 * Enables the 'subgroups-f16' directive.
  	 */
  	enableSubgroupsF16() {

  		this.enableDirective( 'subgroups-f16' );

  	}

  	/**
  	 * Enables the 'clip_distances' directive.
  	 */
  	enableClipDistances() {

  		this.enableDirective( 'clip_distances' );

  	}

  	/**
  	 * Enables the 'f16' directive.
  	 */
  	enableShaderF16() {

  		this.enableDirective( 'f16' );

  	}

  	/**
  	 * Enables the 'dual_source_blending' directive.
  	 */
  	enableDualSourceBlending() {

  		this.enableDirective( 'dual_source_blending' );

  	}

  	/**
  	 * Enables hardware clipping.
  	 *
  	 * @param {string} planeCount - The clipping plane count.
  	 */
  	enableHardwareClipping( planeCount ) {

  		this.enableClipDistances();
  		this.getBuiltin( 'clip_distances', 'hw_clip_distances', `array<f32, ${ planeCount } >`, 'vertex' );

  	}

  	/**
  	 * Returns the builtins of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} A WGSL snippet that represents the builtins of the given stage.
  	 */
  	getBuiltins( shaderStage ) {

  		const snippets = [];
  		const builtins = this.builtins[ shaderStage ];

  		if ( builtins !== undefined ) {

  			for ( const { name, property, type } of builtins.values() ) {

  				snippets.push( `@builtin( ${name} ) ${property} : ${type}` );

  			}

  		}

  		return snippets.join( ',\n\t' );

  	}

  	/**
  	 * This method should be used when a new scoped buffer is used in context of
  	 * compute shaders. It adds the array to the internal data structure which is
  	 * later used to generate the respective WGSL.
  	 *
  	 * @param {string} name - The array name.
  	 * @param {string} scope - The scope.
  	 * @param {string} bufferType - The buffer type.
  	 * @param {string} bufferCount - The buffer count.
  	 * @return {string} The array name.
  	 */
  	getScopedArray( name, scope, bufferType, bufferCount ) {

  		if ( this.scopedArrays.has( name ) === false ) {

  			this.scopedArrays.set( name, {
  				name,
  				scope,
  				bufferType,
  				bufferCount
  			} );

  		}

  		return name;

  	}

  	/**
  	 * Returns the scoped arrays of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string|undefined} The WGSL snippet that defines the scoped arrays.
  	 * Returns `undefined` when used in the vertex or fragment stage.
  	 */
  	getScopedArrays( shaderStage ) {

  		if ( shaderStage !== 'compute' ) {

  			return;

  		}

  		const snippets = [];

  		for ( const { name, scope, bufferType, bufferCount } of this.scopedArrays.values() ) {

  			const type = this.getType( bufferType );

  			snippets.push( `var<${scope}> ${name}: array< ${type}, ${bufferCount} >;` );

  		}

  		return snippets.join( '\n' );

  	}

  	/**
  	 * Returns the shader attributes of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The WGSL snippet that defines the shader attributes.
  	 */
  	getAttributes( shaderStage ) {

  		const snippets = [];

  		if ( shaderStage === 'compute' ) {

  			this.getBuiltin( 'global_invocation_id', 'globalId', 'vec3<u32>', 'attribute' );
  			this.getBuiltin( 'workgroup_id', 'workgroupId', 'vec3<u32>', 'attribute' );
  			this.getBuiltin( 'local_invocation_id', 'localId', 'vec3<u32>', 'attribute' );
  			this.getBuiltin( 'num_workgroups', 'numWorkgroups', 'vec3<u32>', 'attribute' );

  			if ( this.renderer.hasFeature( 'subgroups' ) ) {

  				this.enableDirective( 'subgroups', shaderStage );
  				this.getBuiltin( 'subgroup_size', 'subgroupSize', 'u32', 'attribute' );

  			}

  		}

  		if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {

  			const builtins = this.getBuiltins( 'attribute' );

  			if ( builtins ) snippets.push( builtins );

  			const attributes = this.getAttributesArray();

  			for ( let index = 0, length = attributes.length; index < length; index ++ ) {

  				const attribute = attributes[ index ];
  				const name = attribute.name;
  				const type = this.getType( attribute.type );

  				snippets.push( `@location( ${index} ) ${ name } : ${ type }` );

  			}

  		}

  		return snippets.join( ',\n\t' );

  	}

  	/**
  	 * Returns the members of the given struct type node as a WGSL string.
  	 *
  	 * @param {StructTypeNode} struct - The struct type node.
  	 * @return {string} The WGSL snippet that defines the struct members.
  	 */
  	getStructMembers( struct ) {

  		const snippets = [];

  		for ( const member of struct.members ) {

  			const prefix = struct.output ? '@location( ' + member.index + ' ) ' : '';

  			let type = this.getType( member.type );

  			if ( member.atomic ) {

  				type = 'atomic< ' + type + ' >';

  			}

  			snippets.push( `\t${ prefix + member.name } : ${ type }` );

  		}

  		if ( struct.output ) {

  			snippets.push( `\t${ this.getBuiltins( 'output' ) }` );

  		}

  		return snippets.join( ',\n' );

  	}

  	/**
  	 * Returns the structs of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The WGSL snippet that defines the structs.
  	 */
  	getStructs( shaderStage ) {

  		let result = '';

  		const structs = this.structs[ shaderStage ];

  		if ( structs.length > 0 ) {

  			const snippets = [];

  			for ( const struct of structs ) {

  				let snippet = `struct ${ struct.name } {\n`;
  				snippet += this.getStructMembers( struct );
  				snippet += '\n};';

  				snippets.push( snippet );

  			}

  			result = '\n' + snippets.join( '\n\n' ) + '\n';

  		}

  		return result;

  	}

  	/**
  	 * Returns a WGSL string representing a variable.
  	 *
  	 * @param {string} type - The variable's type.
  	 * @param {string} name - The variable's name.
  	 * @param {?number} [count=null] - The array length.
  	 * @return {string} The WGSL snippet that defines a variable.
  	 */
  	getVar( type, name, count = null ) {

  		let snippet = `var ${ name } : `;

  		if ( count !== null ) {

  			snippet += this.generateArrayDeclaration( type, count );

  		} else {

  			snippet += this.getType( type );

  		}

  		return snippet;

  	}

  	/**
  	 * Returns the variables of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The WGSL snippet that defines the variables.
  	 */
  	getVars( shaderStage ) {

  		const snippets = [];
  		const vars = this.vars[ shaderStage ];

  		if ( vars !== undefined ) {

  			for ( const variable of vars ) {

  				snippets.push( `\t${ this.getVar( variable.type, variable.name, variable.count ) };` );

  			}

  		}

  		return `\n${ snippets.join( '\n' ) }\n`;

  	}

  	/**
  	 * Returns the varyings of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The WGSL snippet that defines the varyings.
  	 */
  	getVaryings( shaderStage ) {

  		const snippets = [];

  		if ( shaderStage === 'vertex' ) {

  			this.getBuiltin( 'position', 'builtinClipSpace', 'vec4<f32>', 'vertex' );

  		}

  		if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {

  			const varyings = this.varyings;
  			const vars = this.vars[ shaderStage ];

  			for ( let index = 0; index < varyings.length; index ++ ) {

  				const varying = varyings[ index ];

  				if ( varying.needsInterpolation ) {

  					let attributesSnippet = `@location( ${index} )`;

  					if ( varying.interpolationType ) {

  						const samplingSnippet = varying.interpolationSampling !== null ? `, ${ varying.interpolationSampling } )` : ' )';

  						attributesSnippet += ` @interpolate( ${ varying.interpolationType }${ samplingSnippet }`;

  						// Otherwise, optimize interpolation when sensible

  					} else if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {

  						attributesSnippet += ' @interpolate(flat, either)';

  					}

  					snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );

  				} else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {

  					vars.push( varying );

  				}

  			}

  		}

  		const builtins = this.getBuiltins( shaderStage );

  		if ( builtins ) snippets.push( builtins );

  		const code = snippets.join( ',\n\t' );

  		return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;

  	}

  	isCustomStruct( nodeUniform ) {

  		const attribute = nodeUniform.value;
  		const bufferNode = nodeUniform.node;

  		const isAttributeStructType = ( attribute.isBufferAttribute || attribute.isInstancedBufferAttribute ) && bufferNode.structTypeNode !== null;

  		const isStructArray =
  			( bufferNode.value && bufferNode.value.array ) &&
  			( typeof bufferNode.value.itemSize === 'number' && bufferNode.value.array.length > bufferNode.value.itemSize );

  		return isAttributeStructType && ! isStructArray;

  	}

  	/**
  	 * Returns the uniforms of the given shader stage as a WGSL string.
  	 *
  	 * @param {string} shaderStage - The shader stage.
  	 * @return {string} The WGSL snippet that defines the uniforms.
  	 */
  	getUniforms( shaderStage ) {

  		const uniforms = this.uniforms[ shaderStage ];

  		const bindingSnippets = [];
  		const bufferSnippets = [];
  		const structSnippets = [];
  		const uniformGroups = {};

  		for ( const uniform of uniforms ) {

  			const groupName = uniform.groupNode.name;
  			const uniformIndexes = this.bindingsIndexes[ groupName ];

  			if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'cubeDepthTexture' || uniform.type === 'storageTexture' || uniform.type === 'texture3D' ) {

  				const texture = uniform.node.value;

  				// Cube textures always need samplers (they use textureSampleLevel, not textureLoad)
  				const needsSampler = texture.isCubeTexture === true || ( this.isUnfilterable( texture ) === false && uniform.node.isStorageTextureNode !== true );

  				if ( needsSampler ) {

  					if ( this.isSampleCompare( texture ) ) {

  						bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler_comparison;` );

  					} else {

  						bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name }_sampler : sampler;` );

  					}

  				}

  				let textureType;

  				let multisampled = '';

  				const { primarySamples } = this.renderer.backend.utils.getTextureSampleData( texture );

  				if ( primarySamples > 1 ) {

  					multisampled = '_multisampled';

  				}

  				if ( texture.isCubeTexture === true && texture.isDepthTexture === true ) {

  					textureType = 'texture_depth_cube';

  				} else if ( texture.isCubeTexture === true ) {

  					textureType = 'texture_cube<f32>';

  				} else if ( texture.isDepthTexture === true ) {

  					if ( this.renderer.backend.compatibilityMode && texture.compareFunction === null ) {

  						textureType = `texture${ multisampled }_2d<f32>`;

  					} else {

  						textureType = `texture_depth${ multisampled }_2d${ texture.isArrayTexture === true ? '_array' : '' }`;

  					}

  				} else if ( uniform.node.isStorageTextureNode === true ) {

  					const format = getFormat( texture );
  					const access = this.getStorageAccess( uniform.node, shaderStage );

  					const is3D = uniform.node.value.is3DTexture;
  					const isArrayTexture = uniform.node.value.isArrayTexture;

  					const dimension = is3D ? '3d' : `2d${ isArrayTexture ? '_array' : '' }`;

  					textureType = `texture_storage_${ dimension }<${ format }, ${ access }>`;

  				} else if ( texture.isArrayTexture === true || texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {

  					textureType = 'texture_2d_array<f32>';

  				} else if ( texture.is3DTexture === true || texture.isData3DTexture === true ) {

  					textureType = 'texture_3d<f32>';

  				} else {

  					const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );

  					textureType = `texture${ multisampled }_2d<${ componentPrefix }32>`;

  				}

  				bindingSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var ${ uniform.name } : ${ textureType };` );

  			} else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' || uniform.type === 'indirectStorageBuffer' ) {

  				const bufferNode = uniform.node;
  				const bufferType = this.getType( bufferNode.getNodeType( this ) );
  				const bufferCount = bufferNode.bufferCount;
  				const bufferCountSnippet = bufferCount > 0 && uniform.type === 'buffer' ? ', ' + bufferCount : '';
  				const bufferAccessMode = bufferNode.isStorageBufferNode ? `storage, ${ this.getStorageAccess( bufferNode, shaderStage ) }` : 'uniform';

  				if ( this.isCustomStruct( uniform ) ) {

  					bufferSnippets.push( `@binding( ${ uniformIndexes.binding ++ } ) @group( ${ uniformIndexes.group } ) var<${ bufferAccessMode }> ${ uniform.name } : ${ bufferType };` );

  				} else {

  					const bufferTypeSnippet = bufferNode.isAtomic ? `atomic<${ bufferType }>` : `${ bufferType }`;
  					const bufferSnippet = `\tvalue : array< ${ bufferTypeSnippet }${ bufferCountSnippet } >`;

  					bufferSnippets.push( this._getWGSLStructBinding( uniform.name, bufferSnippet, bufferAccessMode, uniformIndexes.binding ++, uniformIndexes.group ) );

  				}

  			} else {

  				const groupName = uniform.groupNode.name;

  				// Check if this group has already been processed in this shader stage
  				if ( uniformGroups[ groupName ] === undefined ) {

  					// Get the shared uniform group that contains uniforms from all stages
  					const sharedUniformGroup = this.uniformGroups[ groupName ];

  					if ( sharedUniformGroup !== undefined ) {

  						// Generate snippets for ALL uniforms in this shared group
  						const snippets = [];

  						for ( const sharedUniform of sharedUniformGroup.uniforms ) {

  							const type = sharedUniform.getType();
  							const vectorType = this.getType( this.getVectorType( type ) );
  							snippets.push( `\t${ sharedUniform.name } : ${ vectorType }` );

  						}

  						// Check if this group already has an assigned binding index (from another shader stage)
  						let groupBinding = this.uniformGroupsBindings[ groupName ];

  						if ( groupBinding === undefined ) {

  							// First time processing this group - assign a new binding index
  							groupBinding = {
  								index: uniformIndexes.binding ++,
  								id: uniformIndexes.group
  							};

  							this.uniformGroupsBindings[ groupName ] = groupBinding;

  						}

  						uniformGroups[ groupName ] = {
  							index: groupBinding.index,
  							id: groupBinding.id,
  							snippets: snippets
  						};

  					}

  				}

  			}

  		}

  		for ( const name in uniformGroups ) {

  			const group = uniformGroups[ name ];

  			structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index, group.id ) );

  		}

  		const code = [ ...bindingSnippets, ...bufferSnippets, ...structSnippets ].join( '\n' );

  		return code;

  	}

  	/**
  	 * Controls the code build of the shader stages.
  	 */
  	buildCode() {

  		const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };

  		this.sortBindingGroups();

  		for ( const shaderStage in shadersData ) {

  			this.shaderStage = shaderStage;

  			const stageData = shadersData[ shaderStage ];
  			stageData.uniforms = this.getUniforms( shaderStage );
  			stageData.attributes = this.getAttributes( shaderStage );
  			stageData.varyings = this.getVaryings( shaderStage );
  			stageData.structs = this.getStructs( shaderStage );
  			stageData.vars = this.getVars( shaderStage );
  			stageData.codes = this.getCodes( shaderStage );
  			stageData.directives = this.getDirectives( shaderStage );
  			stageData.scopedArrays = this.getScopedArrays( shaderStage );

  			//

  			let flow = '// code\n\n';
  			flow += this.flowCode[ shaderStage ];

  			const flowNodes = this.flowNodes[ shaderStage ];
  			const mainNode = flowNodes[ flowNodes.length - 1 ];

  			const outputNode = mainNode.outputNode;
  			const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );

  			for ( const node of flowNodes ) {

  				const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
  				const slotName = node.name;

  				if ( slotName ) {

  					if ( flow.length > 0 ) flow += '\n';

  					flow += `\t// flow -> ${ slotName }\n`;

  				}

  				flow += `${ flowSlotData.code }\n\t`;

  				if ( node === mainNode && shaderStage !== 'compute' ) {

  					flow += '// result\n\n\t';

  					if ( shaderStage === 'vertex' ) {

  						flow += `varyings.builtinClipSpace = ${ flowSlotData.result };`;

  					} else if ( shaderStage === 'fragment' ) {

  						if ( isOutputStruct ) {

  							stageData.returnType = outputNode.getNodeType( this );
  							stageData.structs += 'var<private> output : ' + stageData.returnType + ';';

  							flow += `return ${ flowSlotData.result };`;

  						} else {

  							let structSnippet = '\t@location(0) color: vec4<f32>';

  							const builtins = this.getBuiltins( 'output' );

  							if ( builtins ) structSnippet += ',\n\t' + builtins;

  							stageData.returnType = 'OutputStruct';
  							stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
  							stageData.structs += '\nvar<private> output : OutputStruct;';

  							flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;

  						}

  					}

  				}

  			}

  			stageData.flow = flow;

  		}

  		this.shaderStage = null;

  		if ( this.material !== null ) {

  			this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
  			this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );

  		} else {

  			// Early strictly validated in computeNode

  			const workgroupSize = this.object.workgroupSize;

  			this.computeShader = this._getWGSLComputeCode( shadersData.compute, workgroupSize );

  		}

  	}

  	/**
  	 * Returns the native shader method name for a given generic name.
  	 *
  	 * @param {string} method - The method name to resolve.
  	 * @param {?string} [output=null] - An optional output.
  	 * @return {string} The resolved WGSL method name.
  	 */
  	getMethod( method, output = null ) {

  		let wgslMethod;

  		if ( output !== null ) {

  			wgslMethod = this._getWGSLMethod( method + '_' + output );

  		}

  		if ( wgslMethod === undefined ) {

  			wgslMethod = this._getWGSLMethod( method );

  		}

  		return wgslMethod || method;

  	}

  	/**
  	 * Returns the bitcast method name for a given input and outputType.
  	 *
  	 * @param {string} type - The output type to bitcast to.
  	 * @return {string} The resolved WGSL bitcast invocation.
  	 */
  	getBitcastMethod( type ) {

  		const dataType = this.getType( type );

  		return `bitcast<${ dataType }>`;

  	}

  	/**
  	 * Returns the float packing method name for a given numeric encoding.
  	 *
  	 * @param {string} encoding - The numeric encoding that describes how the float values are mapped to the integer range.
  	 * @returns {string} The resolve WGSL float packing method name.
  	 */
  	getFloatPackingMethod( encoding ) {

  		return this.getMethod( `floatpack_${ encoding }_2x16` );

  	}

  	/**
  	 * Returns the float unpacking method name for a given numeric encoding.
  	 *
  	 * @param {string} encoding - The numeric encoding that describes how the integer values are mapped to the float range.
  	 * @returns {string} The resolve WGSL float unpacking method name.
  	 */
  	getFloatUnpackingMethod( encoding ) {

  		return this.getMethod( `floatunpack_${ encoding }_2x16` );

  	}

  	/**
  	 * Returns the native snippet for a ternary operation.
  	 *
  	 * @param {string} condSnippet - The condition determining which expression gets resolved.
  	 * @param {string} ifSnippet - The expression to resolve to if the condition is true.
  	 * @param {string} elseSnippet - The expression to resolve to if the condition is false.
  	 * @return {string} The resolved method name.
  	 */
  	getTernary( condSnippet, ifSnippet, elseSnippet ) {

  		return `select( ${elseSnippet}, ${ifSnippet}, ${condSnippet} )`;

  	}

  	/**
  	 * Returns the WGSL type of the given node data type.
  	 *
  	 * @param {string} type - The node data type.
  	 * @return {string} The WGSL type.
  	 */
  	getType( type ) {

  		return wgslTypeLib[ type ] || type;

  	}

  	/**
  	 * Whether the requested feature is available or not.
  	 *
  	 * @param {string} name - The requested feature.
  	 * @return {boolean} Whether the requested feature is supported or not.
  	 */
  	isAvailable( name ) {

  		let result = supports[ name ];

  		if ( result === undefined ) {

  			if ( name === 'float32Filterable' ) {

  				result = this.renderer.hasFeature( 'float32-filterable' );

  			} else if ( name === 'clipDistance' ) {

  				result = this.renderer.hasFeature( 'clip-distances' );

  			}

  			supports[ name ] = result;

  		}

  		return result;

  	}

  	/**
  	 * Returns the maximum uniform buffer size limit.
  	 *
  	 * @return {number} The maximum uniform buffer size in bytes.
  	 */
  	getUniformBufferLimit() {

  		return this.renderer.backend.device.limits.maxUniformBufferBindingSize;

  	}

  	/**
  	 * Returns the native shader method name for a given generic name.
  	 *
  	 * @private
  	 * @param {string} method - The method name to resolve.
  	 * @return {string} The resolved WGSL method name.
  	 */
  	_getWGSLMethod( method ) {

  		if ( wgslPolyfill[ method ] !== undefined ) {

  			this._include( method );

  		}

  		return wgslMethods[ method ];

  	}

  	/**
  	 * Includes the given method name into the current
  	 * function node.
  	 *
  	 * @private
  	 * @param {string} name - The method name to include.
  	 * @return {CodeNode} The respective code node.
  	 */
  	_include( name ) {

  		const codeNode = wgslPolyfill[ name ];
  		codeNode.build( this );

  		this.addInclude( codeNode );

  		return codeNode;

  	}

  	/**
  	 * Returns a WGSL vertex shader based on the given shader data.
  	 *
  	 * @private
  	 * @param {Object} shaderData - The shader data.
  	 * @return {string} The vertex shader.
  	 */
  	_getWGSLVertexCode( shaderData ) {

  		return `${ this.getSignature() }
// directives
${shaderData.directives}

// structs
${shaderData.structs}

// uniforms
${shaderData.uniforms}

// varyings
${shaderData.varyings}
var<private> varyings : VaryingsStruct;

// codes
${shaderData.codes}

@vertex
fn main( ${shaderData.attributes} ) -> VaryingsStruct {

	// vars
	${shaderData.vars}

	// flow
	${shaderData.flow}

	return varyings;

}
`;

  	}

  	/**
  	 * Returns a WGSL fragment shader based on the given shader data.
  	 *
  	 * @private
  	 * @param {Object} shaderData - The shader data.
  	 * @return {string} The vertex shader.
  	 */
  	_getWGSLFragmentCode( shaderData ) {

  		return `${ this.getSignature() }
// global
${ diagnostics }

// structs
${shaderData.structs}

// uniforms
${shaderData.uniforms}

// codes
${shaderData.codes}

@fragment
fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {

	// vars
	${shaderData.vars}

	// flow
	${shaderData.flow}

}
`;

  	}

  	/**
  	 * Returns a WGSL compute shader based on the given shader data.
  	 *
  	 * @private
  	 * @param {Object} shaderData - The shader data.
  	 * @param {string} workgroupSize - The workgroup size.
  	 * @return {string} The vertex shader.
  	 */
  	_getWGSLComputeCode( shaderData, workgroupSize ) {

  		const [ workgroupSizeX, workgroupSizeY, workgroupSizeZ ] = workgroupSize;

  		return `${ this.getSignature() }
// directives
${ shaderData.directives }

// system
var<private> instanceIndex : u32;

// locals
${ shaderData.scopedArrays }

// structs
${ shaderData.structs }

// uniforms
${ shaderData.uniforms }

// codes
${ shaderData.codes }

@compute @workgroup_size( ${ workgroupSizeX }, ${ workgroupSizeY }, ${ workgroupSizeZ } )
fn main( ${ shaderData.attributes } ) {

	// system
	instanceIndex = globalId.x
		+ globalId.y * ( ${ workgroupSizeX } * numWorkgroups.x )
		+ globalId.z * ( ${ workgroupSizeX } * numWorkgroups.x ) * ( ${ workgroupSizeY } * numWorkgroups.y );

	// vars
	${ shaderData.vars }

	// flow
	${ shaderData.flow }

}
`;

  	}

  	/**
  	 * Returns a WGSL struct based on the given name and variables.
  	 *
  	 * @private
  	 * @param {string} name - The struct name.
  	 * @param {string} vars - The struct variables.
  	 * @return {string} The WGSL snippet representing a struct.
  	 */
  	_getWGSLStruct( name, vars ) {

  		return `
struct ${name} {
${vars}
};`;

  	}

  	/**
  	 * Returns a WGSL struct binding.
  	 *
  	 * @private
  	 * @param {string} name - The struct name.
  	 * @param {string} vars - The struct variables.
  	 * @param {string} access - The access.
  	 * @param {number} [binding=0] - The binding index.
  	 * @param {number} [group=0] - The group index.
  	 * @return {string} The WGSL snippet representing a struct binding.
  	 */
  	_getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {

  		const structName = name + 'Struct';
  		const structSnippet = this._getWGSLStruct( structName, vars );

  		return `${structSnippet}
@binding( ${ binding } ) @group( ${ group } )
var<${access}> ${ name } : ${ structName };`;

  	}

  }

  /**
   * A WebGPU backend utility module with common helpers.
   *
   * @private
   */
  class WebGPUUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGPUBackend} backend - The WebGPU backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGPU backend.
  		 *
  		 * @type {WebGPUBackend}
  		 */
  		this.backend = backend;

  	}

  	/**
  	 * Returns the depth/stencil GPU format for the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {string} The depth/stencil GPU texture format.
  	 */
  	getCurrentDepthStencilFormat( renderContext ) {

  		let format;

  		if ( renderContext.depth ) {

  			if ( renderContext.depthTexture !== null ) {

  				format = this.getTextureFormatGPU( renderContext.depthTexture );

  			} else if ( renderContext.stencil ) {

  				format = GPUTextureFormat.Depth24PlusStencil8;

  			} else {

  				format = GPUTextureFormat.Depth24Plus;

  			}

  		}

  		return format;

  	}

  	/**
  	 * Returns the GPU format for the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @return {string} The GPU texture format.
  	 */
  	getTextureFormatGPU( texture ) {

  		return this.backend.get( texture ).format;

  	}

  	/**
  	 * Returns an object that defines the multi-sampling state of the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @return {Object} The multi-sampling state.
  	 */
  	getTextureSampleData( texture ) {

  		let samples;

  		if ( texture.isFramebufferTexture ) {

  			samples = 1;

  		} else if ( texture.isDepthTexture && ! texture.renderTarget ) {

  			const renderer = this.backend.renderer;
  			const renderTarget = renderer.getRenderTarget();

  			samples = renderTarget ? renderTarget.samples : renderer.currentSamples;

  		} else if ( texture.renderTarget ) {

  			samples = texture.renderTarget.samples;

  		}

  		samples = samples || 1;

  		const isMSAA = samples > 1 && texture.renderTarget !== null && ( texture.isDepthTexture !== true && texture.isFramebufferTexture !== true );
  		const primarySamples = isMSAA ? 1 : samples;

  		return { samples, primarySamples, isMSAA };

  	}

  	/**
  	 * Returns the default color attachment's GPU format of the current render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {string} The GPU texture format of the default color attachment.
  	 */
  	getCurrentColorFormat( renderContext ) {

  		let format;

  		if ( renderContext.textures !== null ) {

  			format = this.getTextureFormatGPU( renderContext.textures[ 0 ] );

  		} else {

  			format = this.getPreferredCanvasFormat(); // default context format

  		}

  		return format;

  	}

  	/**
  	 * Returns the GPU formats of all color attachments of the current render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {Array<string>} The GPU texture formats of all color attachments.
  	 */
  	getCurrentColorFormats( renderContext ) {

  		if ( renderContext.textures !== null ) {

  			return renderContext.textures.map( t => this.getTextureFormatGPU( t ) );

  		} else {

  			return [ this.getPreferredCanvasFormat() ]; // default context format

  		}

  	}

  	/**
  	 * Returns the output color space of the current render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {string} The output color space.
  	 */
  	getCurrentColorSpace( renderContext ) {

  		if ( renderContext.textures !== null ) {

  			return renderContext.textures[ 0 ].colorSpace;

  		}

  		return this.backend.renderer.outputColorSpace;

  	}

  	/**
  	 * Returns GPU primitive topology for the given object and material.
  	 *
  	 * @param {Object3D} object - The 3D object.
  	 * @param {Material} material - The material.
  	 * @return {string} The GPU primitive topology.
  	 */
  	getPrimitiveTopology( object, material ) {

  		if ( object.isPoints ) return GPUPrimitiveTopology.PointList;
  		else if ( object.isLineSegments || ( object.isMesh && material.wireframe === true ) ) return GPUPrimitiveTopology.LineList;
  		else if ( object.isLine ) return GPUPrimitiveTopology.LineStrip;
  		else if ( object.isMesh ) return GPUPrimitiveTopology.TriangleList;

  	}

  	/**
  	 * Returns a modified sample count from the given sample count value.
  	 *
  	 * That is required since WebGPU only supports either 1 or 4.
  	 *
  	 * @param {number} sampleCount - The input sample count.
  	 * @return {number} The (potentially updated) output sample count.
  	 */
  	getSampleCount( sampleCount ) {

  		return sampleCount >= 4 ? 4 : 1;

  	}

  	/**
  	 * Returns the sample count of the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {number} The sample count.
  	 */
  	getSampleCountRenderContext( renderContext ) {

  		if ( renderContext.textures !== null ) {

  			return this.getSampleCount( renderContext.sampleCount );

  		}

  		return this.getSampleCount( this.backend.renderer.currentSamples );

  	}

  	/**
  	 * Returns the preferred canvas format.
  	 *
  	 * There is a separate method for this so it's possible to
  	 * honor edge cases for specific devices.
  	 *
  	 * @return {string} The GPU texture format of the canvas.
  	 */
  	getPreferredCanvasFormat() {

  		const parameters = this.backend.parameters;

  		const bufferType = parameters.outputType;

  		if ( bufferType === undefined ) {

  			return navigator.gpu.getPreferredCanvasFormat();

  		} else if ( bufferType === UnsignedByteType ) {

  			return GPUTextureFormat.BGRA8Unorm;

  		} else if ( bufferType === HalfFloatType ) {

  			return GPUTextureFormat.RGBA16Float;

  		} else {

  			throw new Error( 'Unsupported output buffer type.' );

  		}

  	}

  }

  const typedArraysToVertexFormatPrefix = new Map( [
  	[ Int8Array, [ 'sint8', 'snorm8' ]],
  	[ Uint8Array, [ 'uint8', 'unorm8' ]],
  	[ Int16Array, [ 'sint16', 'snorm16' ]],
  	[ Uint16Array, [ 'uint16', 'unorm16' ]],
  	[ Int32Array, [ 'sint32', 'snorm32' ]],
  	[ Uint32Array, [ 'uint32', 'unorm32' ]],
  	[ Float32Array, [ 'float32', ]],
  ] );

  if ( typeof Float16Array !== 'undefined' ) {

  	typedArraysToVertexFormatPrefix.set( Float16Array, [ 'float16' ] );

  }

  const typedAttributeToVertexFormatPrefix = new Map( [
  	[ Float16BufferAttribute, [ 'float16', ]],
  ] );

  const typeArraysToVertexFormatPrefixForItemSize1 = new Map( [
  	[ Int32Array, 'sint32' ],
  	[ Int16Array, 'sint32' ], // patch for INT16
  	[ Uint32Array, 'uint32' ],
  	[ Uint16Array, 'uint32' ], // patch for UINT16
  	[ Float32Array, 'float32' ]
  ] );

  /**
   * A WebGPU backend utility module for managing shader attributes.
   *
   * @private
   */
  class WebGPUAttributeUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGPUBackend} backend - The WebGPU backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGPU backend.
  		 *
  		 * @type {WebGPUBackend}
  		 */
  		this.backend = backend;

  	}

  	/**
  	 * Creates the GPU buffer for the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 * @param {GPUBufferUsage} usage - A flag that indicates how the buffer may be used after its creation.
  	 */
  	createAttribute( attribute, usage ) {

  		const bufferAttribute = this._getBufferAttribute( attribute );

  		const backend = this.backend;
  		const bufferData = backend.get( bufferAttribute );

  		let buffer = bufferData.buffer;

  		if ( buffer === undefined ) {

  			const device = backend.device;

  			let array = bufferAttribute.array;

  			// patch for INT16 and UINT16
  			if ( attribute.normalized === false ) {

  				if ( array.constructor === Int16Array || array.constructor === Int8Array ) {

  					array = new Int32Array( array );

  				} else if ( array.constructor === Uint16Array || array.constructor === Uint8Array ) {

  					array = new Uint32Array( array );

  					if ( usage & GPUBufferUsage.INDEX ) {

  						for ( let i = 0; i < array.length; i ++ ) {

  							if ( array[ i ] === 0xffff ) array[ i ] = 0xffffffff; // use correct primitive restart index

  						}

  					}

  				}

  			}

  			bufferAttribute.array = array;

  			if ( ( bufferAttribute.isStorageBufferAttribute || bufferAttribute.isStorageInstancedBufferAttribute ) && bufferAttribute.itemSize === 3 ) {

  				array = new array.constructor( bufferAttribute.count * 4 );

  				for ( let i = 0; i < bufferAttribute.count; i ++ ) {

  					array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );

  				}

  				// Update BufferAttribute
  				bufferAttribute.itemSize = 4;
  				bufferAttribute.array = array;

  				bufferData._force3to4BytesAlignment = true;

  			}

  			// ensure 4 byte alignment
  			const byteLength = array.byteLength;
  			const size = byteLength + ( ( 4 - ( byteLength % 4 ) ) % 4 );

  			buffer = device.createBuffer( {
  				label: bufferAttribute.name,
  				size: size,
  				usage: usage,
  				mappedAtCreation: true
  			} );

  			new array.constructor( buffer.getMappedRange() ).set( array );

  			buffer.unmap();

  			bufferData.buffer = buffer;

  		}

  	}

  	/**
  	 * Updates the GPU buffer of the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	updateAttribute( attribute ) {

  		const bufferAttribute = this._getBufferAttribute( attribute );

  		const backend = this.backend;
  		const device = backend.device;

  		const bufferData = backend.get( bufferAttribute );
  		const buffer = backend.get( bufferAttribute ).buffer;

  		let array = bufferAttribute.array;

  		//  if storage buffer ensure 4 byte alignment
  		if ( bufferData._force3to4BytesAlignment === true ) {

  			array = new array.constructor( bufferAttribute.count * 4 );

  			for ( let i = 0; i < bufferAttribute.count; i ++ ) {

  				array.set( bufferAttribute.array.subarray( i * 3, i * 3 + 3 ), i * 4 );

  			}

  			bufferAttribute.array = array;

  		}


  		const updateRanges = bufferAttribute.updateRanges;

  		if ( updateRanges.length === 0 ) {

  			// Not using update ranges

  			device.queue.writeBuffer(
  				buffer,
  				0,
  				array,
  				0
  			);

  		} else {

  			const isTyped = isTypedArray( array );
  			const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;

  			for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {

  				const range = updateRanges[ i ];
  				let dataOffset, size;

  				if ( bufferData._force3to4BytesAlignment === true ) {

  					const vertexStart = Math.floor( range.start / 3 );
  					const vertexCount = Math.ceil( range.count / 3 );
  					dataOffset = vertexStart * 4 * byteOffsetFactor;
  					size = vertexCount * 4 * byteOffsetFactor;

  				} else {

  					dataOffset = range.start * byteOffsetFactor;
  					size = range.count * byteOffsetFactor;

  				}

  				const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes

  				device.queue.writeBuffer(
  					buffer,
  					bufferOffset,
  					array,
  					dataOffset,
  					size
  				);

  			}

  			bufferAttribute.clearUpdateRanges();

  		}

  	}

  	/**
  	 * This method creates the vertex buffer layout data which are
  	 * require when creating a render pipeline for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {Array<Object>} An array holding objects which describe the vertex buffer layout.
  	 */
  	createShaderVertexBuffers( renderObject ) {

  		const attributes = renderObject.getAttributes();
  		const vertexBuffers = new Map();

  		for ( let slot = 0; slot < attributes.length; slot ++ ) {

  			const geometryAttribute = attributes[ slot ];
  			const bytesPerElement = geometryAttribute.array.BYTES_PER_ELEMENT;
  			const bufferAttribute = this._getBufferAttribute( geometryAttribute );

  			let vertexBufferLayout = vertexBuffers.get( bufferAttribute );

  			if ( vertexBufferLayout === undefined ) {

  				let arrayStride, stepMode;

  				if ( geometryAttribute.isInterleavedBufferAttribute === true ) {

  					arrayStride = geometryAttribute.data.stride * bytesPerElement;
  					stepMode = geometryAttribute.data.isInstancedInterleavedBuffer ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;

  				} else {

  					arrayStride = geometryAttribute.itemSize * bytesPerElement;
  					stepMode = geometryAttribute.isInstancedBufferAttribute ? GPUInputStepMode.Instance : GPUInputStepMode.Vertex;

  				}

  				// patch for INT16 and UINT16
  				if ( geometryAttribute.normalized === false && ( geometryAttribute.array.constructor === Int16Array || geometryAttribute.array.constructor === Uint16Array ) ) {

  					arrayStride = 4;

  				}

  				vertexBufferLayout = {
  					arrayStride,
  					attributes: [],
  					stepMode
  				};

  				vertexBuffers.set( bufferAttribute, vertexBufferLayout );

  			}

  			const format = this._getVertexFormat( geometryAttribute );
  			const offset = ( geometryAttribute.isInterleavedBufferAttribute === true ) ? geometryAttribute.offset * bytesPerElement : 0;

  			vertexBufferLayout.attributes.push( {
  				shaderLocation: slot,
  				offset,
  				format
  			} );

  		}

  		return Array.from( vertexBuffers.values() );

  	}

  	/**
  	 * Destroys the GPU buffer of the given buffer attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	destroyAttribute( attribute ) {

  		const backend = this.backend;
  		const data = backend.get( this._getBufferAttribute( attribute ) );

  		data.buffer.destroy();

  		backend.delete( attribute );

  	}

  	/**
  	 * This method performs a readback operation by moving buffer data from
  	 * a storage buffer attribute from the GPU to the CPU.
  	 *
  	 * @async
  	 * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  	 * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  	 */
  	async getArrayBufferAsync( attribute ) {

  		const backend = this.backend;
  		const device = backend.device;

  		const data = backend.get( this._getBufferAttribute( attribute ) );
  		const bufferGPU = data.buffer;
  		const size = bufferGPU.size;

  		const readBufferGPU = device.createBuffer( {
  			label: `${ attribute.name }_readback`,
  			size,
  			usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  		} );

  		const cmdEncoder = device.createCommandEncoder( {
  			label: `readback_encoder_${ attribute.name }`
  		} );

  		cmdEncoder.copyBufferToBuffer(
  			bufferGPU,
  			0,
  			readBufferGPU,
  			0,
  			size
  		);

  		const gpuCommands = cmdEncoder.finish();
  		device.queue.submit( [ gpuCommands ] );

  		await readBufferGPU.mapAsync( GPUMapMode.READ );

  		const arrayBuffer = readBufferGPU.getMappedRange();

  		const dstBuffer = new attribute.array.constructor( arrayBuffer.slice( 0 ) );

  		readBufferGPU.unmap();

  		return dstBuffer.buffer;

  	}

  	/**
  	 * Returns the vertex format of the given buffer attribute.
  	 *
  	 * @private
  	 * @param {BufferAttribute} geometryAttribute - The buffer attribute.
  	 * @return {string|undefined} The vertex format (e.g. 'float32x3').
  	 */
  	_getVertexFormat( geometryAttribute ) {

  		const { itemSize, normalized } = geometryAttribute;
  		const ArrayType = geometryAttribute.array.constructor;
  		const AttributeType = geometryAttribute.constructor;

  		let format;

  		if ( itemSize === 1 ) {

  			format = typeArraysToVertexFormatPrefixForItemSize1.get( ArrayType );

  		} else {

  			const prefixOptions = typedAttributeToVertexFormatPrefix.get( AttributeType ) || typedArraysToVertexFormatPrefix.get( ArrayType );
  			const prefix = prefixOptions[ normalized ? 1 : 0 ];

  			if ( prefix ) {

  				const bytesPerUnit = ArrayType.BYTES_PER_ELEMENT * itemSize;
  				const paddedBytesPerUnit = Math.floor( ( bytesPerUnit + 3 ) / 4 ) * 4;
  				const paddedItemSize = paddedBytesPerUnit / ArrayType.BYTES_PER_ELEMENT;

  				if ( paddedItemSize % 1 ) {

  					throw new Error( 'THREE.WebGPUAttributeUtils: Bad vertex format item size.' );

  				}

  				format = `${prefix}x${paddedItemSize}`;

  			}

  		}

  		if ( ! format ) {

  			error( 'WebGPUAttributeUtils: Vertex format not supported yet.' );

  		}

  		return format;

  	}

  	/**
  	 * Utility method for handling interleaved buffer attributes correctly.
  	 * To process them, their `InterleavedBuffer` is returned.
  	 *
  	 * @private
  	 * @param {BufferAttribute} attribute - The attribute.
  	 * @return {BufferAttribute|InterleavedBuffer}
  	 */
  	_getBufferAttribute( attribute ) {

  		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

  		return attribute;

  	}

  }

  /**
   * Class representing a WebGPU bind group layout.
   *
   * @private
   */
  class BindGroupLayout {

  	/**
  	 * Constructs a new layout.
  	 *
  	 * @param {GPUBindGroupLayout} layoutGPU - A GPU Bind Group Layout.
  	 */
  	constructor( layoutGPU ) {

  		/**
  		 * The current GPUBindGroupLayout.
  		 *
  		 * @type {GPUBindGroupLayout}
  		 */
  		this.layoutGPU = layoutGPU;

  		/**
  		 * The number of bind groups that use this layout.
  		 *
  		 * @type {number}
  		 */
  		this.usedTimes = 0;

  	}

  }

  /**
   * A WebGPU backend utility module for managing bindings.
   *
   * When reading the documentation it's helpful to keep in mind that
   * all class definitions starting with 'GPU*' are modules from the
   * WebGPU API. So for example `BindGroup` is a class from the engine
   * whereas `GPUBindGroup` is a class from WebGPU.
   *
   * @private
   */
  class WebGPUBindingUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGPUBackend} backend - The WebGPU backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGPU backend.
  		 *
  		 * @type {WebGPUBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * A cache that maps combinations of layout entries to existing bind group layouts.
  		 *
  		 * @private
  		 * @type {Map<string, BindGroupLayout>}
  		 */
  		this._bindGroupLayoutCache = new Map();

  	}

  	/**
  	 * Creates a GPU bind group layout for the given bind group.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @return {GPUBindGroupLayout} The GPU bind group layout.
  	 */
  	createBindingsLayout( bindGroup ) {

  		const backend = this.backend;
  		const device = backend.device;

  		const bindingsData = backend.get( bindGroup );

  		// check if the the bind group already has a layout

  		if ( bindingsData.layout ) {

  			return bindingsData.layout.layoutGPU;

  		}

  		// if not, assing one

  		const entries = this._createLayoutEntries( bindGroup );
  		const bindGroupLayoutKey = hashString( JSON.stringify( entries ) );

  		// try to find an existing layout in the cache

  		let bindGroupLayout = this._bindGroupLayoutCache.get( bindGroupLayoutKey );

  		// if not create a new one

  		if ( bindGroupLayout === undefined ) {

  			bindGroupLayout = new BindGroupLayout( device.createBindGroupLayout( { entries } ) );
  			this._bindGroupLayoutCache.set( bindGroupLayoutKey, bindGroupLayout );

  		}

  		bindGroupLayout.usedTimes ++;

  		bindingsData.layout = bindGroupLayout;
  		bindingsData.layoutKey = bindGroupLayoutKey;

  		return bindGroupLayout.layoutGPU;

  	}

  	/**
  	 * Creates bindings from the given bind group definition.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {Array<BindGroup>} bindings - Array of bind groups.
  	 * @param {number} cacheIndex - The cache index.
  	 * @param {number} version - The version.
  	 */
  	createBindings( bindGroup, bindings, cacheIndex, version = 0 ) {

  		const { backend } = this;
  		const bindingsData = backend.get( bindGroup );

  		// setup (static) binding layout and (dynamic) binding group

  		const bindLayoutGPU = this.createBindingsLayout( bindGroup );

  		let bindGroupGPU;

  		if ( cacheIndex > 0 ) {

  			if ( bindingsData.groups === undefined ) {

  				bindingsData.groups = [];
  				bindingsData.versions = [];

  			}

  			if ( bindingsData.versions[ cacheIndex ] === version ) {

  				bindGroupGPU = bindingsData.groups[ cacheIndex ];

  			}

  		}

  		if ( bindGroupGPU === undefined ) {

  			bindGroupGPU = this.createBindGroup( bindGroup, bindLayoutGPU );

  			if ( cacheIndex > 0 ) {

  				bindingsData.groups[ cacheIndex ] = bindGroupGPU;
  				bindingsData.versions[ cacheIndex ] = version;

  			}

  		}

  		bindingsData.group = bindGroupGPU;

  	}

  	/**
  	 * Updates a buffer binding.
  	 *
  	 *  @param {Buffer} binding - The buffer binding to update.
  	 */
  	updateBinding( binding ) {

  		const backend = this.backend;
  		const device = backend.device;

  		const array = binding.buffer; // cpu
  		const buffer = backend.get( binding ).buffer; // gpu

  		const updateRanges = binding.updateRanges;

  		if ( updateRanges.length === 0 ) {

  			device.queue.writeBuffer(
  				buffer,
  				0,
  				array,
  				0
  			);

  		} else {

  			const isTyped = isTypedArray( array );
  			const byteOffsetFactor = isTyped ? 1 : array.BYTES_PER_ELEMENT;

  			for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {

  				const range = updateRanges[ i ];

  				const dataOffset = range.start * byteOffsetFactor;
  				const size = range.count * byteOffsetFactor;

  				const bufferOffset = dataOffset * ( isTyped ? array.BYTES_PER_ELEMENT : 1 ); // bufferOffset is always in bytes

  				device.queue.writeBuffer(
  					buffer,
  					bufferOffset,
  					array,
  					dataOffset,
  					size
  				);

  			}

  		}

  	}

  	/**
  	 * Creates a GPU bind group for the camera index.
  	 *
  	 * @param {Uint32Array} data - The index data.
  	 * @param {GPUBindGroupLayout} layoutGPU - The GPU bind group layout.
  	 * @return {GPUBindGroup} The GPU bind group.
  	 */
  	createBindGroupIndex( data, layoutGPU ) {

  		const backend = this.backend;
  		const device = backend.device;

  		const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;
  		const index = data[ 0 ];

  		const buffer = device.createBuffer( {
  			label: 'bindingCameraIndex_' + index,
  			size: 16, // uint(4) * 4
  			usage: usage
  		} );

  		device.queue.writeBuffer( buffer, 0, data, 0 );

  		const entries = [ { binding: 0, resource: { buffer } } ];

  		return device.createBindGroup( {
  			label: 'bindGroupCameraIndex_' + index,
  			layout: layoutGPU,
  			entries
  		} );

  	}

  	/**
  	 * Creates a GPU bind group for the given bind group and GPU layout.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {GPUBindGroupLayout} layoutGPU - The GPU bind group layout.
  	 * @return {GPUBindGroup} The GPU bind group.
  	 */
  	createBindGroup( bindGroup, layoutGPU ) {

  		const backend = this.backend;
  		const device = backend.device;

  		let bindingPoint = 0;
  		const entriesGPU = [];

  		for ( const binding of bindGroup.bindings ) {

  			if ( binding.isUniformBuffer ) {

  				const bindingData = backend.get( binding );

  				if ( bindingData.buffer === undefined ) {

  					const byteLength = binding.byteLength;

  					const usage = GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST;

  					const visibilities = [];
  					if ( binding.visibility & GPUShaderStage.VERTEX ) {

  						visibilities.push( 'vertex' );

  					}

  					if ( binding.visibility & GPUShaderStage.FRAGMENT ) {

  						visibilities.push( 'fragment' );

  					}

  					if ( binding.visibility & GPUShaderStage.COMPUTE ) {

  						visibilities.push( 'compute' );

  					}

  					const bufferVisibility = `(${visibilities.join( ',' )})`;

  					const bufferGPU = device.createBuffer( {
  						label: `bindingBuffer${binding.id}_${binding.name}_${bufferVisibility}`,
  						size: byteLength,
  						usage: usage
  					} );

  					bindingData.buffer = bufferGPU;

  				}

  				entriesGPU.push( { binding: bindingPoint, resource: { buffer: bindingData.buffer } } );

  			} else if ( binding.isStorageBuffer ) {

  				const buffer = backend.get( binding.attribute ).buffer;

  				entriesGPU.push( { binding: bindingPoint, resource: { buffer: buffer } } );

  			} else if ( binding.isSampledTexture ) {

  				const textureData = backend.get( binding.texture );

  				let resourceGPU;

  				if ( textureData.externalTexture !== undefined ) {

  					resourceGPU = device.importExternalTexture( { source: textureData.externalTexture } );

  				} else {

  					const mipLevelCount = binding.store ? 1 : textureData.texture.mipLevelCount;
  					const baseMipLevel = binding.store ? binding.mipLevel : 0;
  					let propertyName = `view-${ textureData.texture.width }-${ textureData.texture.height }`;

  					if ( textureData.texture.depthOrArrayLayers > 1 ) {

  						propertyName += `-${ textureData.texture.depthOrArrayLayers }`;

  					}

  					propertyName += `-${ mipLevelCount }-${ baseMipLevel }`;

  					resourceGPU = textureData[ propertyName ];

  					if ( resourceGPU === undefined ) {

  						const aspectGPU = GPUTextureAspect.All;

  						let dimensionViewGPU;

  						if ( binding.isSampledCubeTexture ) {

  							dimensionViewGPU = GPUTextureViewDimension.Cube;

  						} else if ( binding.isSampledTexture3D ) {

  							dimensionViewGPU = GPUTextureViewDimension.ThreeD;

  						} else if ( binding.texture.isArrayTexture || binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {

  							dimensionViewGPU = GPUTextureViewDimension.TwoDArray;

  						} else {

  							dimensionViewGPU = GPUTextureViewDimension.TwoD;

  						}

  						resourceGPU = textureData[ propertyName ] = textureData.texture.createView( { aspect: aspectGPU, dimension: dimensionViewGPU, mipLevelCount, baseMipLevel } );

  					}

  				}

  				entriesGPU.push( { binding: bindingPoint, resource: resourceGPU } );

  			} else if ( binding.isSampler ) {

  				const textureGPU = backend.get( binding.texture );

  				entriesGPU.push( { binding: bindingPoint, resource: textureGPU.sampler } );

  			}

  			bindingPoint ++;

  		}

  		return device.createBindGroup( {
  			label: 'bindGroup_' + bindGroup.name,
  			layout: layoutGPU,
  			entries: entriesGPU
  		} );

  	}

  	/**
  	 * Creates a GPU bind group layout entries for the given bind group.
  	 *
  	 * @private
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @return {Array<GPUBindGroupLayoutEntry>} The GPU bind group layout entries.
  	 */
  	_createLayoutEntries( bindGroup ) {

  		const entries = [];
  		let index = 0;

  		for ( const binding of bindGroup.bindings ) {

  			const backend = this.backend;

  			const bindingGPU = {
  				binding: index,
  				visibility: binding.visibility
  			};

  			if ( binding.isUniformBuffer || binding.isStorageBuffer ) {

  				const buffer = {}; // GPUBufferBindingLayout

  				if ( binding.isStorageBuffer ) {

  					if ( binding.visibility & GPUShaderStage.COMPUTE ) {

  						// compute

  						if ( binding.access === NodeAccess.READ_WRITE || binding.access === NodeAccess.WRITE_ONLY ) {

  							buffer.type = GPUBufferBindingType.Storage;

  						} else {

  							buffer.type = GPUBufferBindingType.ReadOnlyStorage;

  						}

  					} else {

  						buffer.type = GPUBufferBindingType.ReadOnlyStorage;

  					}

  				}

  				bindingGPU.buffer = buffer;

  			} else if ( binding.isSampledTexture && binding.store ) {

  				const storageTexture = {}; // GPUStorageTextureBindingLayout
  				storageTexture.format = this.backend.get( binding.texture ).texture.format;

  				const access = binding.access;

  				if ( access === NodeAccess.READ_WRITE ) {

  					storageTexture.access = GPUStorageTextureAccess.ReadWrite;

  				} else if ( access === NodeAccess.WRITE_ONLY ) {

  					storageTexture.access = GPUStorageTextureAccess.WriteOnly;

  				} else {

  					storageTexture.access = GPUStorageTextureAccess.ReadOnly;

  				}

  				if ( binding.texture.isArrayTexture ) {

  					storageTexture.viewDimension = GPUTextureViewDimension.TwoDArray;

  				} else if ( binding.texture.is3DTexture ) {

  					storageTexture.viewDimension = GPUTextureViewDimension.ThreeD;

  				}

  				bindingGPU.storageTexture = storageTexture;

  			} else if ( binding.isSampledTexture ) {

  				const texture = {}; // GPUTextureBindingLayout

  				const { primarySamples } = backend.utils.getTextureSampleData( binding.texture );

  				if ( primarySamples > 1 ) {

  					texture.multisampled = true;

  					if ( ! binding.texture.isDepthTexture ) {

  						texture.sampleType = GPUTextureSampleType.UnfilterableFloat;

  					}

  				}

  				if ( binding.texture.isDepthTexture ) {

  					if ( backend.compatibilityMode && binding.texture.compareFunction === null ) {

  						texture.sampleType = GPUTextureSampleType.UnfilterableFloat;

  					} else {

  						texture.sampleType = GPUTextureSampleType.Depth;

  					}

  				} else if ( binding.texture.isDataTexture || binding.texture.isDataArrayTexture || binding.texture.isData3DTexture ) {

  					const type = binding.texture.type;

  					if ( type === IntType ) {

  						texture.sampleType = GPUTextureSampleType.SInt;

  					} else if ( type === UnsignedIntType ) {

  						texture.sampleType = GPUTextureSampleType.UInt;

  					} else if ( type === FloatType ) {

  						if ( this.backend.hasFeature( 'float32-filterable' ) ) {

  							texture.sampleType = GPUTextureSampleType.Float;

  						} else {

  							texture.sampleType = GPUTextureSampleType.UnfilterableFloat;

  						}

  					}

  				}

  				if ( binding.isSampledCubeTexture ) {

  					texture.viewDimension = GPUTextureViewDimension.Cube;

  				} else if ( binding.texture.isArrayTexture || binding.texture.isDataArrayTexture || binding.texture.isCompressedArrayTexture ) {

  					texture.viewDimension = GPUTextureViewDimension.TwoDArray;

  				} else if ( binding.isSampledTexture3D ) {

  					texture.viewDimension = GPUTextureViewDimension.ThreeD;

  				}

  				bindingGPU.texture = texture;

  			} else if ( binding.isSampler ) {

  				const sampler = {}; // GPUSamplerBindingLayout

  				if ( binding.texture.isDepthTexture ) {

  					if ( binding.texture.compareFunction !== null && backend.hasCompatibility( Compatibility.TEXTURE_COMPARE ) ) {

  						sampler.type = GPUSamplerBindingType.Comparison;

  					} else {

  						// Depth textures without compare must use non-filtering sampler
  						sampler.type = GPUSamplerBindingType.NonFiltering;

  					}

  				}

  				bindingGPU.sampler = sampler;

  			} else {

  				error( `WebGPUBindingUtils: Unsupported binding "${ binding }".` );

  			}

  			entries.push( bindingGPU );
  			index ++;

  		}

  		return entries;

  	}

  	/**
  	 * Delete the data associated with a bind group.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 */
  	deleteBindGroupData( bindGroup ) {

  		const { backend } = this;

  		const bindingsData = backend.get( bindGroup );

  		if ( bindingsData.layout ) {

  			bindingsData.layout.usedTimes --;

  			if ( bindingsData.layout.usedTimes === 0 ) {

  				this._bindGroupLayoutCache.delete( bindingsData.layoutKey );

  			}

  			bindingsData.layout = undefined;
  			bindingsData.layoutKey = undefined;

  		}

  	}

  	/**
  	 * Frees internal resources.
  	 */
  	dispose() {

  		this._bindGroupLayoutCache.clear();

  	}

  }

  /**
   * A WebGPU backend utility module for managing pipelines.
   *
   * @private
   */
  class WebGPUPipelineUtils {

  	/**
  	 * Constructs a new utility object.
  	 *
  	 * @param {WebGPUBackend} backend - The WebGPU backend.
  	 */
  	constructor( backend ) {

  		/**
  		 * A reference to the WebGPU backend.
  		 *
  		 * @type {WebGPUBackend}
  		 */
  		this.backend = backend;

  		/**
  		 * A Weak Map that tracks the active pipeline for render or compute passes.
  		 *
  		 * @private
  		 * @type {WeakMap<(GPURenderPassEncoder|GPUComputePassEncoder),(GPURenderPipeline|GPUComputePipeline)>}
  		 */
  		this._activePipelines = new WeakMap();

  	}

  	/**
  	 * Sets the given pipeline for the given pass. The method makes sure to only set the
  	 * pipeline when necessary.
  	 *
  	 * @param {(GPURenderPassEncoder|GPUComputePassEncoder)} pass - The pass encoder.
  	 * @param {(GPURenderPipeline|GPUComputePipeline)} pipeline - The pipeline.
  	 */
  	setPipeline( pass, pipeline ) {

  		const currentPipeline = this._activePipelines.get( pass );

  		if ( currentPipeline !== pipeline ) {

  			pass.setPipeline( pipeline );

  			this._activePipelines.set( pass, pipeline );

  		}

  	}

  	/**
  	 * Returns the sample count derived from the given render context.
  	 *
  	 * @private
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {number} The sample count.
  	 */
  	_getSampleCount( renderContext ) {

  		return this.backend.utils.getSampleCountRenderContext( renderContext );

  	}

  	/**
  	 * Creates a render pipeline for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  	 */
  	createRenderPipeline( renderObject, promises ) {

  		const { object, material, geometry, pipeline } = renderObject;
  		const { vertexProgram, fragmentProgram } = pipeline;

  		const backend = this.backend;
  		const device = backend.device;
  		const utils = backend.utils;

  		const pipelineData = backend.get( pipeline );

  		// bind group layouts

  		const bindGroupLayouts = [];

  		for ( const bindGroup of renderObject.getBindings() ) {

  			const bindingsData = backend.get( bindGroup );
  			const { layoutGPU } = bindingsData.layout;

  			bindGroupLayouts.push( layoutGPU );

  		}

  		// vertex buffers

  		const vertexBuffers = backend.attributeUtils.createShaderVertexBuffers( renderObject );

  		// material blending

  		let materialBlending;

  		if ( material.blending !== NoBlending && ( material.blending !== NormalBlending || material.transparent !== false ) ) {

  			materialBlending = this._getBlending( material );

  		}

  		// stencil

  		let stencilFront = {};

  		if ( material.stencilWrite === true ) {

  			stencilFront = {
  				compare: this._getStencilCompare( material ),
  				failOp: this._getStencilOperation( material.stencilFail ),
  				depthFailOp: this._getStencilOperation( material.stencilZFail ),
  				passOp: this._getStencilOperation( material.stencilZPass )
  			};

  		}

  		const colorWriteMask = this._getColorWriteMask( material );

  		const targets = [];

  		if ( renderObject.context.textures !== null ) {

  			const textures = renderObject.context.textures;
  			const mrt = renderObject.context.mrt;

  			for ( let i = 0; i < textures.length; i ++ ) {

  				const texture = textures[ i ];
  				const colorFormat = utils.getTextureFormatGPU( texture );

  				// mrt blending

  				let blending;

  				if ( mrt !== null ) {

  					if ( this.backend.compatibilityMode !== true ) {

  						const blendMode = mrt.getBlendMode( texture.name );

  						if ( blendMode.blending === MaterialBlending ) {

  							blending = materialBlending;

  						} else if ( blendMode.blending !== NoBlending ) {

  							blending = this._getBlending( blendMode );

  						}

  					} else {

  						warnOnce( 'WebGPURenderer: Multiple Render Targets (MRT) blending configuration is not fully supported in compatibility mode. The material blending will be used for all render targets.' );

  						blending = materialBlending;

  					}

  				} else {

  					blending = materialBlending;

  				}

  				targets.push( {
  					format: colorFormat,
  					blend: blending,
  					writeMask: colorWriteMask
  				} );

  			}

  		} else {

  			const colorFormat = utils.getCurrentColorFormat( renderObject.context );

  			targets.push( {
  				format: colorFormat,
  				blend: materialBlending,
  				writeMask: colorWriteMask
  			} );

  		}

  		const vertexModule = backend.get( vertexProgram ).module;
  		const fragmentModule = backend.get( fragmentProgram ).module;

  		const primitiveState = this._getPrimitiveState( object, geometry, material );
  		const depthCompare = this._getDepthCompare( material );
  		const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );

  		const sampleCount = this._getSampleCount( renderObject.context );

  		const pipelineDescriptor = {
  			label: `renderPipeline_${ material.name || material.type }_${ material.id }`,
  			vertex: Object.assign( {}, vertexModule, { buffers: vertexBuffers } ),
  			fragment: Object.assign( {}, fragmentModule, { targets } ),
  			primitive: primitiveState,
  			multisample: {
  				count: sampleCount,
  				alphaToCoverageEnabled: material.alphaToCoverage && sampleCount > 1
  			},
  			layout: device.createPipelineLayout( {
  				bindGroupLayouts
  			} )
  		};


  		const depthStencil = {};
  		const renderDepth = renderObject.context.depth;
  		const renderStencil = renderObject.context.stencil;

  		if ( renderDepth === true || renderStencil === true ) {

  			if ( renderDepth === true ) {

  				depthStencil.format = depthStencilFormat;
  				depthStencil.depthWriteEnabled = material.depthWrite;
  				depthStencil.depthCompare = depthCompare;

  			}

  			if ( renderStencil === true ) {

  				depthStencil.stencilFront = stencilFront;
  				depthStencil.stencilBack = stencilFront; // apply the same stencil ops to both faces, matching gl.stencilOp() which is not face-separated
  				depthStencil.stencilReadMask = material.stencilFuncMask;
  				depthStencil.stencilWriteMask = material.stencilWriteMask;

  			}

  			if ( material.polygonOffset === true ) {

  				depthStencil.depthBias = material.polygonOffsetUnits;
  				depthStencil.depthBiasSlopeScale = material.polygonOffsetFactor;
  				depthStencil.depthBiasClamp = 0; // three.js does not provide an API to configure this value

  			}

  			pipelineDescriptor.depthStencil = depthStencil;

  		}

  		// create pipeline

  		device.pushErrorScope( 'validation' );

  		if ( promises === null ) {

  			pipelineData.pipeline = device.createRenderPipeline( pipelineDescriptor );

  			device.popErrorScope().then( ( err ) => {

  				if ( err !== null ) {

  					pipelineData.error = true;

  					error( err.message );

  				}

  			} );

  		} else {

  			const p = new Promise( async ( resolve /*, reject*/ ) => {

  				try {

  					pipelineData.pipeline = await device.createRenderPipelineAsync( pipelineDescriptor );

  				} catch ( err ) { }

  				const errorScope = await device.popErrorScope();

  				if ( errorScope !== null ) {

  					pipelineData.error = true;

  					error( errorScope.message );

  				}

  				resolve();

  			} );

  			promises.push( p );

  		}

  	}

  	/**
  	 * Creates GPU render bundle encoder for the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {?string} [label='renderBundleEncoder'] - The label.
  	 * @return {GPURenderBundleEncoder} The GPU render bundle encoder.
  	 */
  	createBundleEncoder( renderContext, label = 'renderBundleEncoder' ) {

  		const backend = this.backend;
  		const { utils, device } = backend;

  		const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderContext );
  		const colorFormats = utils.getCurrentColorFormats( renderContext );
  		const sampleCount = this._getSampleCount( renderContext );

  		const descriptor = {
  			label,
  			colorFormats,
  			depthStencilFormat,
  			sampleCount
  		};

  		return device.createRenderBundleEncoder( descriptor );

  	}

  	/**
  	 * Creates a compute pipeline for the given compute node.
  	 *
  	 * @param {ComputePipeline} pipeline - The compute pipeline.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 */
  	createComputePipeline( pipeline, bindings ) {

  		const backend = this.backend;
  		const device = backend.device;

  		const computeProgram = backend.get( pipeline.computeProgram ).module;

  		const pipelineGPU = backend.get( pipeline );

  		// bind group layouts

  		const bindGroupLayouts = [];

  		for ( const bindingsGroup of bindings ) {

  			const bindingsData = backend.get( bindingsGroup );
  			const { layoutGPU } = bindingsData.layout;

  			bindGroupLayouts.push( layoutGPU );

  		}

  		pipelineGPU.pipeline = device.createComputePipeline( {
  			compute: computeProgram,
  			layout: device.createPipelineLayout( {
  				bindGroupLayouts
  			} )
  		} );

  	}

  	/**
  	 * Returns the blending state as a descriptor object required
  	 * for the pipeline creation.
  	 *
  	 * @private
  	 * @param {Material|BlendMode} object - The object containing blending information.
  	 * @return {Object} The blending state.
  	 */
  	_getBlending( object ) {

  		let color, alpha;

  		const blending = object.blending;
  		const blendSrc = object.blendSrc;
  		const blendDst = object.blendDst;
  		const blendEquation = object.blendEquation;


  		if ( blending === CustomBlending ) {

  			const blendSrcAlpha = object.blendSrcAlpha !== null ? object.blendSrcAlpha : blendSrc;
  			const blendDstAlpha = object.blendDstAlpha !== null ? object.blendDstAlpha : blendDst;
  			const blendEquationAlpha = object.blendEquationAlpha !== null ? object.blendEquationAlpha : blendEquation;

  			color = {
  				srcFactor: this._getBlendFactor( blendSrc ),
  				dstFactor: this._getBlendFactor( blendDst ),
  				operation: this._getBlendOperation( blendEquation )
  			};

  			alpha = {
  				srcFactor: this._getBlendFactor( blendSrcAlpha ),
  				dstFactor: this._getBlendFactor( blendDstAlpha ),
  				operation: this._getBlendOperation( blendEquationAlpha )
  			};

  		} else {

  			const premultipliedAlpha = object.premultipliedAlpha;

  			const setBlend = ( srcRGB, dstRGB, srcAlpha, dstAlpha ) => {

  				color = {
  					srcFactor: srcRGB,
  					dstFactor: dstRGB,
  					operation: GPUBlendOperation.Add
  				};

  				alpha = {
  					srcFactor: srcAlpha,
  					dstFactor: dstAlpha,
  					operation: GPUBlendOperation.Add
  				};

  			};

  			if ( premultipliedAlpha ) {

  				switch ( blending ) {

  					case NormalBlending:
  						setBlend( GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  						break;

  					case AdditiveBlending:
  						setBlend( GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
  						break;

  					case SubtractiveBlending:
  						setBlend( GPUBlendFactor.Zero, GPUBlendFactor.OneMinusSrc, GPUBlendFactor.Zero, GPUBlendFactor.One );
  						break;

  					case MultiplyBlending:
  						setBlend( GPUBlendFactor.Dst, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.Zero, GPUBlendFactor.One );
  						break;

  				}

  			} else {

  				switch ( blending ) {

  					case NormalBlending:
  						setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.OneMinusSrcAlpha, GPUBlendFactor.One, GPUBlendFactor.OneMinusSrcAlpha );
  						break;

  					case AdditiveBlending:
  						setBlend( GPUBlendFactor.SrcAlpha, GPUBlendFactor.One, GPUBlendFactor.One, GPUBlendFactor.One );
  						break;

  					case SubtractiveBlending:
  						error( `WebGPURenderer: "SubtractiveBlending" requires "${ object.isMaterial ? 'material' : 'blendMode' }.premultipliedAlpha = true".` );
  						break;

  					case MultiplyBlending:
  						error( `WebGPURenderer: "MultiplyBlending" requires "${ object.isMaterial ? 'material' : 'blendMode' }.premultipliedAlpha = true".` );
  						break;

  				}

  			}

  		}

  		if ( color !== undefined && alpha !== undefined ) {

  			return { color, alpha };

  		} else {

  			error( 'WebGPURenderer: Invalid blending: ', blending );

  		}

  	}
  	/**
  	 * Returns the GPU blend factor which is required for the pipeline creation.
  	 *
  	 * @private
  	 * @param {number} blend - The blend factor as a three.js constant.
  	 * @return {string} The GPU blend factor.
  	 */
  	_getBlendFactor( blend ) {

  		let blendFactor;

  		switch ( blend ) {

  			case ZeroFactor:
  				blendFactor = GPUBlendFactor.Zero;
  				break;

  			case OneFactor:
  				blendFactor = GPUBlendFactor.One;
  				break;

  			case SrcColorFactor:
  				blendFactor = GPUBlendFactor.Src;
  				break;

  			case OneMinusSrcColorFactor:
  				blendFactor = GPUBlendFactor.OneMinusSrc;
  				break;

  			case SrcAlphaFactor:
  				blendFactor = GPUBlendFactor.SrcAlpha;
  				break;

  			case OneMinusSrcAlphaFactor:
  				blendFactor = GPUBlendFactor.OneMinusSrcAlpha;
  				break;

  			case DstColorFactor:
  				blendFactor = GPUBlendFactor.Dst;
  				break;

  			case OneMinusDstColorFactor:
  				blendFactor = GPUBlendFactor.OneMinusDst;
  				break;

  			case DstAlphaFactor:
  				blendFactor = GPUBlendFactor.DstAlpha;
  				break;

  			case OneMinusDstAlphaFactor:
  				blendFactor = GPUBlendFactor.OneMinusDstAlpha;
  				break;

  			case SrcAlphaSaturateFactor:
  				blendFactor = GPUBlendFactor.SrcAlphaSaturated;
  				break;

  			case BlendColorFactor:
  				blendFactor = GPUBlendFactor.Constant;
  				break;

  			case OneMinusBlendColorFactor:
  				blendFactor = GPUBlendFactor.OneMinusConstant;
  				break;

  			default:
  				error( 'WebGPURenderer: Blend factor not supported.', blend );

  		}

  		return blendFactor;

  	}

  	/**
  	 * Returns the GPU stencil compare function which is required for the pipeline creation.
  	 *
  	 * @private
  	 * @param {Material} material - The material.
  	 * @return {string} The GPU stencil compare function.
  	 */
  	_getStencilCompare( material ) {

  		let stencilCompare;

  		const stencilFunc = material.stencilFunc;

  		switch ( stencilFunc ) {

  			case NeverStencilFunc:
  				stencilCompare = GPUCompareFunction.Never;
  				break;

  			case AlwaysStencilFunc:
  				stencilCompare = GPUCompareFunction.Always;
  				break;

  			case LessStencilFunc:
  				stencilCompare = GPUCompareFunction.Less;
  				break;

  			case LessEqualStencilFunc:
  				stencilCompare = GPUCompareFunction.LessEqual;
  				break;

  			case EqualStencilFunc:
  				stencilCompare = GPUCompareFunction.Equal;
  				break;

  			case GreaterEqualStencilFunc:
  				stencilCompare = GPUCompareFunction.GreaterEqual;
  				break;

  			case GreaterStencilFunc:
  				stencilCompare = GPUCompareFunction.Greater;
  				break;

  			case NotEqualStencilFunc:
  				stencilCompare = GPUCompareFunction.NotEqual;
  				break;

  			default:
  				error( 'WebGPURenderer: Invalid stencil function.', stencilFunc );

  		}

  		return stencilCompare;

  	}

  	/**
  	 * Returns the GPU stencil operation which is required for the pipeline creation.
  	 *
  	 * @private
  	 * @param {number} op - A three.js constant defining the stencil operation.
  	 * @return {string} The GPU stencil operation.
  	 */
  	_getStencilOperation( op ) {

  		let stencilOperation;

  		switch ( op ) {

  			case KeepStencilOp:
  				stencilOperation = GPUStencilOperation.Keep;
  				break;

  			case ZeroStencilOp:
  				stencilOperation = GPUStencilOperation.Zero;
  				break;

  			case ReplaceStencilOp:
  				stencilOperation = GPUStencilOperation.Replace;
  				break;

  			case InvertStencilOp:
  				stencilOperation = GPUStencilOperation.Invert;
  				break;

  			case IncrementStencilOp:
  				stencilOperation = GPUStencilOperation.IncrementClamp;
  				break;

  			case DecrementStencilOp:
  				stencilOperation = GPUStencilOperation.DecrementClamp;
  				break;

  			case IncrementWrapStencilOp:
  				stencilOperation = GPUStencilOperation.IncrementWrap;
  				break;

  			case DecrementWrapStencilOp:
  				stencilOperation = GPUStencilOperation.DecrementWrap;
  				break;

  			default:
  				error( 'WebGPURenderer: Invalid stencil operation.', stencilOperation );

  		}

  		return stencilOperation;

  	}

  	/**
  	 * Returns the GPU blend operation which is required for the pipeline creation.
  	 *
  	 * @private
  	 * @param {number} blendEquation - A three.js constant defining the blend equation.
  	 * @return {string} The GPU blend operation.
  	 */
  	_getBlendOperation( blendEquation ) {

  		let blendOperation;

  		switch ( blendEquation ) {

  			case AddEquation:
  				blendOperation = GPUBlendOperation.Add;
  				break;

  			case SubtractEquation:
  				blendOperation = GPUBlendOperation.Subtract;
  				break;

  			case ReverseSubtractEquation:
  				blendOperation = GPUBlendOperation.ReverseSubtract;
  				break;

  			case MinEquation:
  				blendOperation = GPUBlendOperation.Min;
  				break;

  			case MaxEquation:
  				blendOperation = GPUBlendOperation.Max;
  				break;

  			default:
  				error( 'WebGPUPipelineUtils: Blend equation not supported.', blendEquation );

  		}

  		return blendOperation;

  	}

  	/**
  	 * Returns the primitive state as a descriptor object required
  	 * for the pipeline creation.
  	 *
  	 * @private
  	 * @param {Object3D} object - The 3D object.
  	 * @param {BufferGeometry} geometry - The geometry.
  	 * @param {Material} material - The material.
  	 * @return {Object} The primitive state.
  	 */
  	_getPrimitiveState( object, geometry, material ) {

  		const descriptor = {};
  		const utils = this.backend.utils;

  		//

  		descriptor.topology = utils.getPrimitiveTopology( object, material );

  		if ( geometry.index !== null && object.isLine === true && object.isLineSegments !== true ) {

  			descriptor.stripIndexFormat = ( geometry.index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;

  		}

  		//

  		let flipSided = ( material.side === BackSide );

  		if ( object.isMesh && object.matrixWorld.determinant() < 0 ) flipSided = ! flipSided;

  		descriptor.frontFace = ( flipSided === true ) ? GPUFrontFace.CW : GPUFrontFace.CCW;

  		//

  		descriptor.cullMode = ( material.side === DoubleSide ) ? GPUCullMode.None : GPUCullMode.Back;

  		return descriptor;

  	}

  	/**
  	 * Returns the GPU color write mask which is required for the pipeline creation.
  	 *
  	 * @private
  	 * @param {Material} material - The material.
  	 * @return {number} The GPU color write mask.
  	 */
  	_getColorWriteMask( material ) {

  		return ( material.colorWrite === true ) ? GPUColorWriteFlags.All : GPUColorWriteFlags.None;

  	}

  	/**
  	 * Returns the GPU depth compare function which is required for the pipeline creation.
  	 *
  	 * @private
  	 * @param {Material} material - The material.
  	 * @return {string} The GPU depth compare function.
  	 */
  	_getDepthCompare( material ) {

  		let depthCompare;

  		if ( material.depthTest === false ) {

  			depthCompare = GPUCompareFunction.Always;

  		} else {

  			const depthFunc = ( this.backend.parameters.reversedDepthBuffer ) ? ReversedDepthFuncs[ material.depthFunc ] : material.depthFunc;

  			switch ( depthFunc ) {

  				case NeverDepth:
  					depthCompare = GPUCompareFunction.Never;
  					break;

  				case AlwaysDepth:
  					depthCompare = GPUCompareFunction.Always;
  					break;

  				case LessDepth:
  					depthCompare = GPUCompareFunction.Less;
  					break;

  				case LessEqualDepth:
  					depthCompare = GPUCompareFunction.LessEqual;
  					break;

  				case EqualDepth:
  					depthCompare = GPUCompareFunction.Equal;
  					break;

  				case GreaterEqualDepth:
  					depthCompare = GPUCompareFunction.GreaterEqual;
  					break;

  				case GreaterDepth:
  					depthCompare = GPUCompareFunction.Greater;
  					break;

  				case NotEqualDepth:
  					depthCompare = GPUCompareFunction.NotEqual;
  					break;

  				default:
  					error( 'WebGPUPipelineUtils: Invalid depth function.', depthFunc );

  			}

  		}

  		return depthCompare;

  	}

  }

  /**
   * Manages a pool of WebGPU timestamp queries for performance measurement.
   * Extends the base TimestampQueryPool to provide WebGPU-specific implementation.
   *
   * @augments TimestampQueryPool
   */
  class WebGPUTimestampQueryPool extends TimestampQueryPool {

  	/**
  	 * Creates a new WebGPU timestamp query pool.
  	 *
  	 * @param {GPUDevice} device - The WebGPU device to create queries on.
  	 * @param {string} type - The type identifier for this query pool.
  	 * @param {number} [maxQueries=2048] - Maximum number of queries this pool can hold.
  	 */
  	constructor( device, type, maxQueries = 2048 ) {

  		super( maxQueries );
  		this.device = device;
  		this.type = type;

  		this.querySet = this.device.createQuerySet( {
  			type: 'timestamp',
  			count: this.maxQueries,
  			label: `queryset_global_timestamp_${type}`
  		} );

  		const bufferSize = this.maxQueries * 8;
  		this.resolveBuffer = this.device.createBuffer( {
  			label: `buffer_timestamp_resolve_${type}`,
  			size: bufferSize,
  			usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
  		} );

  		this.resultBuffer = this.device.createBuffer( {
  			label: `buffer_timestamp_result_${type}`,
  			size: bufferSize,
  			usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  		} );

  	}

  	/**
  	 * Allocates a pair of queries for a given render context.
  	 *
  	 * @param {string} uid - A unique identifier for the render context.
  	 * @returns {?number} The base offset for the allocated queries, or null if allocation failed.
  	 */
  	allocateQueriesForContext( uid ) {

  		if ( ! this.trackTimestamp || this.isDisposed ) return null;

  		if ( this.currentQueryIndex + 2 > this.maxQueries ) {

  			warnOnce( `WebGPUTimestampQueryPool [${ this.type }]: Maximum number of queries exceeded, when using trackTimestamp it is necessary to resolves the queries via renderer.resolveTimestampsAsync( THREE.TimestampQuery.${ this.type.toUpperCase() } ).` );
  			return null;

  		}

  		const baseOffset = this.currentQueryIndex;
  		this.currentQueryIndex += 2;

  		this.queryOffsets.set( uid, baseOffset );

  		return baseOffset;

  	}

  	/**
  	 * Asynchronously resolves all pending queries and returns the total duration.
  	 * If there's already a pending resolve operation, returns that promise instead.
  	 *
  	 * @async
  	 * @returns {Promise<number>} The total duration in milliseconds, or the last valid value if resolution fails.
  	 */
  	async resolveQueriesAsync() {

  		if ( ! this.trackTimestamp || this.currentQueryIndex === 0 || this.isDisposed ) {

  			return this.lastValue;

  		}

  		if ( this.pendingResolve ) {

  			return this.pendingResolve;

  		}

  		this.pendingResolve = this._resolveQueries();

  		try {

  			const result = await this.pendingResolve;
  			return result;

  		} finally {

  			this.pendingResolve = null;

  		}

  	}

  	/**
  	 * Internal method to resolve queries and calculate total duration.
  	 *
  	 * @async
  	 * @private
  	 * @returns {Promise<number>} The total duration in milliseconds.
  	 */
  	async _resolveQueries() {

  		if ( this.isDisposed ) {

  			return this.lastValue;

  		}

  		try {

  			if ( this.resultBuffer.mapState !== 'unmapped' ) {

  				return this.lastValue;

  			}

  			const currentOffsets = new Map( this.queryOffsets );
  			const queryCount = this.currentQueryIndex;
  			const bytesUsed = queryCount * 8;

  			// Reset state before GPU work
  			this.currentQueryIndex = 0;
  			this.queryOffsets.clear();

  			const commandEncoder = this.device.createCommandEncoder();

  			commandEncoder.resolveQuerySet(
  				this.querySet,
  				0,
  				queryCount,
  				this.resolveBuffer,
  				0
  			);

  			commandEncoder.copyBufferToBuffer(
  				this.resolveBuffer,
  				0,
  				this.resultBuffer,
  				0,
  				bytesUsed
  			);

  			const commandBuffer = commandEncoder.finish();
  			this.device.queue.submit( [ commandBuffer ] );

  			if ( this.resultBuffer.mapState !== 'unmapped' ) {

  				return this.lastValue;

  			}

  			// Create and track the mapping operation
  			await this.resultBuffer.mapAsync( GPUMapMode.READ, 0, bytesUsed );

  			if ( this.isDisposed ) {

  				if ( this.resultBuffer.mapState === 'mapped' ) {

  					this.resultBuffer.unmap();

  				}

  				return this.lastValue;

  			}

  			//

  			const times = new BigUint64Array( this.resultBuffer.getMappedRange( 0, bytesUsed ) );
  			const framesDuration = {};

  			const frames = [];

  			for ( const [ uid, baseOffset ] of currentOffsets ) {

  				const match = uid.match( /^(.*):f(\d+)$/ );
  				const frame = parseInt( match[ 2 ] );

  				if ( frames.includes( frame ) === false ) {

  					frames.push( frame );

  				}

  				if ( framesDuration[ frame ] === undefined ) framesDuration[ frame ] = 0;

  				const startTime = times[ baseOffset ];
  				const endTime = times[ baseOffset + 1 ];
  				const duration = Number( endTime - startTime ) / 1e6;

  				this.timestamps.set( uid, duration );

  				framesDuration[ frame ] += duration;

  			}

  			// Return the total duration of the last frame
  			const totalDuration = framesDuration[ frames[ frames.length - 1 ] ];

  			this.resultBuffer.unmap();
  			this.lastValue = totalDuration;
  			this.frames = frames;

  			return totalDuration;

  		} catch ( e ) {

  			error( 'Error resolving queries:', e );
  			if ( this.resultBuffer.mapState === 'mapped' ) {

  				this.resultBuffer.unmap();

  			}

  			return this.lastValue;

  		}

  	}

  	/**
  	 * Dispose of the query pool.
  	 *
  	 * @async
  	 * @returns {Promise} A Promise that resolves when the dispose has been executed.
  	 */
  	async dispose() {

  		if ( this.isDisposed ) {

  			return;

  		}

  		this.isDisposed = true;

  		// Wait for pending resolve operation
  		if ( this.pendingResolve ) {

  			try {

  				await this.pendingResolve;

  			} catch ( e ) {

  				error( 'Error waiting for pending resolve:', e );

  			}

  		}

  		// Ensure buffer is unmapped before destroying
  		if ( this.resultBuffer && this.resultBuffer.mapState === 'mapped' ) {

  			try {

  				this.resultBuffer.unmap();

  			} catch ( e ) {

  				error( 'Error unmapping buffer:', e );

  			}

  		}

  		// Destroy resources
  		if ( this.querySet ) {

  			this.querySet.destroy();
  			this.querySet = null;

  		}

  		if ( this.resolveBuffer ) {

  			this.resolveBuffer.destroy();
  			this.resolveBuffer = null;

  		}

  		if ( this.resultBuffer ) {

  			this.resultBuffer.destroy();
  			this.resultBuffer = null;

  		}

  		this.queryOffsets.clear();
  		this.pendingResolve = null;

  	}

  }

  /*// debugger tools
  import 'https://greggman.github.io/webgpu-avoid-redundant-state-setting/webgpu-check-redundant-state-setting.js';
  //*/


  /**
   * A backend implementation targeting WebGPU.
   *
   * @private
   * @augments Backend
   */
  class WebGPUBackend extends Backend {

  	/**
  	 * WebGPUBackend options.
  	 *
  	 * @typedef {Object} WebGPUBackend~Options
  	 * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  	 * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
  	 * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  	 * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
  	 * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  	 * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  	 * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
  	 * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
  	 * @property {boolean} [trackTimestamp=false] - Whether to track timestamps with a Timestamp Query API or not.
  	 * @property {string} [powerPreference=undefined] - The power preference.
  	 * @property {Object} [requiredLimits=undefined] - Specifies the limits that are required by the device request. The request will fail if the adapter cannot provide these limits.
  	 * @property {GPUDevice} [device=undefined] - If there is an existing GPU device on app level, it can be passed to the renderer as a parameter.
  	 * @property {number} [outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
  	 */

  	/**
  	 * Constructs a new WebGPU backend.
  	 *
  	 * @param {WebGPUBackend~Options} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters = {} ) {

  		super( parameters );

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isWebGPUBackend = true;

  		// some parameters require default values other than "undefined"
  		this.parameters.alpha = ( parameters.alpha === undefined ) ? true : parameters.alpha;

  		this.parameters.requiredLimits = ( parameters.requiredLimits === undefined ) ? {} : parameters.requiredLimits;

  		/**
  		 * Indicates whether the backend is in WebGPU compatibility mode or not.
  		 * The backend must be initialized before the property can be evaluated.
  		 *
  		 * @type {?boolean}
  		 * @readonly
  		 * @default null
  		 */
  		this.compatibilityMode = null;

  		/**
  		 * A reference to the device.
  		 *
  		 * @type {?GPUDevice}
  		 * @default null
  		 */
  		this.device = null;

  		/**
  		 * A reference to the default render pass descriptor.
  		 *
  		 * @type {?Object}
  		 * @default null
  		 */
  		this.defaultRenderPassdescriptor = null;

  		/**
  		 * A reference to a backend module holding common utility functions.
  		 *
  		 * @type {WebGPUUtils}
  		 */
  		this.utils = new WebGPUUtils( this );

  		/**
  		 * A reference to a backend module holding shader attribute-related
  		 * utility functions.
  		 *
  		 * @type {WebGPUAttributeUtils}
  		 */
  		this.attributeUtils = new WebGPUAttributeUtils( this );

  		/**
  		 * A reference to a backend module holding shader binding-related
  		 * utility functions.
  		 *
  		 * @type {WebGPUBindingUtils}
  		 */
  		this.bindingUtils = new WebGPUBindingUtils( this );

  		/**
  		 * A reference to a backend module holding shader pipeline-related
  		 * utility functions.
  		 *
  		 * @type {WebGPUPipelineUtils}
  		 */
  		this.pipelineUtils = new WebGPUPipelineUtils( this );

  		/**
  		 * A reference to a backend module holding shader texture-related
  		 * utility functions.
  		 *
  		 * @type {WebGPUTextureUtils}
  		 */
  		this.textureUtils = new WebGPUTextureUtils( this );

  		/**
  		 * A map that manages the resolve buffers for occlusion queries.
  		 *
  		 * @type {Map<number,GPUBuffer>}
  		 */
  		this.occludedResolveCache = new Map();

  		// compatibility checks

  		const compatibilityTextureCompare = typeof navigator === 'undefined' ? true : /Android/.test( navigator.userAgent ) === false;

  		/**
  		 * A map of compatibility checks.
  		 *
  		 * @type {Object}
  		 */
  		this._compatibility = {
  			[ Compatibility.TEXTURE_COMPARE ]: compatibilityTextureCompare
  		};

  	}

  	/**
  	 * Initializes the backend so it is ready for usage.
  	 *
  	 * @async
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {Promise} A Promise that resolves when the backend has been initialized.
  	 */
  	async init( renderer ) {

  		await super.init( renderer );

  		//

  		const parameters = this.parameters;

  		// create the device if it is not passed with parameters

  		let device;

  		if ( parameters.device === undefined ) {

  			const adapterOptions = {
  				powerPreference: parameters.powerPreference,
  				featureLevel: 'compatibility'
  			};

  			const adapter = ( typeof navigator !== 'undefined' ) ? await navigator.gpu.requestAdapter( adapterOptions ) : null;

  			if ( adapter === null ) {

  				throw new Error( 'WebGPUBackend: Unable to create WebGPU adapter.' );

  			}

  			// feature support

  			const features = Object.values( GPUFeatureName );

  			const supportedFeatures = [];

  			for ( const name of features ) {

  				if ( adapter.features.has( name ) ) {

  					supportedFeatures.push( name );

  				}

  			}

  			const deviceDescriptor = {
  				requiredFeatures: supportedFeatures,
  				requiredLimits: parameters.requiredLimits
  			};

  			device = await adapter.requestDevice( deviceDescriptor );

  		} else {

  			device = parameters.device;

  		}

  		this.compatibilityMode = ! device.features.has( 'core-features-and-limits' );

  		if ( this.compatibilityMode ) {

  			renderer._samples = 0;

  		}

  		device.lost.then( ( info ) => {

  			if ( info.reason === 'destroyed' ) return;

  			const deviceLossInfo = {
  				api: 'WebGPU',
  				message: info.message || 'Unknown reason',
  				reason: info.reason || null,
  				originalEvent: info
  			};

  			renderer.onDeviceLost( deviceLossInfo );

  		} );

  		this.device = device;

  		this.trackTimestamp = this.trackTimestamp && this.hasFeature( GPUFeatureName.TimestampQuery );

  		this.updateSize();

  	}

  	/**
  	 * A reference to the context.
  	 *
  	 * @type {?GPUCanvasContext}
  	 * @default null
  	 */
  	get context() {

  		const canvasTarget = this.renderer.getCanvasTarget();
  		const canvasData = this.get( canvasTarget );

  		let context = canvasData.context;

  		if ( context === undefined ) {

  			const parameters = this.parameters;

  			if ( canvasTarget.isDefaultCanvasTarget === true && parameters.context !== undefined ) {

  				context = parameters.context;

  			} else {

  				context = canvasTarget.domElement.getContext( 'webgpu' );

  			}

  			// OffscreenCanvas does not have setAttribute, see #22811
  			if ( 'setAttribute' in canvasTarget.domElement ) canvasTarget.domElement.setAttribute( 'data-engine', `three.js r${ REVISION } webgpu` );

  			const alphaMode = parameters.alpha ? 'premultiplied' : 'opaque';

  			const toneMappingMode = parameters.outputType === HalfFloatType ? 'extended' : 'standard';

  			context.configure( {
  				device: this.device,
  				format: this.utils.getPreferredCanvasFormat(),
  				usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.COPY_SRC,
  				alphaMode: alphaMode,
  				toneMapping: {
  					mode: toneMappingMode
  				}
  			} );

  			canvasData.context = context;

  		}

  		return context;

  	}

  	/**
  	 * The coordinate system of the backend.
  	 *
  	 * @type {number}
  	 * @readonly
  	 */
  	get coordinateSystem() {

  		return WebGPUCoordinateSystem;

  	}

  	/**
  	 * This method performs a readback operation by moving buffer data from
  	 * a storage buffer attribute from the GPU to the CPU.
  	 *
  	 * @async
  	 * @param {StorageBufferAttribute} attribute - The storage buffer attribute.
  	 * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready.
  	 */
  	async getArrayBufferAsync( attribute ) {

  		return await this.attributeUtils.getArrayBufferAsync( attribute );

  	}

  	/**
  	 * Returns the backend's rendering context.
  	 *
  	 * @return {GPUCanvasContext} The rendering context.
  	 */
  	getContext() {

  		return this.context;

  	}

  	/**
  	 * Returns the default render pass descriptor.
  	 *
  	 * In WebGPU, the default framebuffer must be configured
  	 * like custom framebuffers so the backend needs a render
  	 * pass descriptor even when rendering directly to screen.
  	 *
  	 * @private
  	 * @return {Object} The render pass descriptor.
  	 */
  	_getDefaultRenderPassDescriptor() {

  		const renderer = this.renderer;
  		const canvasTarget = renderer.getCanvasTarget();
  		const canvasData = this.get( canvasTarget );
  		const samples = renderer.currentSamples;

  		let descriptor = canvasData.descriptor;

  		if ( descriptor === undefined || canvasData.samples !== samples ) {

  			descriptor = {
  				colorAttachments: [ {
  					view: null
  				} ]
  			};

  			if ( renderer.depth === true || renderer.stencil === true ) {

  				descriptor.depthStencilAttachment = {
  					view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
  				};

  			}

  			const colorAttachment = descriptor.colorAttachments[ 0 ];

  			if ( samples > 0 ) {

  				colorAttachment.view = this.textureUtils.getColorBuffer().createView();

  			} else {

  				colorAttachment.resolveTarget = undefined;

  			}

  			canvasData.descriptor = descriptor;
  			canvasData.samples = samples;

  		}

  		const colorAttachment = descriptor.colorAttachments[ 0 ];

  		if ( samples > 0 ) {

  			colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();

  		} else {

  			colorAttachment.view = this.context.getCurrentTexture().createView();

  		}

  		return descriptor;

  	}

  	/**
  	 * Internal to determine if the current render target is a render target array with depth 2D array texture.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {boolean} Whether the render target is a render target array with depth 2D array texture.
  	 *
  	 * @private
  	 */
  	_isRenderCameraDepthArray( renderContext ) {

  		return renderContext.depthTexture && renderContext.depthTexture.image.depth > 1 && renderContext.camera.isArrayCamera;

  	}

  	/**
  	 * Returns the render pass descriptor for the given render context.
  	 *
  	 * @private
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Object} colorAttachmentsConfig - Configuration object for the color attachments.
  	 * @return {Object} The render pass descriptor.
  	 */
  	_getRenderPassDescriptor( renderContext, colorAttachmentsConfig = {} ) {

  		const renderTarget = renderContext.renderTarget;
  		const renderTargetData = this.get( renderTarget );

  		let descriptors = renderTargetData.descriptors;

  		if ( descriptors === undefined ||
  			renderTargetData.width !== renderTarget.width ||
  			renderTargetData.height !== renderTarget.height ||
  			renderTargetData.samples !== renderTarget.samples
  		) {

  			descriptors = {};

  			renderTargetData.descriptors = descriptors;

  		}

  		const cacheKey = renderContext.getCacheKey();
  		let descriptorBase = descriptors[ cacheKey ];

  		if ( descriptorBase === undefined ) {

  			const textures = renderContext.textures;
  			const textureViews = [];

  			let sliceIndex;

  			const isRenderCameraDepthArray = this._isRenderCameraDepthArray( renderContext );

  			for ( let i = 0; i < textures.length; i ++ ) {

  				const textureData = this.get( textures[ i ] );

  				const viewDescriptor = {
  					label: `colorAttachment_${ i }`,
  					baseMipLevel: renderContext.activeMipmapLevel,
  					mipLevelCount: 1,
  					baseArrayLayer: renderContext.activeCubeFace,
  					arrayLayerCount: 1,
  					dimension: GPUTextureViewDimension.TwoD
  				};

  				if ( renderTarget.isRenderTarget3D ) {

  					sliceIndex = renderContext.activeCubeFace;

  					viewDescriptor.baseArrayLayer = 0;
  					viewDescriptor.dimension = GPUTextureViewDimension.ThreeD;
  					viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;

  				} else if ( renderTarget.isRenderTarget && textures[ i ].image.depth > 1 ) {

  					if ( isRenderCameraDepthArray === true ) {

  						const cameras = renderContext.camera.cameras;
  						for ( let layer = 0; layer < cameras.length; layer ++ ) {

  							const layerViewDescriptor = {
  								...viewDescriptor,
  								baseArrayLayer: layer,
  								arrayLayerCount: 1,
  								dimension: GPUTextureViewDimension.TwoD
  							};
  							const textureView = textureData.texture.createView( layerViewDescriptor );
  							textureViews.push( {
  								view: textureView,
  								resolveTarget: undefined,
  								depthSlice: undefined
  							} );

  						}

  					} else {

  						viewDescriptor.dimension = GPUTextureViewDimension.TwoDArray;
  						viewDescriptor.depthOrArrayLayers = textures[ i ].image.depth;

  					}

  				}

  				if ( isRenderCameraDepthArray !== true ) {

  					const textureView = textureData.texture.createView( viewDescriptor );

  					let view, resolveTarget;

  					if ( textureData.msaaTexture !== undefined ) {

  						view = textureData.msaaTexture.createView();
  						resolveTarget = textureView;

  					} else {

  						view = textureView;
  						resolveTarget = undefined;

  					}

  					textureViews.push( {
  						view,
  						resolveTarget,
  						depthSlice: sliceIndex
  					} );

  				}

  			}

  			descriptorBase = { textureViews };

  			if ( renderContext.depth ) {

  				const depthTextureData = this.get( renderContext.depthTexture );
  				const options = {};
  				if ( renderContext.depthTexture.isArrayTexture || renderContext.depthTexture.isCubeTexture ) {

  					options.dimension = GPUTextureViewDimension.TwoD;
  					options.arrayLayerCount = 1;
  					options.baseArrayLayer = renderContext.activeCubeFace;

  				}

  				descriptorBase.depthStencilView = depthTextureData.texture.createView( options );

  			}

  			descriptors[ cacheKey ] = descriptorBase;

  			renderTargetData.width = renderTarget.width;
  			renderTargetData.height = renderTarget.height;
  			renderTargetData.samples = renderTarget.samples;
  			renderTargetData.activeMipmapLevel = renderContext.activeMipmapLevel;
  			renderTargetData.activeCubeFace = renderContext.activeCubeFace;

  		}

  		const descriptor = {
  			colorAttachments: []
  		};

  		// Apply dynamic properties to cached views
  		for ( let i = 0; i < descriptorBase.textureViews.length; i ++ ) {

  			const viewInfo = descriptorBase.textureViews[ i ];

  			let clearValue = { r: 0, g: 0, b: 0, a: 1 };
  			if ( i === 0 && colorAttachmentsConfig.clearValue ) {

  				clearValue = colorAttachmentsConfig.clearValue;

  			}

  			descriptor.colorAttachments.push( {
  				view: viewInfo.view,
  				depthSlice: viewInfo.depthSlice,
  				resolveTarget: viewInfo.resolveTarget,
  				loadOp: colorAttachmentsConfig.loadOp || GPULoadOp.Load,
  				storeOp: colorAttachmentsConfig.storeOp || GPUStoreOp.Store,
  				clearValue: clearValue
  			} );

  		}

  		if ( descriptorBase.depthStencilView ) {

  			descriptor.depthStencilAttachment = {
  				view: descriptorBase.depthStencilView
  			};

  		}

  		return descriptor;

  	}

  	/**
  	 * This method is executed at the beginning of a render call and prepares
  	 * the WebGPU state for upcoming render calls
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	beginRender( renderContext ) {

  		const renderContextData = this.get( renderContext );

  		//

  		const device = this.device;
  		const occlusionQueryCount = renderContext.occlusionQueryCount;

  		let occlusionQuerySet;

  		if ( occlusionQueryCount > 0 ) {

  			if ( renderContextData.currentOcclusionQuerySet ) renderContextData.currentOcclusionQuerySet.destroy();
  			if ( renderContextData.currentOcclusionQueryBuffer ) renderContextData.currentOcclusionQueryBuffer.destroy();

  			// Get a reference to the array of objects with queries. The renderContextData property
  			// can be changed by another render pass before the buffer.mapAsyc() completes.
  			renderContextData.currentOcclusionQuerySet = renderContextData.occlusionQuerySet;
  			renderContextData.currentOcclusionQueryBuffer = renderContextData.occlusionQueryBuffer;
  			renderContextData.currentOcclusionQueryObjects = renderContextData.occlusionQueryObjects;

  			//

  			occlusionQuerySet = device.createQuerySet( { type: 'occlusion', count: occlusionQueryCount, label: `occlusionQuerySet_${ renderContext.id }` } );

  			renderContextData.occlusionQuerySet = occlusionQuerySet;
  			renderContextData.occlusionQueryIndex = 0;
  			renderContextData.occlusionQueryObjects = new Array( occlusionQueryCount );

  			renderContextData.lastOcclusionObject = null;

  		}

  		let descriptor;

  		if ( renderContext.textures === null ) {

  			descriptor = this._getDefaultRenderPassDescriptor();

  		} else {

  			descriptor = this._getRenderPassDescriptor( renderContext, { loadOp: GPULoadOp.Load } );

  		}

  		this.initTimestampQuery( TimestampQuery.RENDER, this.getTimestampUID( renderContext ), descriptor );

  		descriptor.occlusionQuerySet = occlusionQuerySet;

  		const depthStencilAttachment = descriptor.depthStencilAttachment;

  		if ( renderContext.textures !== null ) {

  			const colorAttachments = descriptor.colorAttachments;

  			for ( let i = 0; i < colorAttachments.length; i ++ ) {

  				const colorAttachment = colorAttachments[ i ];

  				if ( renderContext.clearColor ) {

  					colorAttachment.clearValue = i === 0 ? renderContext.clearColorValue : { r: 0, g: 0, b: 0, a: 1 };
  					colorAttachment.loadOp = GPULoadOp.Clear;

  				} else {

  					colorAttachment.loadOp = GPULoadOp.Load;

  				}

  				colorAttachment.storeOp = GPUStoreOp.Store;

  			}

  		} else {

  			const colorAttachment = descriptor.colorAttachments[ 0 ];

  			if ( renderContext.clearColor ) {

  				colorAttachment.clearValue = renderContext.clearColorValue;
  				colorAttachment.loadOp = GPULoadOp.Clear;

  			} else {

  				colorAttachment.loadOp = GPULoadOp.Load;

  			}

  		  	colorAttachment.storeOp = GPUStoreOp.Store;

  		}

  		//

  		if ( renderContext.depth ) {

  			if ( renderContext.clearDepth ) {

  				depthStencilAttachment.depthClearValue = renderContext.clearDepthValue;
  				depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;

  			} else {

  				depthStencilAttachment.depthLoadOp = GPULoadOp.Load;

  			}

  		  depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;

  		}

  		if ( renderContext.stencil ) {

  		  if ( renderContext.clearStencil ) {

  				depthStencilAttachment.stencilClearValue = renderContext.clearStencilValue;
  				depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;

  			} else {

  				depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;

  			}

  		  depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;

  		}

  		//

  		const encoder = device.createCommandEncoder( { label: 'renderContext_' + renderContext.id } );

  		// shadow arrays - prepare bundle encoders for each camera in an array camera

  		if ( this._isRenderCameraDepthArray( renderContext ) === true ) {

  			const cameras = renderContext.camera.cameras;

  			if ( ! renderContextData.layerDescriptors || renderContextData.layerDescriptors.length !== cameras.length ) {

  				this._createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras );

  			} else {

  				this._updateDepthLayerDescriptors( renderContext, renderContextData, cameras );

  			}

  			// Create bundle encoders for each layer
  			renderContextData.bundleEncoders = [];
  			renderContextData.bundleSets = [];

  			// Create separate bundle encoders for each camera in the array
  			for ( let i = 0; i < cameras.length; i ++ ) {

  				const bundleEncoder = this.pipelineUtils.createBundleEncoder(
  					renderContext,
  					'renderBundleArrayCamera_' + i
  				);

  				// Initialize state tracking for this bundle
  				const bundleSets = {
  					attributes: {},
  					bindingGroups: [],
  					pipeline: null,
  					index: null
  				};

  				renderContextData.bundleEncoders.push( bundleEncoder );
  				renderContextData.bundleSets.push( bundleSets );

  			}

  			// We'll complete the bundles in finishRender
  			renderContextData.currentPass = null;

  		} else {

  			const currentPass = encoder.beginRenderPass( descriptor );
  			renderContextData.currentPass = currentPass;

  			if ( renderContext.viewport ) {

  				this.updateViewport( renderContext );

  			}

  			if ( renderContext.scissor ) {

  				this.updateScissor( renderContext );

  			}

  		}

  		//

  		renderContextData.descriptor = descriptor;
  		renderContextData.encoder = encoder;
  		renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  		renderContextData.renderBundles = [];

  	}

  	/**
  	 * This method creates layer descriptors for each camera in an array camera
  	 * to prepare for rendering to a depth array texture.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Object} renderContextData - The render context data.
  	 * @param {Object} descriptor  - The render pass descriptor.
  	 * @param {ArrayCamera} cameras - The array camera.
  	 *
  	 * @private
  	 */
  	_createDepthLayerDescriptors( renderContext, renderContextData, descriptor, cameras ) {

  		const depthStencilAttachment = descriptor.depthStencilAttachment;
  		renderContextData.layerDescriptors = [];

  		const depthTextureData = this.get( renderContext.depthTexture );
  		if ( ! depthTextureData.viewCache ) {

  			depthTextureData.viewCache = [];

  		}

  		for ( let i = 0; i < cameras.length; i ++ ) {

  			const layerDescriptor = {
  				...descriptor,
  				colorAttachments: [ {
  					...descriptor.colorAttachments[ 0 ],
  					view: descriptor.colorAttachments[ i ].view
  				} ]
  			};

  			if ( descriptor.depthStencilAttachment ) {

  				const layerIndex = i;

  				if ( ! depthTextureData.viewCache[ layerIndex ] ) {

  					depthTextureData.viewCache[ layerIndex ] = depthTextureData.texture.createView( {
  						dimension: GPUTextureViewDimension.TwoD,
  						baseArrayLayer: i,
  						arrayLayerCount: 1
  					} );

  				}

  				layerDescriptor.depthStencilAttachment = {
  					view: depthTextureData.viewCache[ layerIndex ],
  					depthLoadOp: depthStencilAttachment.depthLoadOp || GPULoadOp.Clear,
  					depthStoreOp: depthStencilAttachment.depthStoreOp || GPUStoreOp.Store,
  					depthClearValue: depthStencilAttachment.depthClearValue || 1.0
  				};

  				if ( renderContext.stencil ) {

  					layerDescriptor.depthStencilAttachment.stencilLoadOp = depthStencilAttachment.stencilLoadOp;
  					layerDescriptor.depthStencilAttachment.stencilStoreOp = depthStencilAttachment.stencilStoreOp;
  					layerDescriptor.depthStencilAttachment.stencilClearValue = depthStencilAttachment.stencilClearValue;

  				}

  			} else {

  				layerDescriptor.depthStencilAttachment = { ...depthStencilAttachment };

  			}

  			renderContextData.layerDescriptors.push( layerDescriptor );

  		}

  	}

  	/**
  	 * This method updates the layer descriptors for each camera in an array camera
  	 * to prepare for rendering to a depth array texture.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Object} renderContextData - The render context data.
  	 * @param {ArrayCamera} cameras - The array camera.
  	 *
  	 */
  	_updateDepthLayerDescriptors( renderContext, renderContextData, cameras ) {

  		for ( let i = 0; i < cameras.length; i ++ ) {

  			const layerDescriptor = renderContextData.layerDescriptors[ i ];

  			if ( layerDescriptor.depthStencilAttachment ) {

  				const depthAttachment = layerDescriptor.depthStencilAttachment;

  				if ( renderContext.depth ) {

  					if ( renderContext.clearDepth ) {

  						depthAttachment.depthClearValue = renderContext.clearDepthValue;
  						depthAttachment.depthLoadOp = GPULoadOp.Clear;

  					} else {

  						depthAttachment.depthLoadOp = GPULoadOp.Load;

  					}

  				}

  				if ( renderContext.stencil ) {

  					if ( renderContext.clearStencil ) {

  						depthAttachment.stencilClearValue = renderContext.clearStencilValue;
  						depthAttachment.stencilLoadOp = GPULoadOp.Clear;

  					} else {

  						depthAttachment.stencilLoadOp = GPULoadOp.Load;

  					}

  				}

  			}

  		}

  	}

  	/**
  	 * This method is executed at the end of a render call and finalizes work
  	 * after draw calls.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	finishRender( renderContext ) {

  		const renderContextData = this.get( renderContext );
  		const occlusionQueryCount = renderContext.occlusionQueryCount;

  		if ( renderContextData.renderBundles.length > 0 ) {

  			renderContextData.currentPass.executeBundles( renderContextData.renderBundles );

  		}

  		if ( occlusionQueryCount > renderContextData.occlusionQueryIndex ) {

  			renderContextData.currentPass.endOcclusionQuery();

  		}

  		// shadow arrays - Execute bundles for each layer

  		const encoder = renderContextData.encoder;

  		if ( this._isRenderCameraDepthArray( renderContext ) === true ) {

  		  const bundles = [];

  		  for ( let i = 0; i < renderContextData.bundleEncoders.length; i ++ ) {

  				const bundleEncoder = renderContextData.bundleEncoders[ i ];
  				bundles.push( bundleEncoder.finish() );

  			}

  		  for ( let i = 0; i < renderContextData.layerDescriptors.length; i ++ ) {

  				if ( i < bundles.length ) {

  					const layerDescriptor = renderContextData.layerDescriptors[ i ];
  					const renderPass = encoder.beginRenderPass( layerDescriptor );

  					if ( renderContext.viewport ) {

  						const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;
  						renderPass.setViewport( x, y, width, height, minDepth, maxDepth );

  					}

  					if ( renderContext.scissor ) {

  						const { x, y, width, height } = renderContext.scissorValue;
  						renderPass.setScissorRect( x, y, width, height );

  					}

  					renderPass.executeBundles( [ bundles[ i ] ] );

  					renderPass.end();

  				}

  			}

  		} else if ( renderContextData.currentPass ) {

  		  renderContextData.currentPass.end();

  		}

  		if ( occlusionQueryCount > 0 ) {

  			const bufferSize = occlusionQueryCount * 8; // 8 byte entries for query results

  			//

  			let queryResolveBuffer = this.occludedResolveCache.get( bufferSize );

  			if ( queryResolveBuffer === undefined ) {

  				queryResolveBuffer = this.device.createBuffer(
  					{
  						size: bufferSize,
  						usage: GPUBufferUsage.QUERY_RESOLVE | GPUBufferUsage.COPY_SRC
  					}
  				);

  				this.occludedResolveCache.set( bufferSize, queryResolveBuffer );

  			}

  			//

  			const readBuffer = this.device.createBuffer(
  				{
  					size: bufferSize,
  					usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ
  				}
  			);

  			// two buffers required here - WebGPU doesn't allow usage of QUERY_RESOLVE & MAP_READ to be combined
  			renderContextData.encoder.resolveQuerySet( renderContextData.occlusionQuerySet, 0, occlusionQueryCount, queryResolveBuffer, 0 );
  			renderContextData.encoder.copyBufferToBuffer( queryResolveBuffer, 0, readBuffer, 0, bufferSize );

  			renderContextData.occlusionQueryBuffer = readBuffer;

  			//

  			this.resolveOccludedAsync( renderContext );

  		}

  		this.device.queue.submit( [ renderContextData.encoder.finish() ] );


  		//

  		if ( renderContext.textures !== null ) {

  			const textures = renderContext.textures;

  			for ( let i = 0; i < textures.length; i ++ ) {

  				const texture = textures[ i ];

  				if ( texture.generateMipmaps === true ) {

  					this.textureUtils.generateMipmaps( texture );

  				}

  			}

  		}

  	}

  	/**
  	 * Returns `true` if the given 3D object is fully occluded by other
  	 * 3D objects in the scene.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Object3D} object - The 3D object to test.
  	 * @return {boolean} Whether the 3D object is fully occluded or not.
  	 */
  	isOccluded( renderContext, object ) {

  		const renderContextData = this.get( renderContext );

  		return renderContextData.occluded && renderContextData.occluded.has( object );

  	}

  	/**
  	 * This method processes the result of occlusion queries and writes it
  	 * into render context data.
  	 *
  	 * @async
  	 * @param {RenderContext} renderContext - The render context.
  	 * @return {Promise} A Promise that resolves when the occlusion query results have been processed.
  	 */
  	async resolveOccludedAsync( renderContext ) {

  		const renderContextData = this.get( renderContext );

  		// handle occlusion query results

  		const { currentOcclusionQueryBuffer, currentOcclusionQueryObjects } = renderContextData;

  		if ( currentOcclusionQueryBuffer && currentOcclusionQueryObjects ) {

  			const occluded = new WeakSet();

  			renderContextData.currentOcclusionQueryObjects = null;
  			renderContextData.currentOcclusionQueryBuffer = null;

  			await currentOcclusionQueryBuffer.mapAsync( GPUMapMode.READ );

  			const buffer = currentOcclusionQueryBuffer.getMappedRange();
  			const results = new BigUint64Array( buffer );

  			for ( let i = 0; i < currentOcclusionQueryObjects.length; i ++ ) {

  				if ( results[ i ] === BigInt( 0 ) ) {

  					occluded.add( currentOcclusionQueryObjects[ i ] );

  				}

  			}

  			currentOcclusionQueryBuffer.destroy();

  			renderContextData.occluded = occluded;

  		}

  	}

  	/**
  	 * Updates the viewport with the values from the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	updateViewport( renderContext ) {

  		const { currentPass } = this.get( renderContext );
  		const { x, y, width, height, minDepth, maxDepth } = renderContext.viewportValue;

  		currentPass.setViewport( x, y, width, height, minDepth, maxDepth );

  	}

  	/**
  	 * Updates the scissor with the values from the given render context.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	updateScissor( renderContext ) {

  		const { currentPass } = this.get( renderContext );
  		const { x, y, width, height } = renderContext.scissorValue;

  		currentPass.setScissorRect( x, y, width, height );

  	}

  	/**
  	 * Returns the clear color and alpha into a single
  	 * color object.
  	 *
  	 * @return {Color4} The clear color.
  	 */
  	getClearColor() {

  		const clearColor = super.getClearColor();

  		// only premultiply alpha when alphaMode is "premultiplied"

  		if ( this.renderer.alpha === true ) {

  			clearColor.r *= clearColor.a;
  			clearColor.g *= clearColor.a;
  			clearColor.b *= clearColor.a;

  		}

  		return clearColor;

  	}

  	/**
  	 * Performs a clear operation.
  	 *
  	 * @param {boolean} color - Whether the color buffer should be cleared or not.
  	 * @param {boolean} depth - Whether the depth buffer should be cleared or not.
  	 * @param {boolean} stencil - Whether the stencil buffer should be cleared or not.
  	 * @param {?RenderContext} [renderTargetContext=null] - The render context of the current set render target.
  	 */
  	clear( color, depth, stencil, renderTargetContext = null ) {

  		const device = this.device;
  		const renderer = this.renderer;

  		let colorAttachments = [];
  		let depthStencilAttachment;
  		let clearValue;

  		let supportsDepth;
  		let supportsStencil;

  		if ( color ) {

  			const clearColor = this.getClearColor();
  			clearValue = { r: clearColor.r, g: clearColor.g, b: clearColor.b, a: clearColor.a };

  		}

  		if ( renderTargetContext === null ) {

  			supportsDepth = renderer.depth;
  			supportsStencil = renderer.stencil;

  			const descriptor = this._getDefaultRenderPassDescriptor();

  			if ( color ) {

  				colorAttachments = descriptor.colorAttachments;

  				const colorAttachment = colorAttachments[ 0 ];

  				colorAttachment.clearValue = clearValue;
  				colorAttachment.loadOp = GPULoadOp.Clear;
  				colorAttachment.storeOp = GPUStoreOp.Store;

  			}

  			if ( supportsDepth || supportsStencil ) {

  				depthStencilAttachment = descriptor.depthStencilAttachment;

  			}

  		} else {

  			supportsDepth = renderTargetContext.depth;
  			supportsStencil = renderTargetContext.stencil;

  			const clearConfig = {
  				loadOp: color ? GPULoadOp.Clear : GPULoadOp.Load,
  				clearValue: color ? clearValue : undefined
  			};

  			if ( supportsDepth ) {

  				clearConfig.depthLoadOp = depth ? GPULoadOp.Clear : GPULoadOp.Load;
  				clearConfig.depthClearValue = depth ? renderer.getClearDepth() : undefined;
  				clearConfig.depthStoreOp = GPUStoreOp.Store;

  			}

  			if ( supportsStencil ) {

  				clearConfig.stencilLoadOp = stencil ? GPULoadOp.Clear : GPULoadOp.Load;
  				clearConfig.stencilClearValue = stencil ? renderer.getClearStencil() : undefined;
  				clearConfig.stencilStoreOp = GPUStoreOp.Store;

  			}

  			const descriptor = this._getRenderPassDescriptor( renderTargetContext, clearConfig );

  			colorAttachments = descriptor.colorAttachments;
  			depthStencilAttachment = descriptor.depthStencilAttachment;

  		}

  		if ( supportsDepth && depthStencilAttachment ) {

  			if ( depth ) {

  				depthStencilAttachment.depthLoadOp = GPULoadOp.Clear;
  				depthStencilAttachment.depthClearValue = renderer.getClearDepth();
  				depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;

  			} else {

  				depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  				depthStencilAttachment.depthStoreOp = GPUStoreOp.Store;

  			}

  		}

  		//

  		if ( supportsStencil && depthStencilAttachment ) {

  			if ( stencil ) {

  				depthStencilAttachment.stencilLoadOp = GPULoadOp.Clear;
  				depthStencilAttachment.stencilClearValue = renderer.getClearStencil();
  				depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;

  			} else {

  				depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;
  				depthStencilAttachment.stencilStoreOp = GPUStoreOp.Store;

  			}

  		}

  		//

  		const encoder = device.createCommandEncoder( { label: 'clear' } );
  		const currentPass = encoder.beginRenderPass( {
  			colorAttachments,
  			depthStencilAttachment
  		} );

  		currentPass.end();

  		device.queue.submit( [ encoder.finish() ] );

  	}

  	// compute

  	/**
  	 * This method is executed at the beginning of a compute call and
  	 * prepares the state for upcoming compute tasks.
  	 *
  	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
  	 */
  	beginCompute( computeGroup ) {

  		const groupGPU = this.get( computeGroup );

  		//

  		const descriptor = {
  			label: 'computeGroup_' + computeGroup.id
  		};

  		this.initTimestampQuery( TimestampQuery.COMPUTE, this.getTimestampUID( computeGroup ), descriptor );

  		groupGPU.cmdEncoderGPU = this.device.createCommandEncoder( { label: 'computeGroup_' + computeGroup.id } );

  		groupGPU.passEncoderGPU = groupGPU.cmdEncoderGPU.beginComputePass( descriptor );

  	}

  	/**
  	 * Executes a compute command for the given compute node.
  	 *
  	 * @param {Node|Array<Node>} computeGroup - The group of compute nodes of a compute call. Can be a single compute node.
  	 * @param {Node} computeNode - The compute node.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 * @param {ComputePipeline} pipeline - The compute pipeline.
  	 * @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
  	 * - A single number representing count, or
  	 * - An array [x, y, z] representing dispatch size, or
  	 * - A IndirectStorageBufferAttribute for indirect dispatch size.
  	 */
  	compute( computeGroup, computeNode, bindings, pipeline, dispatchSize = null ) {

  		const computeNodeData = this.get( computeNode );
  		const { passEncoderGPU } = this.get( computeGroup );

  		// pipeline

  		const pipelineGPU = this.get( pipeline ).pipeline;

  		this.pipelineUtils.setPipeline( passEncoderGPU, pipelineGPU );

  		// bind groups

  		for ( let i = 0, l = bindings.length; i < l; i ++ ) {

  			const bindGroup = bindings[ i ];
  			const bindingsData = this.get( bindGroup );

  			passEncoderGPU.setBindGroup( i, bindingsData.group );

  		}

  		if ( dispatchSize === null ) {

  			dispatchSize = computeNode.count;

  		}

  		// When the dispatchSize is set with a StorageBuffer from the GPU.

  		if ( dispatchSize && typeof dispatchSize === 'object' && dispatchSize.isIndirectStorageBufferAttribute ) {

  			const dispatchBuffer = this.get( dispatchSize ).buffer;

  			passEncoderGPU.dispatchWorkgroupsIndirect( dispatchBuffer, 0 );

  			return;

  		}

  		if ( typeof dispatchSize === 'number' ) {

  			// If a single number is given, we calculate the dispatch size based on the workgroup size

  			const count = dispatchSize;

  			if ( computeNodeData.dispatchSize === undefined || computeNodeData.count !== count ) {

  				// cache dispatch size to avoid recalculating it every time

  				computeNodeData.dispatchSize = [ 0, 1, 1 ];
  				computeNodeData.count = count;

  				const workgroupSize = computeNode.workgroupSize;

  				let size = workgroupSize[ 0 ];

  				for ( let i = 1; i < workgroupSize.length; i ++ )
  					size *= workgroupSize[ i ];

  				const dispatchCount = Math.ceil( count / size );

  				//

  				const maxComputeWorkgroupsPerDimension = this.device.limits.maxComputeWorkgroupsPerDimension;

  				dispatchSize = [ dispatchCount, 1, 1 ];

  				if ( dispatchCount > maxComputeWorkgroupsPerDimension ) {

  					dispatchSize[ 0 ] = Math.min( dispatchCount, maxComputeWorkgroupsPerDimension );
  					dispatchSize[ 1 ] = Math.ceil( dispatchCount / maxComputeWorkgroupsPerDimension );

  				}

  				computeNodeData.dispatchSize = dispatchSize;

  			}

  			dispatchSize = computeNodeData.dispatchSize;

  		}

  		//

  		passEncoderGPU.dispatchWorkgroups(
  			dispatchSize[ 0 ],
  			dispatchSize[ 1 ] || 1,
  			dispatchSize[ 2 ] || 1
  		);

  	}

  	/**
  	 * This method is executed at the end of a compute call and
  	 * finalizes work after compute tasks.
  	 *
  	 * @param {Node|Array<Node>} computeGroup - The compute node(s).
  	 */
  	finishCompute( computeGroup ) {

  		const groupData = this.get( computeGroup );

  		groupData.passEncoderGPU.end();

  		this.device.queue.submit( [ groupData.cmdEncoderGPU.finish() ] );

  	}

  	// render object

  	/**
  	 * Executes a draw command for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object to draw.
  	 * @param {Info} info - Holds a series of statistical information about the GPU memory and the rendering process.
  	 */
  	draw( renderObject, info ) {

  		const { object, material, context, pipeline } = renderObject;
  		const bindings = renderObject.getBindings();
  		const renderContextData = this.get( context );
  		const pipelineData = this.get( pipeline );
  		const pipelineGPU = pipelineData.pipeline;

  		if ( pipelineData.error === true ) return;

  		const index = renderObject.getIndex();
  		const hasIndex = ( index !== null );


  		const drawParams = renderObject.getDrawParameters();
  		if ( drawParams === null ) return;

  		// pipeline

  		const setPipelineAndBindings = ( passEncoderGPU, currentSets ) => {

  			// pipeline
  			this.pipelineUtils.setPipeline( passEncoderGPU, pipelineGPU );
  			currentSets.pipeline = pipelineGPU;

  			// bind groups
  			const currentBindingGroups = currentSets.bindingGroups;
  			for ( let i = 0, l = bindings.length; i < l; i ++ ) {

  				const bindGroup = bindings[ i ];
  				const bindingsData = this.get( bindGroup );
  				if ( currentBindingGroups[ bindGroup.index ] !== bindGroup.id ) {

  					passEncoderGPU.setBindGroup( bindGroup.index, bindingsData.group );
  					currentBindingGroups[ bindGroup.index ] = bindGroup.id;

  				}

  			}

  			// attributes

  			// index

  			if ( hasIndex === true ) {

  				if ( currentSets.index !== index ) {

  					const buffer = this.get( index ).buffer;
  					const indexFormat = ( index.array instanceof Uint16Array ) ? GPUIndexFormat.Uint16 : GPUIndexFormat.Uint32;

  					passEncoderGPU.setIndexBuffer( buffer, indexFormat );

  					currentSets.index = index;

  				}

  			}
  			// vertex buffers

  			const vertexBuffers = renderObject.getVertexBuffers();

  			for ( let i = 0, l = vertexBuffers.length; i < l; i ++ ) {

  				const vertexBuffer = vertexBuffers[ i ];

  				if ( currentSets.attributes[ i ] !== vertexBuffer ) {

  					const buffer = this.get( vertexBuffer ).buffer;
  					passEncoderGPU.setVertexBuffer( i, buffer );

  					currentSets.attributes[ i ] = vertexBuffer;

  				}

  			}
  			// stencil

  			if ( context.stencil === true && material.stencilWrite === true && renderContextData.currentStencilRef !== material.stencilRef ) {

  				passEncoderGPU.setStencilReference( material.stencilRef );
  				renderContextData.currentStencilRef = material.stencilRef;

  			}


  		};

  		// Define draw function
  		const draw = ( passEncoderGPU, currentSets ) => {

  			setPipelineAndBindings( passEncoderGPU, currentSets );

  			if ( object.isBatchedMesh === true ) {

  				const starts = object._multiDrawStarts;
  				const counts = object._multiDrawCounts;
  				const drawCount = object._multiDrawCount;
  				const drawInstances = object._multiDrawInstances;

  				if ( drawInstances !== null ) {

  					// @deprecated, r174
  					warnOnce( 'WebGPUBackend: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.' );

  				}

  				let bytesPerElement = ( hasIndex === true ) ? index.array.BYTES_PER_ELEMENT : 1;

  				if ( material.wireframe ) {

  					bytesPerElement = object.geometry.attributes.position.count > 65535 ? 4 : 2;

  				}

  				for ( let i = 0; i < drawCount; i ++ ) {

  					const count = drawInstances ? drawInstances[ i ] : 1;
  					const firstInstance = count > 1 ? 0 : i;

  					if ( hasIndex === true ) {

  						passEncoderGPU.drawIndexed( counts[ i ], count, starts[ i ] / bytesPerElement, 0, firstInstance );

  					} else {

  						passEncoderGPU.draw( counts[ i ], count, starts[ i ], firstInstance );

  					}

  					info.update( object, counts[ i ], count );

  				}

  			} else if ( hasIndex === true ) {

  				const { vertexCount: indexCount, instanceCount, firstVertex: firstIndex } = drawParams;

  				const indirect = renderObject.getIndirect();

  				if ( indirect !== null ) {

  					const buffer = this.get( indirect ).buffer;
  					const indirectOffset = renderObject.getIndirectOffset();
  					const indirectOffsets = Array.isArray( indirectOffset ) ? indirectOffset : [ indirectOffset ];

  					for ( let i = 0; i < indirectOffsets.length; i ++ ) {

  						passEncoderGPU.drawIndexedIndirect( buffer, indirectOffsets[ i ] );

  					}

  				} else {

  					passEncoderGPU.drawIndexed( indexCount, instanceCount, firstIndex, 0, 0 );

  				}

  				info.update( object, indexCount, instanceCount );

  			} else {

  				const { vertexCount, instanceCount, firstVertex } = drawParams;

  				const indirect = renderObject.getIndirect();

  				if ( indirect !== null ) {

  					const buffer = this.get( indirect ).buffer;
  					const indirectOffset = renderObject.getIndirectOffset();
  					const indirectOffsets = Array.isArray( indirectOffset ) ? indirectOffset : [ indirectOffset ];

  					for ( let i = 0; i < indirectOffsets.length; i ++ ) {

  						passEncoderGPU.drawIndirect( buffer, indirectOffsets[ i ] );

  					}


  				} else {

  					passEncoderGPU.draw( vertexCount, instanceCount, firstVertex, 0 );

  				}

  				info.update( object, vertexCount, instanceCount );

  			}

  		};

  		if ( renderObject.camera.isArrayCamera && renderObject.camera.cameras.length > 0 ) {

  			const cameraData = this.get( renderObject.camera );
  			const cameras = renderObject.camera.cameras;
  			const cameraIndex = renderObject.getBindingGroup( 'cameraIndex' );

  			if ( cameraData.indexesGPU === undefined || cameraData.indexesGPU.length !== cameras.length ) {

  				const bindingsData = this.get( cameraIndex );
  				const indexesGPU = [];

  				const data = new Uint32Array( [ 0, 0, 0, 0 ] );

  				for ( let i = 0, len = cameras.length; i < len; i ++ ) {

  					data[ 0 ] = i;

  					const { layoutGPU } = bindingsData.layout;

  					const bindGroupIndex = this.bindingUtils.createBindGroupIndex( data, layoutGPU );

  					indexesGPU.push( bindGroupIndex );

  				}

  				cameraData.indexesGPU = indexesGPU; // TODO: Create a global library for this

  			}

  			const pixelRatio = this.renderer.getPixelRatio();

  			for ( let i = 0, len = cameras.length; i < len; i ++ ) {

  				const subCamera = cameras[ i ];

  				if ( object.layers.test( subCamera.layers ) ) {

  					const vp = subCamera.viewport;



  					let pass = renderContextData.currentPass;
  					let sets = renderContextData.currentSets;
  					if ( renderContextData.bundleEncoders ) {

  						const bundleEncoder = renderContextData.bundleEncoders[ i ];
  						const bundleSets = renderContextData.bundleSets[ i ];
  						pass = bundleEncoder;
  						sets = bundleSets;

  					}



  					if ( vp ) {

  						pass.setViewport(
  							Math.floor( vp.x * pixelRatio ),
  							Math.floor( vp.y * pixelRatio ),
  							Math.floor( vp.width * pixelRatio ),
  							Math.floor( vp.height * pixelRatio ),
  							context.viewportValue.minDepth,
  							context.viewportValue.maxDepth
  						);

  					}


  					// Set camera index binding for this layer
  					if ( cameraIndex && cameraData.indexesGPU ) {

  						pass.setBindGroup( cameraIndex.index, cameraData.indexesGPU[ i ] );
  						sets.bindingGroups[ cameraIndex.index ] = cameraIndex.id;

  					}

  					draw( pass, sets );


  				}

  			}

  		} else {

  			// Regular single camera rendering
  			if ( renderContextData.currentPass ) {

  				// Handle occlusion queries
  				if ( renderContextData.occlusionQuerySet !== undefined ) {

  					const lastObject = renderContextData.lastOcclusionObject;
  					if ( lastObject !== object ) {

  						if ( lastObject !== null && lastObject.occlusionTest === true ) {

  							renderContextData.currentPass.endOcclusionQuery();
  							renderContextData.occlusionQueryIndex ++;

  						}

  						if ( object.occlusionTest === true ) {

  							renderContextData.currentPass.beginOcclusionQuery( renderContextData.occlusionQueryIndex );
  							renderContextData.occlusionQueryObjects[ renderContextData.occlusionQueryIndex ] = object;

  						}

  						renderContextData.lastOcclusionObject = object;

  					}

  				}

  				draw( renderContextData.currentPass, renderContextData.currentSets );

  			}

  		}

  	}

  	// cache key

  	/**
  	 * Returns `true` if the render pipeline requires an update.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {boolean} Whether the render pipeline requires an update or not.
  	 */
  	needsRenderUpdate( renderObject ) {

  		const data = this.get( renderObject );

  		const { object, material } = renderObject;

  		const utils = this.utils;

  		const sampleCount = utils.getSampleCountRenderContext( renderObject.context );
  		const colorSpace = utils.getCurrentColorSpace( renderObject.context );
  		const colorFormat = utils.getCurrentColorFormat( renderObject.context );
  		const depthStencilFormat = utils.getCurrentDepthStencilFormat( renderObject.context );
  		const primitiveTopology = utils.getPrimitiveTopology( object, material );

  		let needsUpdate = false;

  		if ( data.material !== material || data.materialVersion !== material.version ||
  			data.transparent !== material.transparent || data.blending !== material.blending || data.premultipliedAlpha !== material.premultipliedAlpha ||
  			data.blendSrc !== material.blendSrc || data.blendDst !== material.blendDst || data.blendEquation !== material.blendEquation ||
  			data.blendSrcAlpha !== material.blendSrcAlpha || data.blendDstAlpha !== material.blendDstAlpha || data.blendEquationAlpha !== material.blendEquationAlpha ||
  			data.colorWrite !== material.colorWrite || data.depthWrite !== material.depthWrite || data.depthTest !== material.depthTest || data.depthFunc !== material.depthFunc ||
  			data.stencilWrite !== material.stencilWrite || data.stencilFunc !== material.stencilFunc ||
  			data.stencilFail !== material.stencilFail || data.stencilZFail !== material.stencilZFail || data.stencilZPass !== material.stencilZPass ||
  			data.stencilFuncMask !== material.stencilFuncMask || data.stencilWriteMask !== material.stencilWriteMask ||
  			data.side !== material.side || data.alphaToCoverage !== material.alphaToCoverage ||
  			data.sampleCount !== sampleCount || data.colorSpace !== colorSpace ||
  			data.colorFormat !== colorFormat || data.depthStencilFormat !== depthStencilFormat ||
  			data.primitiveTopology !== primitiveTopology ||
  			data.clippingContextCacheKey !== renderObject.clippingContextCacheKey
  		) {

  			data.material = material; data.materialVersion = material.version;
  			data.transparent = material.transparent; data.blending = material.blending; data.premultipliedAlpha = material.premultipliedAlpha;
  			data.blendSrc = material.blendSrc; data.blendDst = material.blendDst; data.blendEquation = material.blendEquation;
  			data.blendSrcAlpha = material.blendSrcAlpha; data.blendDstAlpha = material.blendDstAlpha; data.blendEquationAlpha = material.blendEquationAlpha;
  			data.colorWrite = material.colorWrite;
  			data.depthWrite = material.depthWrite; data.depthTest = material.depthTest; data.depthFunc = material.depthFunc;
  			data.stencilWrite = material.stencilWrite; data.stencilFunc = material.stencilFunc;
  			data.stencilFail = material.stencilFail; data.stencilZFail = material.stencilZFail; data.stencilZPass = material.stencilZPass;
  			data.stencilFuncMask = material.stencilFuncMask; data.stencilWriteMask = material.stencilWriteMask;
  			data.side = material.side; data.alphaToCoverage = material.alphaToCoverage;
  			data.sampleCount = sampleCount;
  			data.colorSpace = colorSpace;
  			data.colorFormat = colorFormat;
  			data.depthStencilFormat = depthStencilFormat;
  			data.primitiveTopology = primitiveTopology;
  			data.clippingContextCacheKey = renderObject.clippingContextCacheKey;

  			needsUpdate = true;

  		}

  		return needsUpdate;

  	}

  	/**
  	 * Returns a cache key that is used to identify render pipelines.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @return {string} The cache key.
  	 */
  	getRenderCacheKey( renderObject ) {

  		const { object, material } = renderObject;

  		const utils = this.utils;
  		const renderContext = renderObject.context;

  		// meshes with negative scale have a different frontFace render pipeline
  		// descriptor value so the following must be honored in the cache key

  		const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );

  		return [
  			material.transparent, material.blending, material.premultipliedAlpha,
  			material.blendSrc, material.blendDst, material.blendEquation,
  			material.blendSrcAlpha, material.blendDstAlpha, material.blendEquationAlpha,
  			material.colorWrite,
  			material.depthWrite, material.depthTest, material.depthFunc,
  			material.stencilWrite, material.stencilFunc,
  			material.stencilFail, material.stencilZFail, material.stencilZPass,
  			material.stencilFuncMask, material.stencilWriteMask,
  			material.side,
  			frontFaceCW,
  			utils.getSampleCountRenderContext( renderContext ),
  			utils.getCurrentColorSpace( renderContext ), utils.getCurrentColorFormat( renderContext ), utils.getCurrentDepthStencilFormat( renderContext ),
  			utils.getPrimitiveTopology( object, material ),
  			renderObject.getGeometryCacheKey(),
  			renderObject.clippingContextCacheKey
  		].join();

  	}

  	// textures

  	/**
  	 * Updates a GPU sampler for the given texture.
  	 *
  	 * @param {Texture} texture - The texture to update the sampler for.
  	 * @return {string} The current sampler key.
  	 */
  	updateSampler( texture ) {

  		return this.textureUtils.updateSampler( texture );

  	}

  	/**
  	 * Creates a default texture for the given texture that can be used
  	 * as a placeholder until the actual texture is ready for usage.
  	 *
  	 * @param {Texture} texture - The texture to create a default texture for.
  	 * @return {boolean} Whether the sampler has been updated or not.
  	 */
  	createDefaultTexture( texture ) {

  		return this.textureUtils.createDefaultTexture( texture );

  	}

  	/**
  	 * Defines a texture on the GPU for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	createTexture( texture, options ) {

  		this.textureUtils.createTexture( texture, options );

  	}

  	/**
  	 * Uploads the updated texture data to the GPU.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {Object} [options={}] - Optional configuration parameter.
  	 */
  	updateTexture( texture, options ) {

  		this.textureUtils.updateTexture( texture, options );

  	}

  	/**
  	 * Generates mipmaps for the given texture.
  	 *
  	 * @param {Texture} texture - The texture.
  	 */
  	generateMipmaps( texture ) {

  		this.textureUtils.generateMipmaps( texture );

  	}

  	/**
  	 * Destroys the GPU data for the given texture object.
  	 *
  	 * @param {Texture} texture - The texture.
  	 * @param {boolean} [isDefaultTexture=false] - Whether the texture uses a default GPU texture or not.
  	 */
  	destroyTexture( texture, isDefaultTexture = false ) {

  		this.textureUtils.destroyTexture( texture, isDefaultTexture );

  	}

  	/**
  	 * Returns texture data as a typed array.
  	 *
  	 * @async
  	 * @param {Texture} texture - The texture to copy.
  	 * @param {number} x - The x coordinate of the copy origin.
  	 * @param {number} y - The y coordinate of the copy origin.
  	 * @param {number} width - The width of the copy.
  	 * @param {number} height - The height of the copy.
  	 * @param {number} faceIndex - The face index.
  	 * @return {Promise<TypedArray>} A Promise that resolves with a typed array when the copy operation has finished.
  	 */
  	async copyTextureToBuffer( texture, x, y, width, height, faceIndex ) {

  		return this.textureUtils.copyTextureToBuffer( texture, x, y, width, height, faceIndex );

  	}

  	/**
  	 * Inits a time stamp query for the given render context.
  	 *
  	 * @param {string} type - The type of the timestamp query (e.g. 'render', 'compute').
  	 * @param {number} uid - Unique id for the context (e.g. render context id).
  	 * @param {Object} descriptor - The query descriptor.
  	 */
  	initTimestampQuery( type, uid, descriptor ) {

  		if ( ! this.trackTimestamp ) return;

  		if ( ! this.timestampQueryPool[ type ] ) {

  			// TODO: Variable maxQueries?
  			this.timestampQueryPool[ type ] = new WebGPUTimestampQueryPool( this.device, type, 2048 );

  		}

  		const timestampQueryPool = this.timestampQueryPool[ type ];

  		const baseOffset = timestampQueryPool.allocateQueriesForContext( uid );

  		descriptor.timestampWrites = {
  			querySet: timestampQueryPool.querySet,
  			beginningOfPassWriteIndex: baseOffset,
  			endOfPassWriteIndex: baseOffset + 1,
  		};

  	}


  	// node builder

  	/**
  	 * Returns a node builder for the given render object.
  	 *
  	 * @param {RenderObject} object - The render object.
  	 * @param {Renderer} renderer - The renderer.
  	 * @return {WGSLNodeBuilder} The node builder.
  	 */
  	createNodeBuilder( object, renderer ) {

  		return new WGSLNodeBuilder( object, renderer );

  	}

  	// program

  	/**
  	 * Creates a shader program from the given programmable stage.
  	 *
  	 * @param {ProgrammableStage} program - The programmable stage.
  	 */
  	createProgram( program ) {

  		const programGPU = this.get( program );

  		programGPU.module = {
  			module: this.device.createShaderModule( { code: program.code, label: program.stage + ( program.name !== '' ? `_${ program.name }` : '' ) } ),
  			entryPoint: 'main'
  		};

  	}

  	/**
  	 * Destroys the shader program of the given programmable stage.
  	 *
  	 * @param {ProgrammableStage} program - The programmable stage.
  	 */
  	destroyProgram( program ) {

  		this.delete( program );

  	}

  	// pipelines

  	/**
  	 * Creates a render pipeline for the given render object.
  	 *
  	 * @param {RenderObject} renderObject - The render object.
  	 * @param {Array<Promise>} promises - An array of compilation promises which are used in `compileAsync()`.
  	 */
  	createRenderPipeline( renderObject, promises ) {

  		this.pipelineUtils.createRenderPipeline( renderObject, promises );

  	}

  	/**
  	 * Creates a compute pipeline for the given compute node.
  	 *
  	 * @param {ComputePipeline} computePipeline - The compute pipeline.
  	 * @param {Array<BindGroup>} bindings - The bindings.
  	 */
  	createComputePipeline( computePipeline, bindings ) {

  		this.pipelineUtils.createComputePipeline( computePipeline, bindings );

  	}

  	/**
  	 * Prepares the state for encoding render bundles.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 */
  	beginBundle( renderContext ) {

  		const renderContextData = this.get( renderContext );

  		renderContextData._currentPass = renderContextData.currentPass;
  		renderContextData._currentSets = renderContextData.currentSets;

  		renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };
  		renderContextData.currentPass = this.pipelineUtils.createBundleEncoder( renderContext );

  	}

  	/**
  	 * After processing render bundles this method finalizes related work.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {RenderBundle} bundle - The render bundle.
  	 */
  	finishBundle( renderContext, bundle ) {

  		const renderContextData = this.get( renderContext );

  		const bundleEncoder = renderContextData.currentPass;
  		const bundleGPU = bundleEncoder.finish();

  		this.get( bundle ).bundleGPU = bundleGPU;

  		// restore render pass state

  		renderContextData.currentSets = renderContextData._currentSets;
  		renderContextData.currentPass = renderContextData._currentPass;

  	}

  	/**
  	 * Adds a render bundle to the render context data.
  	 *
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {RenderBundle} bundle - The render bundle to add.
  	 */
  	addBundle( renderContext, bundle ) {

  		const renderContextData = this.get( renderContext );

  		renderContextData.renderBundles.push( this.get( bundle ).bundleGPU );

  	}

  	// bindings

  	/**
  	 * Creates bindings from the given bind group definition.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {Array<BindGroup>} bindings - Array of bind groups.
  	 * @param {number} cacheIndex - The cache index.
  	 * @param {number} version - The version.
  	 */
  	createBindings( bindGroup, bindings, cacheIndex, version ) {

  		this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );

  	}

  	/**
  	 * Updates the given bind group definition.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 * @param {Array<BindGroup>} bindings - Array of bind groups.
  	 * @param {number} cacheIndex - The cache index.
  	 * @param {number} version - The version.
  	 */
  	updateBindings( bindGroup, bindings, cacheIndex, version ) {

  		this.bindingUtils.createBindings( bindGroup, bindings, cacheIndex, version );

  	}

  	/**
  	 * Updates a buffer binding.
  	 *
  	 *  @param {Buffer} binding - The buffer binding to update.
  	 */
  	updateBinding( binding ) {

  		this.bindingUtils.updateBinding( binding );

  	}

  	/**
  	 * Delete data associated with the current bind group.
  	 *
  	 * @param {BindGroup} bindGroup - The bind group.
  	 */
  	deleteBindGroupData( bindGroup ) {

  		this.bindingUtils.deleteBindGroupData( bindGroup );

  	}

  	// attributes

  	/**
  	 * Creates the buffer of an indexed shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The indexed buffer attribute.
  	 */
  	createIndexAttribute( attribute ) {

  		let usage = GPUBufferUsage.INDEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST;

  		if ( attribute.isStorageBufferAttribute || attribute.isStorageInstancedBufferAttribute ) {

  			usage |= GPUBufferUsage.STORAGE;

  		}

  		this.attributeUtils.createAttribute( attribute, usage );

  	}

  	/**
  	 * Creates the GPU buffer of a shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	createAttribute( attribute ) {

  		this.attributeUtils.createAttribute( attribute, GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );

  	}

  	/**
  	 * Creates the GPU buffer of a storage attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	createStorageAttribute( attribute ) {

  		this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );

  	}

  	/**
  	 * Creates the GPU buffer of an indirect storage attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute.
  	 */
  	createIndirectStorageAttribute( attribute ) {

  		this.attributeUtils.createAttribute( attribute, GPUBufferUsage.STORAGE | GPUBufferUsage.INDIRECT | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST );

  	}

  	/**
  	 * Updates the GPU buffer of a shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute to update.
  	 */
  	updateAttribute( attribute ) {

  		this.attributeUtils.updateAttribute( attribute );

  	}

  	/**
  	 * Destroys the GPU buffer of a shader attribute.
  	 *
  	 * @param {BufferAttribute} attribute - The buffer attribute to destroy.
  	 */
  	destroyAttribute( attribute ) {

  		this.attributeUtils.destroyAttribute( attribute );

  	}

  	// canvas

  	/**
  	 * Triggers an update of the default render pass descriptor.
  	 */
  	updateSize() {

  		this.delete( this.renderer.getCanvasTarget() );

  	}

  	// utils public

  	/**
  	 * Returns the maximum anisotropy texture filtering value.
  	 *
  	 * @return {number} The maximum anisotropy texture filtering value.
  	 */
  	getMaxAnisotropy() {

  		return 16;

  	}

  	/**
  	 * Checks if the given feature is supported by the backend.
  	 *
  	 * @param {string} name - The feature's name.
  	 * @return {boolean} Whether the feature is supported or not.
  	 */
  	hasFeature( name ) {

  		if ( GPUFeatureMap[ name ] !== undefined ) name = GPUFeatureMap[ name ];

  		return this.device.features.has( name );

  	}

  	/**
  	 * Copies data of the given source texture to the given destination texture.
  	 *
  	 * @param {Texture} srcTexture - The source texture.
  	 * @param {Texture} dstTexture - The destination texture.
  	 * @param {?(Box3|Box2)} [srcRegion=null] - The region of the source texture to copy.
  	 * @param {?(Vector2|Vector3)} [dstPosition=null] - The destination position of the copy.
  	 * @param {number} [srcLevel=0] - The mipmap level to copy.
  	 * @param {number} [dstLevel=0] - The destination mip level to copy to.
  	 */
  	copyTextureToTexture( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {

  		let dstX = 0;
  		let dstY = 0;
  		let dstZ = 0;

  		let srcX = 0;
  		let srcY = 0;
  		let srcZ = 0;

  		let srcWidth = srcTexture.image.width;
  		let srcHeight = srcTexture.image.height;
  		let srcDepth = 1;


  		if ( srcRegion !== null ) {

  			if ( srcRegion.isBox3 === true ) {

  				srcX = srcRegion.min.x;
  				srcY = srcRegion.min.y;
  				srcZ = srcRegion.min.z;
  				srcWidth = srcRegion.max.x - srcRegion.min.x;
  				srcHeight = srcRegion.max.y - srcRegion.min.y;
  				srcDepth = srcRegion.max.z - srcRegion.min.z;

  			} else {

  				// Assume it's a Box2
  				srcX = srcRegion.min.x;
  				srcY = srcRegion.min.y;
  				srcWidth = srcRegion.max.x - srcRegion.min.x;
  				srcHeight = srcRegion.max.y - srcRegion.min.y;
  				srcDepth = 1;

  			}

  		}


  		if ( dstPosition !== null ) {

  			dstX = dstPosition.x;
  			dstY = dstPosition.y;
  			dstZ = dstPosition.z || 0;

  		}

  		const encoder = this.device.createCommandEncoder( { label: 'copyTextureToTexture_' + srcTexture.id + '_' + dstTexture.id } );

  		const sourceGPU = this.get( srcTexture ).texture;
  		const destinationGPU = this.get( dstTexture ).texture;

  		encoder.copyTextureToTexture(
  			{
  				texture: sourceGPU,
  				mipLevel: srcLevel,
  				origin: { x: srcX, y: srcY, z: srcZ }
  			},
  			{
  				texture: destinationGPU,
  				mipLevel: dstLevel,
  				origin: { x: dstX, y: dstY, z: dstZ }
  			},
  			[
  				srcWidth,
  				srcHeight,
  				srcDepth
  			]
  		);

  		this.device.queue.submit( [ encoder.finish() ] );

  		if ( dstLevel === 0 && dstTexture.generateMipmaps ) {

  			this.textureUtils.generateMipmaps( dstTexture );

  		}

  	}

  	/**
  	 * Copies the current bound framebuffer to the given texture.
  	 *
  	 * @param {Texture} texture - The destination texture.
  	 * @param {RenderContext} renderContext - The render context.
  	 * @param {Vector4} rectangle - A four dimensional vector defining the origin and dimension of the copy.
  	 */
  	copyFramebufferToTexture( texture, renderContext, rectangle ) {

  		const renderContextData = this.get( renderContext );

  		let sourceGPU = null;

  		if ( renderContext.renderTarget ) {

  			if ( texture.isDepthTexture ) {

  				sourceGPU = this.get( renderContext.depthTexture ).texture;

  			} else {

  				sourceGPU = this.get( renderContext.textures[ 0 ] ).texture;

  			}

  		} else {

  			if ( texture.isDepthTexture ) {

  				sourceGPU = this.textureUtils.getDepthBuffer( renderContext.depth, renderContext.stencil );

  			} else {

  				sourceGPU = this.context.getCurrentTexture();

  			}

  		}

  		const destinationGPU = this.get( texture ).texture;

  		if ( sourceGPU.format !== destinationGPU.format ) {

  			error( 'WebGPUBackend: copyFramebufferToTexture: Source and destination formats do not match.', sourceGPU.format, destinationGPU.format );

  			return;

  		}

  		let encoder;

  		if ( renderContextData.currentPass ) {

  			renderContextData.currentPass.end();

  			encoder = renderContextData.encoder;

  		} else {

  			encoder = this.device.createCommandEncoder( { label: 'copyFramebufferToTexture_' + texture.id } );

  		}

  		encoder.copyTextureToTexture(
  			{
  				texture: sourceGPU,
  				origin: [ rectangle.x, rectangle.y, 0 ],
  			},
  			{
  				texture: destinationGPU
  			},
  			[
  				rectangle.z,
  				rectangle.w
  			]
  		);

  		// mipmaps must be genereated with the same encoder otherwise the copied texture data
  		// might be out-of-sync, see #31768

  		if ( texture.generateMipmaps ) {

  			this.textureUtils.generateMipmaps( texture, encoder );

  		}

  		if ( renderContextData.currentPass ) {

  			const { descriptor } = renderContextData;

  			for ( let i = 0; i < descriptor.colorAttachments.length; i ++ ) {

  				descriptor.colorAttachments[ i ].loadOp = GPULoadOp.Load;

  			}

  			if ( renderContext.depth ) descriptor.depthStencilAttachment.depthLoadOp = GPULoadOp.Load;
  			if ( renderContext.stencil ) descriptor.depthStencilAttachment.stencilLoadOp = GPULoadOp.Load;

  			renderContextData.currentPass = encoder.beginRenderPass( descriptor );
  			renderContextData.currentSets = { attributes: {}, bindingGroups: [], pipeline: null, index: null };

  			if ( renderContext.viewport ) {

  				this.updateViewport( renderContext );

  			}

  			if ( renderContext.scissor ) {

  				this.updateScissor( renderContext );

  			}

  		} else {

  			this.device.queue.submit( [ encoder.finish() ] );

  		}

  	}

  	/**
  	 * Checks if the given compatibility is supported by the backend.
  	 *
  	 * @param {string} name - The compatibility name.
  	 * @return {boolean} Whether the compatibility is supported or not.
  	 */
  	hasCompatibility( name ) {

  		if ( this._compatibility[ Compatibility.TEXTURE_COMPARE ] !== undefined ) {

  			return this._compatibility[ Compatibility.TEXTURE_COMPARE ];

  		}

  		return super.hasCompatibility( name );

  	}

  	dispose() {

  		this.bindingUtils.dispose();
  		this.textureUtils.dispose();

  		if ( this.occludedResolveCache ) {

  			for ( const buffer of this.occludedResolveCache.values() ) {

  				buffer.destroy();

  			}

  			this.occludedResolveCache.clear();

  		}

  		if ( this.timestampQueryPool ) {

  			for ( const queryPool of Object.values( this.timestampQueryPool ) ) {

  				if ( queryPool !== null ) queryPool.dispose();

  			}

  		}

  		if ( this.parameters.device === undefined && this.device !== null ) {

  			this.device.destroy();

  		}

  	}

  }

  /**
   * A IES version of {@link SpotLight}. Can only be used with {@link WebGPURenderer}.
   *
   * @augments SpotLight
   */
  class IESSpotLight extends SpotLight {

  	/**
  	 * Constructs a new IES spot light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  	 * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  	 * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  	 * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  	 * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  	 */
  	constructor( color, intensity, distance, angle, penumbra, decay ) {

  		super( color, intensity, distance, angle, penumbra, decay );

  		/**
  		 * The IES map. It's a lookup table that stores normalized attenuation factors
  		 * (0.0 to 1.0) that represent the light's intensity at a specific angle.
  		 *
  		 * @type {?Texture}
  		 * @default null
  		 */
  		this.iesMap = null;

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.iesMap = source.iesMap;

  		return this;

  	}

  }

  /**
   * A projector light version of {@link SpotLight}. Can only be used with {@link WebGPURenderer}.
   *
   * @augments SpotLight
   */
  class ProjectorLight extends SpotLight {

  	/**
  	 * Constructs a new projector light.
  	 *
  	 * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  	 * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  	 * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  	 * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  	 * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  	 * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  	 */
  	constructor( color, intensity, distance, angle, penumbra, decay ) {

  		super( color, intensity, distance, angle, penumbra, decay );

  		/**
  		 * Aspect ratio of the light. Set to `null` to use the texture aspect ratio.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this.aspect = null;

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.aspect = source.aspect;

  		return this;

  	}

  }

  /**
   * This version of a node library represents the standard version
   * used in {@link WebGPURenderer}. It maps lights, tone mapping
   * techniques and materials to node-based implementations.
   *
   * @private
   * @augments NodeLibrary
   */
  class StandardNodeLibrary extends NodeLibrary {

  	/**
  	 * Constructs a new standard node library.
  	 */
  	constructor() {

  		super();

  		this.addMaterial( MeshPhongNodeMaterial, 'MeshPhongMaterial' );
  		this.addMaterial( MeshStandardNodeMaterial, 'MeshStandardMaterial' );
  		this.addMaterial( MeshPhysicalNodeMaterial, 'MeshPhysicalMaterial' );
  		this.addMaterial( MeshToonNodeMaterial, 'MeshToonMaterial' );
  		this.addMaterial( MeshBasicNodeMaterial, 'MeshBasicMaterial' );
  		this.addMaterial( MeshLambertNodeMaterial, 'MeshLambertMaterial' );
  		this.addMaterial( MeshNormalNodeMaterial, 'MeshNormalMaterial' );
  		this.addMaterial( MeshMatcapNodeMaterial, 'MeshMatcapMaterial' );
  		this.addMaterial( LineBasicNodeMaterial, 'LineBasicMaterial' );
  		this.addMaterial( LineDashedNodeMaterial, 'LineDashedMaterial' );
  		this.addMaterial( PointsNodeMaterial, 'PointsMaterial' );
  		this.addMaterial( SpriteNodeMaterial, 'SpriteMaterial' );
  		this.addMaterial( ShadowNodeMaterial, 'ShadowMaterial' );

  		this.addLight( PointLightNode, PointLight );
  		this.addLight( DirectionalLightNode, DirectionalLight );
  		this.addLight( RectAreaLightNode, RectAreaLight );
  		this.addLight( SpotLightNode, SpotLight );
  		this.addLight( AmbientLightNode, AmbientLight );
  		this.addLight( HemisphereLightNode, HemisphereLight );
  		this.addLight( LightProbeNode, LightProbe );
  		this.addLight( IESSpotLightNode, IESSpotLight );
  		this.addLight( ProjectorLightNode, ProjectorLight );

  		this.addToneMapping( linearToneMapping, LinearToneMapping );
  		this.addToneMapping( reinhardToneMapping, ReinhardToneMapping );
  		this.addToneMapping( cineonToneMapping, CineonToneMapping );
  		this.addToneMapping( acesFilmicToneMapping, ACESFilmicToneMapping );
  		this.addToneMapping( agxToneMapping, AgXToneMapping );
  		this.addToneMapping( neutralToneMapping, NeutralToneMapping );

  	}

  }

  /*
  const debugHandler = {

  	get: function ( target, name ) {

  		// Add |update
  		if ( /^(create|destroy)/.test( name ) ) log( 'WebGPUBackend.' + name );

  		return target[ name ];

  	}

  };
  */

  /**
   * This renderer is the new alternative of `WebGLRenderer`. `WebGPURenderer` has the ability
   * to target different backends. By default, the renderer tries to use a WebGPU backend if the
   * browser supports WebGPU. If not, `WebGPURenderer` falls backs to a WebGL 2 backend.
   *
   * @augments Renderer
   */
  class WebGPURenderer extends Renderer {

  	/**
  	 * WebGPURenderer options.
  	 *
  	 * @typedef {Object} WebGPURenderer~Options
  	 * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
  	 * @property {boolean} [reversedDepthBuffer=false] - Whether reversed depth buffer is enabled or not.
  	 * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque.
  	 * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not.
  	 * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not.
  	 * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not.
  	 * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. Set this parameter to any other integer value than 0 to overwrite the default.
  	 * @property {boolean} [forceWebGL=false] - If set to `true`, the renderer uses a WebGL 2 backend no matter if WebGPU is supported or not.
  	 * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported.
  	 * @property {number} [outputType=undefined] - Texture type for output to canvas. By default, device's preferred format is used; other formats may incur overhead.
  	 * @property {number} [outputBufferType=HalfFloatType] - Defines the type of output buffers. The default `HalfFloatType` is recommend for best
  	 * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though.
  	 */

  	/**
  	 * Constructs a new WebGPU renderer.
  	 *
  	 * @param {WebGPURenderer~Options} [parameters] - The configuration parameter.
  	 */
  	constructor( parameters = {} ) {

  		let BackendClass;

  		if ( parameters.forceWebGL ) {

  			BackendClass = WebGLBackend;

  		} else {

  			BackendClass = WebGPUBackend;

  			parameters.getFallback = () => {

  				warn( 'WebGPURenderer: WebGPU is not available, running under WebGL2 backend.' );

  				return new WebGLBackend( parameters );

  			};

  		}

  		const backend = new BackendClass( parameters );

  		//super( new Proxy( backend, debugHandler ) );
  		super( backend, parameters );

  		/**
  		 * The generic default value is overwritten with the
  		 * standard node library for type mapping.
  		 *
  		 * @type {StandardNodeLibrary}
  		 */
  		this.library = new StandardNodeLibrary();

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isWebGPURenderer = true;

  		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

  			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );

  		}

  	}

  }

  /**
   * Fires when the camera has been transformed by the controls.
   *
   * @event TrackballControls#change
   * @type {Object}
   */
  const _changeEvent$2 = { type: 'change' };

  /**
   * Fires when an interaction was initiated.
   *
   * @event TrackballControls#start
   * @type {Object}
   */
  const _startEvent$1 = { type: 'start' };

  /**
   * Fires when an interaction has finished.
   *
   * @event TrackballControls#end
   * @type {Object}
   */
  const _endEvent$1 = { type: 'end' };

  const _EPS$2 = 0.000001;
  const _STATE$1 = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 };

  const _v2 = new Vector2();
  const _mouseChange = new Vector2();
  const _objectUp = new Vector3();
  const _pan = new Vector3();
  const _axis = new Vector3();
  const _quaternion = new Quaternion();
  const _eyeDirection = new Vector3();
  const _objectUpDirection = new Vector3();
  const _objectSidewaysDirection = new Vector3();
  const _moveDirection = new Vector3();

  /**
   * This class is similar to {@link OrbitControls}. However, it does not maintain a constant camera
   * `up` vector. That means if the camera orbits over the “north” and “south” poles, it does not flip
   * to stay "right side up".
   *
   * @augments Controls
   * @three_import import { TrackballControls } from 'three/addons/controls/TrackballControls.js';
   */
  class TrackballControls extends Controls {

  	/**
  	 * Constructs a new controls instance.
  	 *
  	 * @param {Object3D} object - The object that is managed by the controls.
  	 * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  	 */
  	constructor( object, domElement = null ) {

  		super( object, domElement );

  		/**
  		 * Represents the properties of the screen. Automatically set when `handleResize()` is called.
  		 *
  		 * @type {Object}
  		 * @readonly
  		 */
  		this.screen = { left: 0, top: 0, width: 0, height: 0 };

  		/**
  		 * The rotation speed.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.rotateSpeed = 1.0;

  		/**
  		 * The zoom speed.
  		 *
  		 * @type {number}
  		 * @default 1.2
  		 */
  		this.zoomSpeed = 1.2;

  		/**
  		 * The pan speed.
  		 *
  		 * @type {number}
  		 * @default 0.3
  		 */
  		this.panSpeed = 0.3;

  		/**
  		 * Whether rotation is disabled or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.noRotate = false;

  		/**
  		 * Whether zooming is disabled or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.noZoom = false;

  		/**
  		 * Whether panning is disabled or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.noPan = false;

  		/**
  		 * Whether damping is disabled or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.staticMoving = false;

  		/**
  		 * Defines the intensity of damping. Only considered if `staticMoving` is set to `false`.
  		 *
  		 * @type {number}
  		 * @default 0.2
  		 */
  		this.dynamicDampingFactor = 0.2;

  		/**
  		 * How far you can dolly in (perspective camera only).
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.minDistance = 0;

  		/**
  		 * How far you can dolly out (perspective camera only).
  		 *
  		 * @type {number}
  		 * @default Infinity
  		 */
  		this.maxDistance = Infinity;

  		/**
  		 * How far you can zoom in (orthographic camera only).
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.minZoom = 0;

  		/**
  		 * How far you can zoom out (orthographic camera only).
  		 *
  		 * @type {number}
  		 * @default Infinity
  		 */
  		this.maxZoom = Infinity;

  		/**
  		 * This array holds keycodes for controlling interactions.
  		 *
  		 * - When the first defined key is pressed, all mouse interactions (left, middle, right) performs orbiting.
  		 * - When the second defined key is pressed, all mouse interactions (left, middle, right) performs zooming.
  		 * - When the third defined key is pressed, all mouse interactions (left, middle, right) performs panning.
  		 *
  		 * Default is *KeyA, KeyS, KeyD* which represents A, S, D.
  		 *
  		 * @type {Array<string>}
  		 */
  		this.keys = [ 'KeyA' /*A*/, 'KeyS' /*S*/, 'KeyD' /*D*/ ];

  		/**
  		 * This object contains references to the mouse actions used by the controls.
  		 *
  		 * ```js
  		 * controls.mouseButtons = {
  		 * 	LEFT: THREE.MOUSE.ROTATE,
  		 * 	MIDDLE: THREE.MOUSE.DOLLY,
  		 * 	RIGHT: THREE.MOUSE.PAN
  		 * }
  		 * ```
  		 * @type {Object}
  		 */
  		this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };

  		/**
  		 * The focus point of the controls.
  		 *
  		 * @type {Vector3}
  		 */
  		this.target = new Vector3();

  		// internals

  		this.state = _STATE$1.NONE;
  		this.keyState = _STATE$1.NONE;

  		this._lastPosition = new Vector3();
  		this._lastZoom = 1;
  		this._touchZoomDistanceStart = 0;
  		this._touchZoomDistanceEnd = 0;
  		this._lastAngle = 0;

  		this._eye = new Vector3();

  		this._movePrev = new Vector2();
  		this._moveCurr = new Vector2();

  		this._lastAxis = new Vector3();

  		this._zoomStart = new Vector2();
  		this._zoomEnd = new Vector2();

  		this._panStart = new Vector2();
  		this._panEnd = new Vector2();

  		this._pointers = [];
  		this._pointerPositions = {};

  		// event listeners

  		this._onPointerMove = onPointerMove$2.bind( this );
  		this._onPointerDown = onPointerDown$2.bind( this );
  		this._onPointerUp = onPointerUp$2.bind( this );
  		this._onPointerCancel = onPointerCancel$1.bind( this );
  		this._onContextMenu = onContextMenu$2.bind( this );
  		this._onMouseWheel = onMouseWheel$1.bind( this );
  		this._onKeyDown = onKeyDown$2.bind( this );
  		this._onKeyUp = onKeyUp$1.bind( this );

  		this._onTouchStart = onTouchStart$1.bind( this );
  		this._onTouchMove = onTouchMove$1.bind( this );
  		this._onTouchEnd = onTouchEnd.bind( this );

  		this._onMouseDown = onMouseDown$1.bind( this );
  		this._onMouseMove = onMouseMove$1.bind( this );
  		this._onMouseUp = onMouseUp.bind( this );

  		// for reset

  		this._target0 = this.target.clone();
  		this._position0 = this.object.position.clone();
  		this._up0 = this.object.up.clone();
  		this._zoom0 = this.object.zoom;

  		if ( domElement !== null ) {

  			this.connect( domElement );

  			this.handleResize();

  		}

  		// force an update at start
  		this.update();

  	}

  	connect( element ) {

  		super.connect( element );

  		window.addEventListener( 'keydown', this._onKeyDown );
  		window.addEventListener( 'keyup', this._onKeyUp );

  		this.domElement.addEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.addEventListener( 'pointercancel', this._onPointerCancel );
  		this.domElement.addEventListener( 'wheel', this._onMouseWheel, { passive: false } );
  		this.domElement.addEventListener( 'contextmenu', this._onContextMenu );

  		this.domElement.style.touchAction = 'none'; // disable touch scroll

  	}

  	disconnect() {

  		window.removeEventListener( 'keydown', this._onKeyDown );
  		window.removeEventListener( 'keyup', this._onKeyUp );

  		this.domElement.removeEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp );
  		this.domElement.removeEventListener( 'pointercancel', this._onPointerCancel );
  		this.domElement.removeEventListener( 'wheel', this._onMouseWheel );
  		this.domElement.removeEventListener( 'contextmenu', this._onContextMenu );

  		this.domElement.style.touchAction = 'auto'; // disable touch scroll

  	}

  	dispose() {

  		this.disconnect();

  	}

  	/**
  	 * Must be called if the application window is resized.
  	 */
  	handleResize() {

  		const box = this.domElement.getBoundingClientRect();
  		// adjustments come from similar code in the jquery offset() function
  		const d = this.domElement.ownerDocument.documentElement;

  		this.screen.left = box.left + window.pageXOffset - d.clientLeft;
  		this.screen.top = box.top + window.pageYOffset - d.clientTop;
  		this.screen.width = box.width;
  		this.screen.height = box.height;

  	}

  	update() {

  		this._eye.subVectors( this.object.position, this.target );

  		if ( ! this.noRotate ) {

  			this._rotateCamera();

  		}

  		if ( ! this.noZoom ) {

  			this._zoomCamera();

  		}

  		if ( ! this.noPan ) {

  			this._panCamera();

  		}

  		this.object.position.addVectors( this.target, this._eye );

  		if ( this.object.isPerspectiveCamera ) {

  			this._checkDistances();

  			this.object.lookAt( this.target );

  			if ( this._lastPosition.distanceToSquared( this.object.position ) > _EPS$2 ) {

  				this.dispatchEvent( _changeEvent$2 );

  				this._lastPosition.copy( this.object.position );

  			}

  		} else if ( this.object.isOrthographicCamera ) {

  			this.object.lookAt( this.target );

  			if ( this._lastPosition.distanceToSquared( this.object.position ) > _EPS$2 || this._lastZoom !== this.object.zoom ) {

  				this.dispatchEvent( _changeEvent$2 );

  				this._lastPosition.copy( this.object.position );
  				this._lastZoom = this.object.zoom;

  			}

  		} else {

  			console.warn( 'THREE.TrackballControls: Unsupported camera type.' );

  		}

  	}

  	/**
  	 * Resets the controls to its initial state.
  	 */
  	reset() {

  		this.state = _STATE$1.NONE;
  		this.keyState = _STATE$1.NONE;

  		this.target.copy( this._target0 );
  		this.object.position.copy( this._position0 );
  		this.object.up.copy( this._up0 );
  		this.object.zoom = this._zoom0;

  		this.object.updateProjectionMatrix();

  		this._eye.subVectors( this.object.position, this.target );

  		this.object.lookAt( this.target );

  		this.dispatchEvent( _changeEvent$2 );

  		this._lastPosition.copy( this.object.position );
  		this._lastZoom = this.object.zoom;

  	}

  	_panCamera() {

  		_mouseChange.copy( this._panEnd ).sub( this._panStart );

  		if ( _mouseChange.lengthSq() ) {

  			if ( this.object.isOrthographicCamera ) {

  				const scale_x = ( this.object.right - this.object.left ) / this.object.zoom / this.domElement.clientWidth;
  				const scale_y = ( this.object.top - this.object.bottom ) / this.object.zoom / this.domElement.clientWidth;

  				_mouseChange.x *= scale_x;
  				_mouseChange.y *= scale_y;

  			}

  			_mouseChange.multiplyScalar( this._eye.length() * this.panSpeed );

  			_pan.copy( this._eye ).cross( this.object.up ).setLength( _mouseChange.x );
  			_pan.add( _objectUp.copy( this.object.up ).setLength( _mouseChange.y ) );

  			this.object.position.add( _pan );
  			this.target.add( _pan );

  			if ( this.staticMoving ) {

  				this._panStart.copy( this._panEnd );

  			} else {

  				this._panStart.add( _mouseChange.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.dynamicDampingFactor ) );

  			}

  		}

  	}

  	_rotateCamera() {

  		_moveDirection.set( this._moveCurr.x - this._movePrev.x, this._moveCurr.y - this._movePrev.y, 0 );
  		let angle = _moveDirection.length();

  		if ( angle ) {

  			this._eye.copy( this.object.position ).sub( this.target );

  			_eyeDirection.copy( this._eye ).normalize();
  			_objectUpDirection.copy( this.object.up ).normalize();
  			_objectSidewaysDirection.crossVectors( _objectUpDirection, _eyeDirection ).normalize();

  			_objectUpDirection.setLength( this._moveCurr.y - this._movePrev.y );
  			_objectSidewaysDirection.setLength( this._moveCurr.x - this._movePrev.x );

  			_moveDirection.copy( _objectUpDirection.add( _objectSidewaysDirection ) );

  			_axis.crossVectors( _moveDirection, this._eye ).normalize();

  			angle *= this.rotateSpeed;
  			_quaternion.setFromAxisAngle( _axis, angle );

  			this._eye.applyQuaternion( _quaternion );
  			this.object.up.applyQuaternion( _quaternion );

  			this._lastAxis.copy( _axis );
  			this._lastAngle = angle;

  		} else if ( ! this.staticMoving && this._lastAngle ) {

  			this._lastAngle *= Math.sqrt( 1.0 - this.dynamicDampingFactor );
  			this._eye.copy( this.object.position ).sub( this.target );
  			_quaternion.setFromAxisAngle( this._lastAxis, this._lastAngle );
  			this._eye.applyQuaternion( _quaternion );
  			this.object.up.applyQuaternion( _quaternion );

  		}

  		this._movePrev.copy( this._moveCurr );

  	}

  	_zoomCamera() {

  		let factor;

  		if ( this.state === _STATE$1.TOUCH_ZOOM_PAN ) {

  			factor = this._touchZoomDistanceStart / this._touchZoomDistanceEnd;
  			this._touchZoomDistanceStart = this._touchZoomDistanceEnd;

  			if ( this.object.isPerspectiveCamera ) {

  				this._eye.multiplyScalar( factor );

  			} else if ( this.object.isOrthographicCamera ) {

  				this.object.zoom = MathUtils.clamp( this.object.zoom / factor, this.minZoom, this.maxZoom );

  				if ( this._lastZoom !== this.object.zoom ) {

  					this.object.updateProjectionMatrix();

  				}

  			} else {

  				console.warn( 'THREE.TrackballControls: Unsupported camera type' );

  			}

  		} else {

  			factor = 1.0 + ( this._zoomEnd.y - this._zoomStart.y ) * this.zoomSpeed;

  			if ( factor !== 1.0 && factor > 0.0 ) {

  				if ( this.object.isPerspectiveCamera ) {

  					this._eye.multiplyScalar( factor );

  				} else if ( this.object.isOrthographicCamera ) {

  					this.object.zoom = MathUtils.clamp( this.object.zoom / factor, this.minZoom, this.maxZoom );

  					if ( this._lastZoom !== this.object.zoom ) {

  						this.object.updateProjectionMatrix();

  					}

  				} else {

  					console.warn( 'THREE.TrackballControls: Unsupported camera type' );

  				}

  			}

  			if ( this.staticMoving ) {

  				this._zoomStart.copy( this._zoomEnd );

  			} else {

  				this._zoomStart.y += ( this._zoomEnd.y - this._zoomStart.y ) * this.dynamicDampingFactor;

  			}

  		}

  	}

  	_getMouseOnScreen( pageX, pageY ) {

  		_v2.set(
  			( pageX - this.screen.left ) / this.screen.width,
  			( pageY - this.screen.top ) / this.screen.height
  		);

  		return _v2;

  	}

  	_getMouseOnCircle( pageX, pageY ) {

  		_v2.set(
  			( ( pageX - this.screen.width * 0.5 - this.screen.left ) / ( this.screen.width * 0.5 ) ),
  			( ( this.screen.height + 2 * ( this.screen.top - pageY ) ) / this.screen.width ) // screen.width intentional
  		);

  		return _v2;

  	}

  	_addPointer( event ) {

  		this._pointers.push( event );

  	}

  	_removePointer( event ) {

  		delete this._pointerPositions[ event.pointerId ];

  		for ( let i = 0; i < this._pointers.length; i ++ ) {

  			if ( this._pointers[ i ].pointerId == event.pointerId ) {

  				this._pointers.splice( i, 1 );
  				return;

  			}

  		}

  	}

  	_trackPointer( event ) {

  		let position = this._pointerPositions[ event.pointerId ];

  		if ( position === undefined ) {

  			position = new Vector2();
  			this._pointerPositions[ event.pointerId ] = position;

  		}

  		position.set( event.pageX, event.pageY );

  	}

  	_getSecondPointerPosition( event ) {

  		const pointer = ( event.pointerId === this._pointers[ 0 ].pointerId ) ? this._pointers[ 1 ] : this._pointers[ 0 ];

  		return this._pointerPositions[ pointer.pointerId ];

  	}

  	_checkDistances() {

  		if ( ! this.noZoom || ! this.noPan ) {

  			if ( this._eye.lengthSq() > this.maxDistance * this.maxDistance ) {

  				this.object.position.addVectors( this.target, this._eye.setLength( this.maxDistance ) );
  				this._zoomStart.copy( this._zoomEnd );

  			}

  			if ( this._eye.lengthSq() < this.minDistance * this.minDistance ) {

  				this.object.position.addVectors( this.target, this._eye.setLength( this.minDistance ) );
  				this._zoomStart.copy( this._zoomEnd );

  			}

  		}

  	}

  }

  function onPointerDown$2( event ) {

  	if ( this.enabled === false ) return;

  	if ( this._pointers.length === 0 ) {

  		this.domElement.setPointerCapture( event.pointerId );

  		this.domElement.ownerDocument.addEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.ownerDocument.addEventListener( 'pointerup', this._onPointerUp );

  	}

  	//

  	this._addPointer( event );

  	if ( event.pointerType === 'touch' ) {

  		this._onTouchStart( event );

  	} else {

  		this._onMouseDown( event );

  	}

  }

  function onPointerMove$2( event ) {

  	if ( this.enabled === false ) return;

  	if ( event.pointerType === 'touch' ) {

  		this._onTouchMove( event );

  	} else {

  		this._onMouseMove( event );

  	}

  }

  function onPointerUp$2( event ) {

  	if ( this.enabled === false ) return;

  	if ( event.pointerType === 'touch' ) {

  		this._onTouchEnd( event );

  	} else {

  		this._onMouseUp();

  	}

  	//

  	this._removePointer( event );

  	if ( this._pointers.length === 0 ) {

  		this.domElement.releasePointerCapture( event.pointerId );

  		this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp );

  	}

  }

  function onPointerCancel$1( event ) {

  	this._removePointer( event );

  }

  function onKeyUp$1() {

  	if ( this.enabled === false ) return;

  	this.keyState = _STATE$1.NONE;

  	window.addEventListener( 'keydown', this._onKeyDown );

  }

  function onKeyDown$2( event ) {

  	if ( this.enabled === false ) return;

  	window.removeEventListener( 'keydown', this._onKeyDown );

  	if ( this.keyState !== _STATE$1.NONE ) {

  		return;

  	} else if ( event.code === this.keys[ _STATE$1.ROTATE ] && ! this.noRotate ) {

  		this.keyState = _STATE$1.ROTATE;

  	} else if ( event.code === this.keys[ _STATE$1.ZOOM ] && ! this.noZoom ) {

  		this.keyState = _STATE$1.ZOOM;

  	} else if ( event.code === this.keys[ _STATE$1.PAN ] && ! this.noPan ) {

  		this.keyState = _STATE$1.PAN;

  	}

  }

  function onMouseDown$1( event ) {

  	let mouseAction;

  	switch ( event.button ) {

  		case 0:
  			mouseAction = this.mouseButtons.LEFT;
  			break;

  		case 1:
  			mouseAction = this.mouseButtons.MIDDLE;
  			break;

  		case 2:
  			mouseAction = this.mouseButtons.RIGHT;
  			break;

  		default:
  			mouseAction = -1;

  	}

  	switch ( mouseAction ) {

  		case MOUSE.DOLLY:
  			this.state = _STATE$1.ZOOM;
  			break;

  		case MOUSE.ROTATE:
  			this.state = _STATE$1.ROTATE;
  			break;

  		case MOUSE.PAN:
  			this.state = _STATE$1.PAN;
  			break;

  		default:
  			this.state = _STATE$1.NONE;

  	}

  	const state = ( this.keyState !== _STATE$1.NONE ) ? this.keyState : this.state;

  	if ( state === _STATE$1.ROTATE && ! this.noRotate ) {

  		this._moveCurr.copy( this._getMouseOnCircle( event.pageX, event.pageY ) );
  		this._movePrev.copy( this._moveCurr );

  	} else if ( state === _STATE$1.ZOOM && ! this.noZoom ) {

  		this._zoomStart.copy( this._getMouseOnScreen( event.pageX, event.pageY ) );
  		this._zoomEnd.copy( this._zoomStart );

  	} else if ( state === _STATE$1.PAN && ! this.noPan ) {

  		this._panStart.copy( this._getMouseOnScreen( event.pageX, event.pageY ) );
  		this._panEnd.copy( this._panStart );

  	}

  	this.dispatchEvent( _startEvent$1 );

  }

  function onMouseMove$1( event ) {

  	const state = ( this.keyState !== _STATE$1.NONE ) ? this.keyState : this.state;

  	if ( state === _STATE$1.ROTATE && ! this.noRotate ) {

  		this._movePrev.copy( this._moveCurr );
  		this._moveCurr.copy( this._getMouseOnCircle( event.pageX, event.pageY ) );

  	} else if ( state === _STATE$1.ZOOM && ! this.noZoom ) {

  		this._zoomEnd.copy( this._getMouseOnScreen( event.pageX, event.pageY ) );

  	} else if ( state === _STATE$1.PAN && ! this.noPan ) {

  		this._panEnd.copy( this._getMouseOnScreen( event.pageX, event.pageY ) );

  	}

  }

  function onMouseUp() {

  	this.state = _STATE$1.NONE;

  	this.dispatchEvent( _endEvent$1 );

  }

  function onMouseWheel$1( event ) {

  	if ( this.enabled === false ) return;

  	if ( this.noZoom === true ) return;

  	event.preventDefault();

  	switch ( event.deltaMode ) {

  		case 2:
  			// Zoom in pages
  			this._zoomStart.y -= event.deltaY * 0.025;
  			break;

  		case 1:
  			// Zoom in lines
  			this._zoomStart.y -= event.deltaY * 0.01;
  			break;

  		default:
  			// undefined, 0, assume pixels
  			this._zoomStart.y -= event.deltaY * 0.00025;
  			break;

  	}

  	this.dispatchEvent( _startEvent$1 );
  	this.dispatchEvent( _endEvent$1 );

  }

  function onContextMenu$2( event ) {

  	if ( this.enabled === false ) return;

  	event.preventDefault();

  }

  function onTouchStart$1( event ) {

  	this._trackPointer( event );

  	switch ( this._pointers.length ) {

  		case 1:
  			this.state = _STATE$1.TOUCH_ROTATE;
  			this._moveCurr.copy( this._getMouseOnCircle( this._pointers[ 0 ].pageX, this._pointers[ 0 ].pageY ) );
  			this._movePrev.copy( this._moveCurr );
  			break;

  		default: // 2 or more
  			this.state = _STATE$1.TOUCH_ZOOM_PAN;
  			const dx = this._pointers[ 0 ].pageX - this._pointers[ 1 ].pageX;
  			const dy = this._pointers[ 0 ].pageY - this._pointers[ 1 ].pageY;
  			this._touchZoomDistanceEnd = this._touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy );

  			const x = ( this._pointers[ 0 ].pageX + this._pointers[ 1 ].pageX ) / 2;
  			const y = ( this._pointers[ 0 ].pageY + this._pointers[ 1 ].pageY ) / 2;
  			this._panStart.copy( this._getMouseOnScreen( x, y ) );
  			this._panEnd.copy( this._panStart );
  			break;

  	}

  	this.dispatchEvent( _startEvent$1 );

  }

  function onTouchMove$1( event ) {

  	this._trackPointer( event );

  	switch ( this._pointers.length ) {

  		case 1:
  			this._movePrev.copy( this._moveCurr );
  			this._moveCurr.copy( this._getMouseOnCircle( event.pageX, event.pageY ) );
  			break;

  		default: // 2 or more

  			const position = this._getSecondPointerPosition( event );

  			const dx = event.pageX - position.x;
  			const dy = event.pageY - position.y;
  			this._touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy );

  			const x = ( event.pageX + position.x ) / 2;
  			const y = ( event.pageY + position.y ) / 2;
  			this._panEnd.copy( this._getMouseOnScreen( x, y ) );
  			break;

  	}

  }

  function onTouchEnd( event ) {

  	switch ( this._pointers.length ) {

  		case 0:
  			this.state = _STATE$1.NONE;
  			break;

  		case 1:
  			this.state = _STATE$1.TOUCH_ROTATE;
  			this._moveCurr.copy( this._getMouseOnCircle( event.pageX, event.pageY ) );
  			this._movePrev.copy( this._moveCurr );
  			break;

  		case 2:
  			this.state = _STATE$1.TOUCH_ZOOM_PAN;

  			for ( let i = 0; i < this._pointers.length; i ++ ) {

  				if ( this._pointers[ i ].pointerId !== event.pointerId ) {

  					const position = this._pointerPositions[ this._pointers[ i ].pointerId ];
  					this._moveCurr.copy( this._getMouseOnCircle( position.x, position.y ) );
  					this._movePrev.copy( this._moveCurr );
  					break;

  				}

  			}

  			break;

  	}

  	this.dispatchEvent( _endEvent$1 );

  }

  /**
   * Fires when the camera has been transformed by the controls.
   *
   * @event OrbitControls#change
   * @type {Object}
   */
  const _changeEvent$1 = { type: 'change' };

  /**
   * Fires when an interaction was initiated.
   *
   * @event OrbitControls#start
   * @type {Object}
   */
  const _startEvent = { type: 'start' };

  /**
   * Fires when an interaction has finished.
   *
   * @event OrbitControls#end
   * @type {Object}
   */
  const _endEvent = { type: 'end' };

  const _ray = new Ray();
  const _plane = new Plane();
  const _TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD );

  const _v = new Vector3();
  const _twoPI = 2 * Math.PI;

  const _STATE = {
  	NONE: -1,
  	ROTATE: 0,
  	DOLLY: 1,
  	PAN: 2,
  	TOUCH_ROTATE: 3,
  	TOUCH_PAN: 4,
  	TOUCH_DOLLY_PAN: 5,
  	TOUCH_DOLLY_ROTATE: 6
  };
  const _EPS$1 = 0.000001;


  /**
   * Orbit controls allow the camera to orbit around a target.
   *
   * OrbitControls performs orbiting, dollying (zooming), and panning. Unlike {@link TrackballControls},
   * it maintains the "up" direction `object.up` (+Y by default).
   *
   * - Orbit: Left mouse / touch: one-finger move.
   * - Zoom: Middle mouse, or mousewheel / touch: two-finger spread or squish.
   * - Pan: Right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move.
   *
   * ```js
   * const controls = new OrbitControls( camera, renderer.domElement );
   *
   * // controls.update() must be called after any manual changes to the camera's transform
   * camera.position.set( 0, 20, 100 );
   * controls.update();
   *
   * function animate() {
   *
   * 	// required if controls.enableDamping or controls.autoRotate are set to true
   * 	controls.update();
   *
   * 	renderer.render( scene, camera );
   *
   * }
   * ```
   *
   * @augments Controls
   * @three_import import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
   */
  class OrbitControls extends Controls {

  	/**
  	 * Constructs a new controls instance.
  	 *
  	 * @param {Object3D} object - The object that is managed by the controls.
  	 * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  	 */
  	constructor( object, domElement = null ) {

  		super( object, domElement );

  		this.state = _STATE.NONE;

  		/**
  		 * The focus point of the controls, the `object` orbits around this.
  		 * It can be updated manually at any point to change the focus of the controls.
  		 *
  		 * @type {Vector3}
  		 */
  		this.target = new Vector3();

  		/**
  		 * The focus point of the `minTargetRadius` and `maxTargetRadius` limits.
  		 * It can be updated manually at any point to change the center of interest
  		 * for the `target`.
  		 *
  		 * @type {Vector3}
  		 */
  		this.cursor = new Vector3();

  		/**
  		 * How far you can dolly in (perspective camera only).
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.minDistance = 0;

  		/**
  		 * How far you can dolly out (perspective camera only).
  		 *
  		 * @type {number}
  		 * @default Infinity
  		 */
  		this.maxDistance = Infinity;

  		/**
  		 * How far you can zoom in (orthographic camera only).
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.minZoom = 0;

  		/**
  		 * How far you can zoom out (orthographic camera only).
  		 *
  		 * @type {number}
  		 * @default Infinity
  		 */
  		this.maxZoom = Infinity;

  		/**
  		 * How close you can get the target to the 3D `cursor`.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.minTargetRadius = 0;

  		/**
  		 * How far you can move the target from the 3D `cursor`.
  		 *
  		 * @type {number}
  		 * @default Infinity
  		 */
  		this.maxTargetRadius = Infinity;

  		/**
  		 * How far you can orbit vertically, lower limit. Range is `[0, Math.PI]` radians.
  		 *
  		 * @type {number}
  		 * @default 0
  		 */
  		this.minPolarAngle = 0;

  		/**
  		 * How far you can orbit vertically, upper limit. Range is `[0, Math.PI]` radians.
  		 *
  		 * @type {number}
  		 * @default Math.PI
  		 */
  		this.maxPolarAngle = Math.PI;

  		/**
  		 * How far you can orbit horizontally, lower limit. If set, the interval `[ min, max ]`
  		 * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`.
  		 *
  		 * @type {number}
  		 * @default -Infinity
  		 */
  		this.minAzimuthAngle = - Infinity;

  		/**
  		 * How far you can orbit horizontally, upper limit. If set, the interval `[ min, max ]`
  		 * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`.
  		 *
  		 * @type {number}
  		 * @default -Infinity
  		 */
  		this.maxAzimuthAngle = Infinity;

  		/**
  		 * Set to `true` to enable damping (inertia), which can be used to give a sense of weight
  		 * to the controls. Note that if this is enabled, you must call `update()` in your animation
  		 * loop.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.enableDamping = false;

  		/**
  		 * The damping inertia used if `enableDamping` is set to `true`.
  		 *
  		 * Note that for this to work, you must call `update()` in your animation loop.
  		 *
  		 * @type {number}
  		 * @default 0.05
  		 */
  		this.dampingFactor = 0.05;

  		/**
  		 * Enable or disable zooming (dollying) of the camera.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.enableZoom = true;

  		/**
  		 * Speed of zooming / dollying.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.zoomSpeed = 1.0;

  		/**
  		 * Enable or disable horizontal and vertical rotation of the camera.
  		 *
  		 * Note that it is possible to disable a single axis by setting the min and max of the
  		 * `minPolarAngle` or `minAzimuthAngle` to the same value, which will cause the vertical
  		 * or horizontal rotation to be fixed at that value.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.enableRotate = true;

  		/**
  		 * Speed of rotation.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.rotateSpeed = 1.0;

  		/**
  		 * How fast to rotate the camera when the keyboard is used.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.keyRotateSpeed = 1.0;

  		/**
  		 * Enable or disable camera panning.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.enablePan = true;

  		/**
  		 * Speed of panning.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.panSpeed = 1.0;

  		/**
  		 * Defines how the camera's position is translated when panning. If `true`, the camera pans
  		 * in screen space. Otherwise, the camera pans in the plane orthogonal to the camera's up
  		 * direction.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.screenSpacePanning = true;

  		/**
  		 * How fast to pan the camera when the keyboard is used in
  		 * pixels per keypress.
  		 *
  		 * @type {number}
  		 * @default 7
  		 */
  		this.keyPanSpeed = 7.0;

  		/**
  		 * Setting this property to `true` allows to zoom to the cursor's position.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.zoomToCursor = false;

  		/**
  		 * Set to true to automatically rotate around the target
  		 *
  		 * Note that if this is enabled, you must call `update()` in your animation loop.
  		 * If you want the auto-rotate speed to be independent of the frame rate (the refresh
  		 * rate of the display), you must pass the time `deltaTime`, in seconds, to `update()`.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.autoRotate = false;

  		/**
  		 * How fast to rotate around the target if `autoRotate` is `true`. The default  equates to 30 seconds
  		 * per orbit at 60fps.
  		 *
  		 * Note that if `autoRotate` is enabled, you must call `update()` in your animation loop.
  		 *
  		 * @type {number}
  		 * @default 2
  		 */
  		this.autoRotateSpeed = 2.0;

  		/**
  		 * This object contains references to the keycodes for controlling camera panning.
  		 *
  		 * ```js
  		 * controls.keys = {
  		 * 	LEFT: 'ArrowLeft', //left arrow
  		 * 	UP: 'ArrowUp', // up arrow
  		 * 	RIGHT: 'ArrowRight', // right arrow
  		 * 	BOTTOM: 'ArrowDown' // down arrow
  		 * }
  		 * ```
  		 * @type {Object}
  		 */
  		this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };

  		/**
  		 * This object contains references to the mouse actions used by the controls.
  		 *
  		 * ```js
  		 * controls.mouseButtons = {
  		 * 	LEFT: THREE.MOUSE.ROTATE,
  		 * 	MIDDLE: THREE.MOUSE.DOLLY,
  		 * 	RIGHT: THREE.MOUSE.PAN
  		 * }
  		 * ```
  		 * @type {Object}
  		 */
  		this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };

  		/**
  		 * This object contains references to the touch actions used by the controls.
  		 *
  		 * ```js
  		 * controls.mouseButtons = {
  		 * 	ONE: THREE.TOUCH.ROTATE,
  		 * 	TWO: THREE.TOUCH.DOLLY_PAN
  		 * }
  		 * ```
  		 * @type {Object}
  		 */
  		this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };

  		/**
  		 * Used internally by `saveState()` and `reset()`.
  		 *
  		 * @type {Vector3}
  		 */
  		this.target0 = this.target.clone();

  		/**
  		 * Used internally by `saveState()` and `reset()`.
  		 *
  		 * @type {Vector3}
  		 */
  		this.position0 = this.object.position.clone();

  		/**
  		 * Used internally by `saveState()` and `reset()`.
  		 *
  		 * @type {number}
  		 */
  		this.zoom0 = this.object.zoom;

  		this._cursorStyle = 'auto';

  		// the target DOM element for key events
  		this._domElementKeyEvents = null;

  		// internals

  		this._lastPosition = new Vector3();
  		this._lastQuaternion = new Quaternion();
  		this._lastTargetPosition = new Vector3();

  		// so camera.up is the orbit axis
  		this._quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );
  		this._quatInverse = this._quat.clone().invert();

  		// current position in spherical coordinates
  		this._spherical = new Spherical();
  		this._sphericalDelta = new Spherical();

  		this._scale = 1;
  		this._panOffset = new Vector3();

  		this._rotateStart = new Vector2();
  		this._rotateEnd = new Vector2();
  		this._rotateDelta = new Vector2();

  		this._panStart = new Vector2();
  		this._panEnd = new Vector2();
  		this._panDelta = new Vector2();

  		this._dollyStart = new Vector2();
  		this._dollyEnd = new Vector2();
  		this._dollyDelta = new Vector2();

  		this._dollyDirection = new Vector3();
  		this._mouse = new Vector2();
  		this._performCursorZoom = false;

  		this._pointers = [];
  		this._pointerPositions = {};

  		this._controlActive = false;

  		// event listeners

  		this._onPointerMove = onPointerMove$1.bind( this );
  		this._onPointerDown = onPointerDown$1.bind( this );
  		this._onPointerUp = onPointerUp$1.bind( this );
  		this._onContextMenu = onContextMenu$1.bind( this );
  		this._onMouseWheel = onMouseWheel.bind( this );
  		this._onKeyDown = onKeyDown$1.bind( this );

  		this._onTouchStart = onTouchStart.bind( this );
  		this._onTouchMove = onTouchMove.bind( this );

  		this._onMouseDown = onMouseDown.bind( this );
  		this._onMouseMove = onMouseMove.bind( this );

  		this._interceptControlDown = interceptControlDown.bind( this );
  		this._interceptControlUp = interceptControlUp.bind( this );

  		//

  		if ( this.domElement !== null ) {

  			this.connect( this.domElement );

  		}

  		this.update();

  	}

  	/**
  	 * Defines the visual representation of the cursor.
  	 *
  	 * @type {('auto'|'grab')}
  	 * @default 'auto'
  	 */
  	set cursorStyle( type ) {

  		this._cursorStyle = type;

  		if ( type === 'grab' ) {

  			this.domElement.style.cursor = 'grab';

  		} else {

  			this.domElement.style.cursor = 'auto';

  		}

  	}

  	get cursorStyle() {

  		return this._cursorStyle;

  	}

  	connect( element ) {

  		super.connect( element );

  		this.domElement.addEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.addEventListener( 'pointercancel', this._onPointerUp );

  		this.domElement.addEventListener( 'contextmenu', this._onContextMenu );
  		this.domElement.addEventListener( 'wheel', this._onMouseWheel, { passive: false } );

  		const document = this.domElement.getRootNode(); // offscreen canvas compatibility
  		document.addEventListener( 'keydown', this._interceptControlDown, { passive: true, capture: true } );

  		this.domElement.style.touchAction = 'none'; // disable touch scroll

  	}

  	disconnect() {

  		this.domElement.removeEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp );
  		this.domElement.removeEventListener( 'pointercancel', this._onPointerUp );

  		this.domElement.removeEventListener( 'wheel', this._onMouseWheel );
  		this.domElement.removeEventListener( 'contextmenu', this._onContextMenu );

  		this.stopListenToKeyEvents();

  		const document = this.domElement.getRootNode(); // offscreen canvas compatibility
  		document.removeEventListener( 'keydown', this._interceptControlDown, { capture: true } );

  		this.domElement.style.touchAction = 'auto';

  	}

  	dispose() {

  		this.disconnect();

  	}

  	/**
  	 * Get the current vertical rotation, in radians.
  	 *
  	 * @return {number} The current vertical rotation, in radians.
  	 */
  	getPolarAngle() {

  		return this._spherical.phi;

  	}

  	/**
  	 * Get the current horizontal rotation, in radians.
  	 *
  	 * @return {number} The current horizontal rotation, in radians.
  	 */
  	getAzimuthalAngle() {

  		return this._spherical.theta;

  	}

  	/**
  	 * Returns the distance from the camera to the target.
  	 *
  	 * @return {number} The distance from the camera to the target.
  	 */
  	getDistance() {

  		return this.object.position.distanceTo( this.target );

  	}

  	/**
  	 * Adds key event listeners to the given DOM element.
  	 * `window` is a recommended argument for using this method.
  	 *
  	 * @param {HTMLElement} domElement - The DOM element
  	 */
  	listenToKeyEvents( domElement ) {

  		domElement.addEventListener( 'keydown', this._onKeyDown );
  		this._domElementKeyEvents = domElement;

  	}

  	/**
  	 * Removes the key event listener previously defined with `listenToKeyEvents()`.
  	 */
  	stopListenToKeyEvents() {

  		if ( this._domElementKeyEvents !== null ) {

  			this._domElementKeyEvents.removeEventListener( 'keydown', this._onKeyDown );
  			this._domElementKeyEvents = null;

  		}

  	}

  	/**
  	 * Save the current state of the controls. This can later be recovered with `reset()`.
  	 */
  	saveState() {

  		this.target0.copy( this.target );
  		this.position0.copy( this.object.position );
  		this.zoom0 = this.object.zoom;

  	}

  	/**
  	 * Reset the controls to their state from either the last time the `saveState()`
  	 * was called, or the initial state.
  	 */
  	reset() {

  		this.target.copy( this.target0 );
  		this.object.position.copy( this.position0 );
  		this.object.zoom = this.zoom0;

  		this.object.updateProjectionMatrix();
  		this.dispatchEvent( _changeEvent$1 );

  		this.update();

  		this.state = _STATE.NONE;

  	}

  	/**
  	 * Programmatically pan the camera.
  	 *
  	 * @param {number} deltaX - The horizontal pan amount in pixels.
  	 * @param {number} deltaY - The vertical pan amount in pixels.
  	 */
  	pan( deltaX, deltaY ) {

  		this._pan( deltaX, deltaY );
  		this.update();

  	}

  	/**
  	 * Programmatically dolly in (zoom in for perspective camera).
  	 *
  	 * @param {number} dollyScale - The dolly scale factor.
  	 */
  	dollyIn( dollyScale ) {

  		this._dollyIn( dollyScale );
  		this.update();

  	}

  	/**
  	 * Programmatically dolly out (zoom out for perspective camera).
  	 *
  	 * @param {number} dollyScale - The dolly scale factor.
  	 */
  	dollyOut( dollyScale ) {

  		this._dollyOut( dollyScale );
  		this.update();

  	}

  	/**
  	 * Programmatically rotate the camera left (around the vertical axis).
  	 *
  	 * @param {number} angle - The rotation angle in radians.
  	 */
  	rotateLeft( angle ) {

  		this._rotateLeft( angle );
  		this.update();

  	}

  	/**
  	 * Programmatically rotate the camera up (around the horizontal axis).
  	 *
  	 * @param {number} angle - The rotation angle in radians.
  	 */
  	rotateUp( angle ) {

  		this._rotateUp( angle );
  		this.update();

  	}

  	update( deltaTime = null ) {

  		const position = this.object.position;

  		_v.copy( position ).sub( this.target );

  		// rotate offset to "y-axis-is-up" space
  		_v.applyQuaternion( this._quat );

  		// angle from z-axis around y-axis
  		this._spherical.setFromVector3( _v );

  		if ( this.autoRotate && this.state === _STATE.NONE ) {

  			this._rotateLeft( this._getAutoRotationAngle( deltaTime ) );

  		}

  		if ( this.enableDamping ) {

  			this._spherical.theta += this._sphericalDelta.theta * this.dampingFactor;
  			this._spherical.phi += this._sphericalDelta.phi * this.dampingFactor;

  		} else {

  			this._spherical.theta += this._sphericalDelta.theta;
  			this._spherical.phi += this._sphericalDelta.phi;

  		}

  		// restrict theta to be between desired limits

  		let min = this.minAzimuthAngle;
  		let max = this.maxAzimuthAngle;

  		if ( isFinite( min ) && isFinite( max ) ) {

  			if ( min < - Math.PI ) min += _twoPI; else if ( min > Math.PI ) min -= _twoPI;

  			if ( max < - Math.PI ) max += _twoPI; else if ( max > Math.PI ) max -= _twoPI;

  			if ( min <= max ) {

  				this._spherical.theta = Math.max( min, Math.min( max, this._spherical.theta ) );

  			} else {

  				this._spherical.theta = ( this._spherical.theta > ( min + max ) / 2 ) ?
  					Math.max( min, this._spherical.theta ) :
  					Math.min( max, this._spherical.theta );

  			}

  		}

  		// restrict phi to be between desired limits
  		this._spherical.phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, this._spherical.phi ) );

  		this._spherical.makeSafe();


  		// move target to panned location

  		if ( this.enableDamping === true ) {

  			this.target.addScaledVector( this._panOffset, this.dampingFactor );

  		} else {

  			this.target.add( this._panOffset );

  		}

  		// Limit the target distance from the cursor to create a sphere around the center of interest
  		this.target.sub( this.cursor );
  		this.target.clampLength( this.minTargetRadius, this.maxTargetRadius );
  		this.target.add( this.cursor );

  		let zoomChanged = false;
  		// adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera
  		// we adjust zoom later in these cases
  		if ( this.zoomToCursor && this._performCursorZoom || this.object.isOrthographicCamera ) {

  			this._spherical.radius = this._clampDistance( this._spherical.radius );

  		} else {

  			const prevRadius = this._spherical.radius;
  			this._spherical.radius = this._clampDistance( this._spherical.radius * this._scale );
  			zoomChanged = prevRadius != this._spherical.radius;

  		}

  		_v.setFromSpherical( this._spherical );

  		// rotate offset back to "camera-up-vector-is-up" space
  		_v.applyQuaternion( this._quatInverse );

  		position.copy( this.target ).add( _v );

  		this.object.lookAt( this.target );

  		if ( this.enableDamping === true ) {

  			this._sphericalDelta.theta *= ( 1 - this.dampingFactor );
  			this._sphericalDelta.phi *= ( 1 - this.dampingFactor );

  			this._panOffset.multiplyScalar( 1 - this.dampingFactor );

  		} else {

  			this._sphericalDelta.set( 0, 0, 0 );

  			this._panOffset.set( 0, 0, 0 );

  		}

  		// adjust camera position
  		if ( this.zoomToCursor && this._performCursorZoom ) {

  			let newRadius = null;
  			if ( this.object.isPerspectiveCamera ) {

  				// move the camera down the pointer ray
  				// this method avoids floating point error
  				const prevRadius = _v.length();
  				newRadius = this._clampDistance( prevRadius * this._scale );

  				const radiusDelta = prevRadius - newRadius;
  				this.object.position.addScaledVector( this._dollyDirection, radiusDelta );
  				this.object.updateMatrixWorld();

  				zoomChanged = !! radiusDelta;

  			} else if ( this.object.isOrthographicCamera ) {

  				// adjust the ortho camera position based on zoom changes
  				const mouseBefore = new Vector3( this._mouse.x, this._mouse.y, 0 );
  				mouseBefore.unproject( this.object );

  				const prevZoom = this.object.zoom;
  				this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) );
  				this.object.updateProjectionMatrix();

  				zoomChanged = prevZoom !== this.object.zoom;

  				const mouseAfter = new Vector3( this._mouse.x, this._mouse.y, 0 );
  				mouseAfter.unproject( this.object );

  				this.object.position.sub( mouseAfter ).add( mouseBefore );
  				this.object.updateMatrixWorld();

  				newRadius = _v.length();

  			} else {

  				console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' );
  				this.zoomToCursor = false;

  			}

  			// handle the placement of the target
  			if ( newRadius !== null ) {

  				if ( this.screenSpacePanning ) {

  					// position the orbit target in front of the new camera position
  					this.target.set( 0, 0, -1 )
  						.transformDirection( this.object.matrix )
  						.multiplyScalar( newRadius )
  						.add( this.object.position );

  				} else {

  					// get the ray and translation plane to compute target
  					_ray.origin.copy( this.object.position );
  					_ray.direction.set( 0, 0, -1 ).transformDirection( this.object.matrix );

  					// if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid
  					// extremely large values
  					if ( Math.abs( this.object.up.dot( _ray.direction ) ) < _TILT_LIMIT ) {

  						this.object.lookAt( this.target );

  					} else {

  						_plane.setFromNormalAndCoplanarPoint( this.object.up, this.target );
  						_ray.intersectPlane( _plane, this.target );

  					}

  				}

  			}

  		} else if ( this.object.isOrthographicCamera ) {

  			const prevZoom = this.object.zoom;
  			this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) );

  			if ( prevZoom !== this.object.zoom ) {

  				this.object.updateProjectionMatrix();
  				zoomChanged = true;

  			}

  		}

  		this._scale = 1;
  		this._performCursorZoom = false;

  		// update condition is:
  		// min(camera displacement, camera rotation in radians)^2 > EPS
  		// using small-angle approximation cos(x/2) = 1 - x^2 / 8

  		if ( zoomChanged ||
  			this._lastPosition.distanceToSquared( this.object.position ) > _EPS$1 ||
  			8 * ( 1 - this._lastQuaternion.dot( this.object.quaternion ) ) > _EPS$1 ||
  			this._lastTargetPosition.distanceToSquared( this.target ) > _EPS$1 ) {

  			this.dispatchEvent( _changeEvent$1 );

  			this._lastPosition.copy( this.object.position );
  			this._lastQuaternion.copy( this.object.quaternion );
  			this._lastTargetPosition.copy( this.target );

  			return true;

  		}

  		return false;

  	}

  	_getAutoRotationAngle( deltaTime ) {

  		if ( deltaTime !== null ) {

  			return ( _twoPI / 60 * this.autoRotateSpeed ) * deltaTime;

  		} else {

  			return _twoPI / 60 / 60 * this.autoRotateSpeed;

  		}

  	}

  	_getZoomScale( delta ) {

  		const normalizedDelta = Math.abs( delta * 0.01 );
  		return Math.pow( 0.95, this.zoomSpeed * normalizedDelta );

  	}

  	_rotateLeft( angle ) {

  		this._sphericalDelta.theta -= angle;

  	}

  	_rotateUp( angle ) {

  		this._sphericalDelta.phi -= angle;

  	}

  	_panLeft( distance, objectMatrix ) {

  		_v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
  		_v.multiplyScalar( - distance );

  		this._panOffset.add( _v );

  	}

  	_panUp( distance, objectMatrix ) {

  		if ( this.screenSpacePanning === true ) {

  			_v.setFromMatrixColumn( objectMatrix, 1 );

  		} else {

  			_v.setFromMatrixColumn( objectMatrix, 0 );
  			_v.crossVectors( this.object.up, _v );

  		}

  		_v.multiplyScalar( distance );

  		this._panOffset.add( _v );

  	}

  	// deltaX and deltaY are in pixels; right and down are positive
  	_pan( deltaX, deltaY ) {

  		const element = this.domElement;

  		if ( this.object.isPerspectiveCamera ) {

  			// perspective
  			const position = this.object.position;
  			_v.copy( position ).sub( this.target );
  			let targetDistance = _v.length();

  			// half of the fov is center to top of screen
  			targetDistance *= Math.tan( ( this.object.fov / 2 ) * Math.PI / 180.0 );

  			// we use only clientHeight here so aspect ratio does not distort speed
  			this._panLeft( 2 * deltaX * targetDistance / element.clientHeight, this.object.matrix );
  			this._panUp( 2 * deltaY * targetDistance / element.clientHeight, this.object.matrix );

  		} else if ( this.object.isOrthographicCamera ) {

  			// orthographic
  			this._panLeft( deltaX * ( this.object.right - this.object.left ) / this.object.zoom / element.clientWidth, this.object.matrix );
  			this._panUp( deltaY * ( this.object.top - this.object.bottom ) / this.object.zoom / element.clientHeight, this.object.matrix );

  		} else {

  			// camera neither orthographic nor perspective
  			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
  			this.enablePan = false;

  		}

  	}

  	_dollyOut( dollyScale ) {

  		if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) {

  			this._scale /= dollyScale;

  		} else {

  			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
  			this.enableZoom = false;

  		}

  	}

  	_dollyIn( dollyScale ) {

  		if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) {

  			this._scale *= dollyScale;

  		} else {

  			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
  			this.enableZoom = false;

  		}

  	}

  	_updateZoomParameters( x, y ) {

  		if ( ! this.zoomToCursor ) {

  			return;

  		}

  		this._performCursorZoom = true;

  		const rect = this.domElement.getBoundingClientRect();
  		const dx = x - rect.left;
  		const dy = y - rect.top;
  		const w = rect.width;
  		const h = rect.height;

  		this._mouse.x = ( dx / w ) * 2 - 1;
  		this._mouse.y = - ( dy / h ) * 2 + 1;

  		this._dollyDirection.set( this._mouse.x, this._mouse.y, 1 ).unproject( this.object ).sub( this.object.position ).normalize();

  	}

  	_clampDistance( dist ) {

  		return Math.max( this.minDistance, Math.min( this.maxDistance, dist ) );

  	}

  	//
  	// event callbacks - update the object state
  	//

  	_handleMouseDownRotate( event ) {

  		this._rotateStart.set( event.clientX, event.clientY );

  	}

  	_handleMouseDownDolly( event ) {

  		this._updateZoomParameters( event.clientX, event.clientX );
  		this._dollyStart.set( event.clientX, event.clientY );

  	}

  	_handleMouseDownPan( event ) {

  		this._panStart.set( event.clientX, event.clientY );

  	}

  	_handleMouseMoveRotate( event ) {

  		this._rotateEnd.set( event.clientX, event.clientY );

  		this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed );

  		const element = this.domElement;

  		this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height

  		this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight );

  		this._rotateStart.copy( this._rotateEnd );

  		this.update();

  	}

  	_handleMouseMoveDolly( event ) {

  		this._dollyEnd.set( event.clientX, event.clientY );

  		this._dollyDelta.subVectors( this._dollyEnd, this._dollyStart );

  		if ( this._dollyDelta.y > 0 ) {

  			this._dollyOut( this._getZoomScale( this._dollyDelta.y ) );

  		} else if ( this._dollyDelta.y < 0 ) {

  			this._dollyIn( this._getZoomScale( this._dollyDelta.y ) );

  		}

  		this._dollyStart.copy( this._dollyEnd );

  		this.update();

  	}

  	_handleMouseMovePan( event ) {

  		this._panEnd.set( event.clientX, event.clientY );

  		this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed );

  		this._pan( this._panDelta.x, this._panDelta.y );

  		this._panStart.copy( this._panEnd );

  		this.update();

  	}

  	_handleMouseWheel( event ) {

  		this._updateZoomParameters( event.clientX, event.clientY );

  		if ( event.deltaY < 0 ) {

  			this._dollyIn( this._getZoomScale( event.deltaY ) );

  		} else if ( event.deltaY > 0 ) {

  			this._dollyOut( this._getZoomScale( event.deltaY ) );

  		}

  		this.update();

  	}

  	_handleKeyDown( event ) {

  		let needsUpdate = false;

  		switch ( event.code ) {

  			case this.keys.UP:

  				if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  					if ( this.enableRotate ) {

  						this._rotateUp( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight );

  					}

  				} else {

  					if ( this.enablePan ) {

  						this._pan( 0, this.keyPanSpeed );

  					}

  				}

  				needsUpdate = true;
  				break;

  			case this.keys.BOTTOM:

  				if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  					if ( this.enableRotate ) {

  						this._rotateUp( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight );

  					}

  				} else {

  					if ( this.enablePan ) {

  						this._pan( 0, - this.keyPanSpeed );

  					}

  				}

  				needsUpdate = true;
  				break;

  			case this.keys.LEFT:

  				if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  					if ( this.enableRotate ) {

  						this._rotateLeft( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight );

  					}

  				} else {

  					if ( this.enablePan ) {

  						this._pan( this.keyPanSpeed, 0 );

  					}

  				}

  				needsUpdate = true;
  				break;

  			case this.keys.RIGHT:

  				if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  					if ( this.enableRotate ) {

  						this._rotateLeft( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight );

  					}

  				} else {

  					if ( this.enablePan ) {

  						this._pan( - this.keyPanSpeed, 0 );

  					}

  				}

  				needsUpdate = true;
  				break;

  		}

  		if ( needsUpdate ) {

  			// prevent the browser from scrolling on cursor keys
  			event.preventDefault();

  			this.update();

  		}


  	}

  	_handleTouchStartRotate( event ) {

  		if ( this._pointers.length === 1 ) {

  			this._rotateStart.set( event.pageX, event.pageY );

  		} else {

  			const position = this._getSecondPointerPosition( event );

  			const x = 0.5 * ( event.pageX + position.x );
  			const y = 0.5 * ( event.pageY + position.y );

  			this._rotateStart.set( x, y );

  		}

  	}

  	_handleTouchStartPan( event ) {

  		if ( this._pointers.length === 1 ) {

  			this._panStart.set( event.pageX, event.pageY );

  		} else {

  			const position = this._getSecondPointerPosition( event );

  			const x = 0.5 * ( event.pageX + position.x );
  			const y = 0.5 * ( event.pageY + position.y );

  			this._panStart.set( x, y );

  		}

  	}

  	_handleTouchStartDolly( event ) {

  		const position = this._getSecondPointerPosition( event );

  		const dx = event.pageX - position.x;
  		const dy = event.pageY - position.y;

  		const distance = Math.sqrt( dx * dx + dy * dy );

  		this._dollyStart.set( 0, distance );

  	}

  	_handleTouchStartDollyPan( event ) {

  		if ( this.enableZoom ) this._handleTouchStartDolly( event );

  		if ( this.enablePan ) this._handleTouchStartPan( event );

  	}

  	_handleTouchStartDollyRotate( event ) {

  		if ( this.enableZoom ) this._handleTouchStartDolly( event );

  		if ( this.enableRotate ) this._handleTouchStartRotate( event );

  	}

  	_handleTouchMoveRotate( event ) {

  		if ( this._pointers.length == 1 ) {

  			this._rotateEnd.set( event.pageX, event.pageY );

  		} else {

  			const position = this._getSecondPointerPosition( event );

  			const x = 0.5 * ( event.pageX + position.x );
  			const y = 0.5 * ( event.pageY + position.y );

  			this._rotateEnd.set( x, y );

  		}

  		this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed );

  		const element = this.domElement;

  		this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height

  		this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight );

  		this._rotateStart.copy( this._rotateEnd );

  	}

  	_handleTouchMovePan( event ) {

  		if ( this._pointers.length === 1 ) {

  			this._panEnd.set( event.pageX, event.pageY );

  		} else {

  			const position = this._getSecondPointerPosition( event );

  			const x = 0.5 * ( event.pageX + position.x );
  			const y = 0.5 * ( event.pageY + position.y );

  			this._panEnd.set( x, y );

  		}

  		this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed );

  		this._pan( this._panDelta.x, this._panDelta.y );

  		this._panStart.copy( this._panEnd );

  	}

  	_handleTouchMoveDolly( event ) {

  		const position = this._getSecondPointerPosition( event );

  		const dx = event.pageX - position.x;
  		const dy = event.pageY - position.y;

  		const distance = Math.sqrt( dx * dx + dy * dy );

  		this._dollyEnd.set( 0, distance );

  		this._dollyDelta.set( 0, Math.pow( this._dollyEnd.y / this._dollyStart.y, this.zoomSpeed ) );

  		this._dollyOut( this._dollyDelta.y );

  		this._dollyStart.copy( this._dollyEnd );

  		const centerX = ( event.pageX + position.x ) * 0.5;
  		const centerY = ( event.pageY + position.y ) * 0.5;

  		this._updateZoomParameters( centerX, centerY );

  	}

  	_handleTouchMoveDollyPan( event ) {

  		if ( this.enableZoom ) this._handleTouchMoveDolly( event );

  		if ( this.enablePan ) this._handleTouchMovePan( event );

  	}

  	_handleTouchMoveDollyRotate( event ) {

  		if ( this.enableZoom ) this._handleTouchMoveDolly( event );

  		if ( this.enableRotate ) this._handleTouchMoveRotate( event );

  	}

  	// pointers

  	_addPointer( event ) {

  		this._pointers.push( event.pointerId );

  	}

  	_removePointer( event ) {

  		delete this._pointerPositions[ event.pointerId ];

  		for ( let i = 0; i < this._pointers.length; i ++ ) {

  			if ( this._pointers[ i ] == event.pointerId ) {

  				this._pointers.splice( i, 1 );
  				return;

  			}

  		}

  	}

  	_isTrackingPointer( event ) {

  		for ( let i = 0; i < this._pointers.length; i ++ ) {

  			if ( this._pointers[ i ] == event.pointerId ) return true;

  		}

  		return false;

  	}

  	_trackPointer( event ) {

  		let position = this._pointerPositions[ event.pointerId ];

  		if ( position === undefined ) {

  			position = new Vector2();
  			this._pointerPositions[ event.pointerId ] = position;

  		}

  		position.set( event.pageX, event.pageY );

  	}

  	_getSecondPointerPosition( event ) {

  		const pointerId = ( event.pointerId === this._pointers[ 0 ] ) ? this._pointers[ 1 ] : this._pointers[ 0 ];

  		return this._pointerPositions[ pointerId ];

  	}

  	//

  	_customWheelEvent( event ) {

  		const mode = event.deltaMode;

  		// minimal wheel event altered to meet delta-zoom demand
  		const newEvent = {
  			clientX: event.clientX,
  			clientY: event.clientY,
  			deltaY: event.deltaY,
  		};

  		switch ( mode ) {

  			case 1: // LINE_MODE
  				newEvent.deltaY *= 16;
  				break;

  			case 2: // PAGE_MODE
  				newEvent.deltaY *= 100;
  				break;

  		}

  		// detect if event was triggered by pinching
  		if ( event.ctrlKey && ! this._controlActive ) {

  			newEvent.deltaY *= 10;

  		}

  		return newEvent;

  	}

  }

  function onPointerDown$1( event ) {

  	if ( this.enabled === false ) return;

  	if ( this._pointers.length === 0 ) {

  		this.domElement.setPointerCapture( event.pointerId );

  		this.domElement.ownerDocument.addEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.ownerDocument.addEventListener( 'pointerup', this._onPointerUp );

  	}

  	//

  	if ( this._isTrackingPointer( event ) ) return;

  	//

  	this._addPointer( event );

  	if ( event.pointerType === 'touch' ) {

  		this._onTouchStart( event );

  	} else {

  		this._onMouseDown( event );

  	}

  	if ( this._cursorStyle === 'grab' ) {

  		this.domElement.style.cursor = 'grabbing';

  	}

  }

  function onPointerMove$1( event ) {

  	if ( this.enabled === false ) return;

  	if ( event.pointerType === 'touch' ) {

  		this._onTouchMove( event );

  	} else {

  		this._onMouseMove( event );

  	}

  }

  function onPointerUp$1( event ) {

  	this._removePointer( event );

  	switch ( this._pointers.length ) {

  		case 0:

  			this.domElement.releasePointerCapture( event.pointerId );

  			this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove );
  			this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp );

  			this.dispatchEvent( _endEvent );

  			this.state = _STATE.NONE;

  			if ( this._cursorStyle === 'grab' ) {

  				this.domElement.style.cursor = 'grab';

  			}

  			break;

  		case 1:

  			const pointerId = this._pointers[ 0 ];
  			const position = this._pointerPositions[ pointerId ];

  			// minimal placeholder event - allows state correction on pointer-up
  			this._onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } );

  			break;

  	}

  }

  function onMouseDown( event ) {

  	let mouseAction;

  	switch ( event.button ) {

  		case 0:

  			mouseAction = this.mouseButtons.LEFT;
  			break;

  		case 1:

  			mouseAction = this.mouseButtons.MIDDLE;
  			break;

  		case 2:

  			mouseAction = this.mouseButtons.RIGHT;
  			break;

  		default:

  			mouseAction = -1;

  	}

  	switch ( mouseAction ) {

  		case MOUSE.DOLLY:

  			if ( this.enableZoom === false ) return;

  			this._handleMouseDownDolly( event );

  			this.state = _STATE.DOLLY;

  			break;

  		case MOUSE.ROTATE:

  			if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  				if ( this.enablePan === false ) return;

  				this._handleMouseDownPan( event );

  				this.state = _STATE.PAN;

  			} else {

  				if ( this.enableRotate === false ) return;

  				this._handleMouseDownRotate( event );

  				this.state = _STATE.ROTATE;

  			}

  			break;

  		case MOUSE.PAN:

  			if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  				if ( this.enableRotate === false ) return;

  				this._handleMouseDownRotate( event );

  				this.state = _STATE.ROTATE;

  			} else {

  				if ( this.enablePan === false ) return;

  				this._handleMouseDownPan( event );

  				this.state = _STATE.PAN;

  			}

  			break;

  		default:

  			this.state = _STATE.NONE;

  	}

  	if ( this.state !== _STATE.NONE ) {

  		this.dispatchEvent( _startEvent );

  	}

  }

  function onMouseMove( event ) {

  	switch ( this.state ) {

  		case _STATE.ROTATE:

  			if ( this.enableRotate === false ) return;

  			this._handleMouseMoveRotate( event );

  			break;

  		case _STATE.DOLLY:

  			if ( this.enableZoom === false ) return;

  			this._handleMouseMoveDolly( event );

  			break;

  		case _STATE.PAN:

  			if ( this.enablePan === false ) return;

  			this._handleMouseMovePan( event );

  			break;

  	}

  }

  function onMouseWheel( event ) {

  	if ( this.enabled === false || this.enableZoom === false || this.state !== _STATE.NONE ) return;

  	event.preventDefault();

  	this.dispatchEvent( _startEvent );

  	this._handleMouseWheel( this._customWheelEvent( event ) );

  	this.dispatchEvent( _endEvent );

  }

  function onKeyDown$1( event ) {

  	if ( this.enabled === false ) return;

  	this._handleKeyDown( event );

  }

  function onTouchStart( event ) {

  	this._trackPointer( event );

  	switch ( this._pointers.length ) {

  		case 1:

  			switch ( this.touches.ONE ) {

  				case TOUCH.ROTATE:

  					if ( this.enableRotate === false ) return;

  					this._handleTouchStartRotate( event );

  					this.state = _STATE.TOUCH_ROTATE;

  					break;

  				case TOUCH.PAN:

  					if ( this.enablePan === false ) return;

  					this._handleTouchStartPan( event );

  					this.state = _STATE.TOUCH_PAN;

  					break;

  				default:

  					this.state = _STATE.NONE;

  			}

  			break;

  		case 2:

  			switch ( this.touches.TWO ) {

  				case TOUCH.DOLLY_PAN:

  					if ( this.enableZoom === false && this.enablePan === false ) return;

  					this._handleTouchStartDollyPan( event );

  					this.state = _STATE.TOUCH_DOLLY_PAN;

  					break;

  				case TOUCH.DOLLY_ROTATE:

  					if ( this.enableZoom === false && this.enableRotate === false ) return;

  					this._handleTouchStartDollyRotate( event );

  					this.state = _STATE.TOUCH_DOLLY_ROTATE;

  					break;

  				default:

  					this.state = _STATE.NONE;

  			}

  			break;

  		default:

  			this.state = _STATE.NONE;

  	}

  	if ( this.state !== _STATE.NONE ) {

  		this.dispatchEvent( _startEvent );

  	}

  }

  function onTouchMove( event ) {

  	this._trackPointer( event );

  	switch ( this.state ) {

  		case _STATE.TOUCH_ROTATE:

  			if ( this.enableRotate === false ) return;

  			this._handleTouchMoveRotate( event );

  			this.update();

  			break;

  		case _STATE.TOUCH_PAN:

  			if ( this.enablePan === false ) return;

  			this._handleTouchMovePan( event );

  			this.update();

  			break;

  		case _STATE.TOUCH_DOLLY_PAN:

  			if ( this.enableZoom === false && this.enablePan === false ) return;

  			this._handleTouchMoveDollyPan( event );

  			this.update();

  			break;

  		case _STATE.TOUCH_DOLLY_ROTATE:

  			if ( this.enableZoom === false && this.enableRotate === false ) return;

  			this._handleTouchMoveDollyRotate( event );

  			this.update();

  			break;

  		default:

  			this.state = _STATE.NONE;

  	}

  }

  function onContextMenu$1( event ) {

  	if ( this.enabled === false ) return;

  	event.preventDefault();

  }

  function interceptControlDown( event ) {

  	if ( event.key === 'Control' ) {

  		this._controlActive = true;

  		const document = this.domElement.getRootNode(); // offscreen canvas compatibility

  		document.addEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } );

  	}

  }

  function interceptControlUp( event ) {

  	if ( event.key === 'Control' ) {

  		this._controlActive = false;

  		const document = this.domElement.getRootNode(); // offscreen canvas compatibility

  		document.removeEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } );

  	}

  }

  /**
   * Fires when the camera has been transformed by the controls.
   *
   * @event FlyControls#change
   * @type {Object}
   */
  const _changeEvent = { type: 'change' };

  const _EPS = 0.000001;
  const _tmpQuaternion = new Quaternion();

  /**
   * This class enables a navigation similar to fly modes in DCC tools like Blender.
   * You can arbitrarily transform the camera in 3D space without any limitations
   * (e.g. focus on a specific target).
   *
   * @augments Controls
   * @three_import import { FlyControls } from 'three/addons/controls/FlyControls.js';
   */
  class FlyControls extends Controls {

  	/**
  	 * Constructs a new controls instance.
  	 *
  	 * @param {Object3D} object - The object that is managed by the controls.
  	 * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  	 */
  	constructor( object, domElement = null ) {

  		super( object, domElement );

  		/**
  		 * The movement speed.
  		 *
  		 * @type {number}
  		 * @default 1
  		 */
  		this.movementSpeed = 1.0;

  		/**
  		 * The rotation speed.
  		 *
  		 * @type {number}
  		 * @default 0.005
  		 */
  		this.rollSpeed = 0.005;

  		/**
  		 * If set to `true`, you can only look around by performing a drag interaction.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.dragToLook = false;

  		/**
  		 * If set to `true`, the camera automatically moves forward (and does not stop) when initially translated.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.autoForward = false;

  		// internals

  		this._moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 };
  		this._moveVector = new Vector3( 0, 0, 0 );
  		this._rotationVector = new Vector3( 0, 0, 0 );
  		this._lastQuaternion = new Quaternion();
  		this._lastPosition = new Vector3();
  		this._status = 0;

  		// event listeners

  		this._onKeyDown = onKeyDown.bind( this );
  		this._onKeyUp = onKeyUp.bind( this );
  		this._onPointerMove = onPointerMove.bind( this );
  		this._onPointerDown = onPointerDown.bind( this );
  		this._onPointerUp = onPointerUp.bind( this );
  		this._onPointerCancel = onPointerCancel.bind( this );
  		this._onContextMenu = onContextMenu.bind( this );

  		//

  		if ( domElement !== null ) {

  			this.connect( domElement );

  		}

  	}

  	connect( element ) {

  		super.connect( element );

  		window.addEventListener( 'keydown', this._onKeyDown );
  		window.addEventListener( 'keyup', this._onKeyUp );

  		this.domElement.addEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.addEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.addEventListener( 'pointerup', this._onPointerUp );
  		this.domElement.addEventListener( 'pointercancel', this._onPointerCancel );
  		this.domElement.addEventListener( 'contextmenu', this._onContextMenu );

  	}

  	disconnect() {

  		window.removeEventListener( 'keydown', this._onKeyDown );
  		window.removeEventListener( 'keyup', this._onKeyUp );

  		this.domElement.removeEventListener( 'pointermove', this._onPointerMove );
  		this.domElement.removeEventListener( 'pointerdown', this._onPointerDown );
  		this.domElement.removeEventListener( 'pointerup', this._onPointerUp );
  		this.domElement.removeEventListener( 'pointercancel', this._onPointerCancel );
  		this.domElement.removeEventListener( 'contextmenu', this._onContextMenu );

  	}

  	dispose() {

  		this.disconnect();

  	}

  	update( delta ) {

  		if ( this.enabled === false ) return;

  		const object = this.object;

  		const moveMult = delta * this.movementSpeed;
  		const rotMult = delta * this.rollSpeed;

  		object.translateX( this._moveVector.x * moveMult );
  		object.translateY( this._moveVector.y * moveMult );
  		object.translateZ( this._moveVector.z * moveMult );

  		_tmpQuaternion.set( this._rotationVector.x * rotMult, this._rotationVector.y * rotMult, this._rotationVector.z * rotMult, 1 ).normalize();
  		object.quaternion.multiply( _tmpQuaternion );

  		if (
  			this._lastPosition.distanceToSquared( object.position ) > _EPS ||
  			8 * ( 1 - this._lastQuaternion.dot( object.quaternion ) ) > _EPS
  		) {

  			this.dispatchEvent( _changeEvent );
  			this._lastQuaternion.copy( object.quaternion );
  			this._lastPosition.copy( object.position );

  		}

  	}

  	// private

  	_updateMovementVector() {

  		const forward = ( this._moveState.forward || ( this.autoForward && ! this._moveState.back ) ) ? 1 : 0;

  		this._moveVector.x = ( - this._moveState.left + this._moveState.right );
  		this._moveVector.y = ( - this._moveState.down + this._moveState.up );
  		this._moveVector.z = ( - forward + this._moveState.back );

  		//console.log( 'move:', [ this._moveVector.x, this._moveVector.y, this._moveVector.z ] );

  	}

  	_updateRotationVector() {

  		this._rotationVector.x = ( - this._moveState.pitchDown + this._moveState.pitchUp );
  		this._rotationVector.y = ( - this._moveState.yawRight + this._moveState.yawLeft );
  		this._rotationVector.z = ( - this._moveState.rollRight + this._moveState.rollLeft );

  		//console.log( 'rotate:', [ this._rotationVector.x, this._rotationVector.y, this._rotationVector.z ] );

  	}

  	_getContainerDimensions() {

  		if ( this.domElement != document ) {

  			return {
  				size: [ this.domElement.offsetWidth, this.domElement.offsetHeight ],
  				offset: [ this.domElement.offsetLeft, this.domElement.offsetTop ]
  			};

  		} else {

  			return {
  				size: [ window.innerWidth, window.innerHeight ],
  				offset: [ 0, 0 ]
  			};

  		}

  	}

  }

  function onKeyDown( event ) {

  	if ( event.altKey || this.enabled === false ) {

  		return;

  	}

  	switch ( event.code ) {

  		case 'ShiftLeft':
  		case 'ShiftRight': this.movementSpeedMultiplier = .1; break;

  		case 'KeyW': this._moveState.forward = 1; break;
  		case 'KeyS': this._moveState.back = 1; break;

  		case 'KeyA': this._moveState.left = 1; break;
  		case 'KeyD': this._moveState.right = 1; break;

  		case 'KeyR': this._moveState.up = 1; break;
  		case 'KeyF': this._moveState.down = 1; break;

  		case 'ArrowUp': this._moveState.pitchUp = 1; break;
  		case 'ArrowDown': this._moveState.pitchDown = 1; break;

  		case 'ArrowLeft': this._moveState.yawLeft = 1; break;
  		case 'ArrowRight': this._moveState.yawRight = 1; break;

  		case 'KeyQ': this._moveState.rollLeft = 1; break;
  		case 'KeyE': this._moveState.rollRight = 1; break;

  	}

  	this._updateMovementVector();
  	this._updateRotationVector();

  }

  function onKeyUp( event ) {

  	if ( this.enabled === false ) return;

  	switch ( event.code ) {

  		case 'ShiftLeft':
  		case 'ShiftRight': this.movementSpeedMultiplier = 1; break;

  		case 'KeyW': this._moveState.forward = 0; break;
  		case 'KeyS': this._moveState.back = 0; break;

  		case 'KeyA': this._moveState.left = 0; break;
  		case 'KeyD': this._moveState.right = 0; break;

  		case 'KeyR': this._moveState.up = 0; break;
  		case 'KeyF': this._moveState.down = 0; break;

  		case 'ArrowUp': this._moveState.pitchUp = 0; break;
  		case 'ArrowDown': this._moveState.pitchDown = 0; break;

  		case 'ArrowLeft': this._moveState.yawLeft = 0; break;
  		case 'ArrowRight': this._moveState.yawRight = 0; break;

  		case 'KeyQ': this._moveState.rollLeft = 0; break;
  		case 'KeyE': this._moveState.rollRight = 0; break;

  	}

  	this._updateMovementVector();
  	this._updateRotationVector();

  }

  function onPointerDown( event ) {

  	if ( this.enabled === false ) return;

  	if ( this.dragToLook ) {

  		this._status ++;

  	} else {

  		switch ( event.button ) {

  			case 0: this._moveState.forward = 1; break;
  			case 2: this._moveState.back = 1; break;

  		}

  		this._updateMovementVector();

  	}

  }

  function onPointerMove( event ) {

  	if ( this.enabled === false ) return;

  	if ( ! this.dragToLook || this._status > 0 ) {

  		const container = this._getContainerDimensions();
  		const halfWidth = container.size[ 0 ] / 2;
  		const halfHeight = container.size[ 1 ] / 2;

  		this._moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth;
  		this._moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight;

  		this._updateRotationVector();

  	}

  }

  function onPointerUp( event ) {

  	if ( this.enabled === false ) return;

  	if ( this.dragToLook ) {

  		this._status --;

  		this._moveState.yawLeft = this._moveState.pitchDown = 0;

  	} else {

  		switch ( event.button ) {

  			case 0: this._moveState.forward = 0; break;
  			case 2: this._moveState.back = 0; break;

  		}

  		this._updateMovementVector();

  	}

  	this._updateRotationVector();

  }

  function onPointerCancel() {

  	if ( this.enabled === false ) return;

  	if ( this.dragToLook ) {

  		this._status = 0;

  		this._moveState.yawLeft = this._moveState.pitchDown = 0;

  	} else {

  		this._moveState.forward = 0;
  		this._moveState.back = 0;

  		this._updateMovementVector();

  	}

  	this._updateRotationVector();

  }

  function onContextMenu( event ) {

  	if ( this.enabled === false ) return;

  	event.preventDefault();

  }

  /**
   * @module CopyShader
   * @three_import import { CopyShader } from 'three/addons/shaders/CopyShader.js';
   */

  /**
   * Full-screen copy shader pass.
   *
   * @constant
   * @type {ShaderMaterial~Shader}
   */
  const CopyShader = {

  	name: 'CopyShader',

  	uniforms: {

  		'tDiffuse': { value: null },
  		'opacity': { value: 1.0 }

  	},

  	vertexShader: /* glsl */`

		varying vec2 vUv;

		void main() {

			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,

  	fragmentShader: /* glsl */`

		uniform float opacity;

		uniform sampler2D tDiffuse;

		varying vec2 vUv;

		void main() {

			vec4 texel = texture2D( tDiffuse, vUv );
			gl_FragColor = opacity * texel;


		}`

  };

  /**
   * Abstract base class for all post processing passes.
   *
   * This module is only relevant for post processing with {@link WebGLRenderer}.
   *
   * @abstract
   * @three_import import { Pass } from 'three/addons/postprocessing/Pass.js';
   */
  class Pass {

  	/**
  	 * Constructs a new pass.
  	 */
  	constructor() {

  		/**
  		 * This flag can be used for type testing.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isPass = true;

  		/**
  		 * If set to `true`, the pass is processed by the composer.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.enabled = true;

  		/**
  		 * If set to `true`, the pass indicates to swap read and write buffer after rendering.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.needsSwap = true;

  		/**
  		 * If set to `true`, the pass clears its buffer before rendering
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.clear = false;

  		/**
  		 * If set to `true`, the result of the pass is rendered to screen. The last pass in the composers
  		 * pass chain gets automatically rendered to screen, no matter how this property is configured.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.renderToScreen = false;

  	}

  	/**
  	 * Sets the size of the pass.
  	 *
  	 * @abstract
  	 * @param {number} width - The width to set.
  	 * @param {number} height - The height to set.
  	 */
  	setSize( /* width, height */ ) {}

  	/**
  	 * This method holds the render logic of a pass. It must be implemented in all derived classes.
  	 *
  	 * @abstract
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  	 * destination for the pass.
  	 * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  	 * previous pass from this buffer.
  	 * @param {number} deltaTime - The delta time in seconds.
  	 * @param {boolean} maskActive - Whether masking is active or not.
  	 */
  	render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {

  		console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever the pass is no longer used in your app.
  	 *
  	 * @abstract
  	 */
  	dispose() {}

  }

  // Helper for passes that need to fill the viewport with a single quad.

  const _camera = new OrthographicCamera( -1, 1, 1, -1, 0, 1 );

  // https://github.com/mrdoob/three.js/pull/21358

  class FullscreenTriangleGeometry extends BufferGeometry {

  	constructor() {

  		super();

  		this.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );

  	}

  }

  const _geometry = new FullscreenTriangleGeometry();


  /**
   * This module is a helper for passes which need to render a full
   * screen effect which is quite common in context of post processing.
   *
   * The intended usage is to reuse a single full screen quad for rendering
   * subsequent passes by just reassigning the `material` reference.
   *
   * This module can only be used with {@link WebGLRenderer}.
   *
   * @augments Mesh
   * @three_import import { FullScreenQuad } from 'three/addons/postprocessing/Pass.js';
   */
  class FullScreenQuad {

  	/**
  	 * Constructs a new full screen quad.
  	 *
  	 * @param {?Material} material - The material to render te full screen quad with.
  	 */
  	constructor( material ) {

  		this._mesh = new Mesh( _geometry, material );

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever the instance is no longer used in your app.
  	 */
  	dispose() {

  		this._mesh.geometry.dispose();

  	}

  	/**
  	 * Renders the full screen quad.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 */
  	render( renderer ) {

  		renderer.render( this._mesh, _camera );

  	}

  	/**
  	 * The quad's material.
  	 *
  	 * @type {?Material}
  	 */
  	get material() {

  		return this._mesh.material;

  	}

  	set material( value ) {

  		this._mesh.material = value;

  	}

  }

  /**
   * This pass can be used to create a post processing effect
   * with a raw GLSL shader object. Useful for implementing custom
   * effects.
   *
   * ```js
   * const fxaaPass = new ShaderPass( FXAAShader );
   * composer.addPass( fxaaPass );
   * ```
   *
   * @augments Pass
   * @three_import import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
   */
  class ShaderPass extends Pass {

  	/**
  	 * Constructs a new shader pass.
  	 *
  	 * @param {Object|ShaderMaterial} [shader] - A shader object holding vertex and fragment shader as well as
  	 * defines and uniforms. It's also valid to pass a custom shader material.
  	 * @param {string} [textureID='tDiffuse'] - The name of the texture uniform that should sample
  	 * the read buffer.
  	 */
  	constructor( shader, textureID = 'tDiffuse' ) {

  		super();

  		/**
  		 * The name of the texture uniform that should sample the read buffer.
  		 *
  		 * @type {string}
  		 * @default 'tDiffuse'
  		 */
  		this.textureID = textureID;

  		/**
  		 * The pass uniforms.
  		 *
  		 * @type {?Object}
  		 */
  		this.uniforms = null;

  		/**
  		 * The pass material.
  		 *
  		 * @type {?ShaderMaterial}
  		 */
  		this.material = null;

  		if ( shader instanceof ShaderMaterial ) {

  			this.uniforms = shader.uniforms;

  			this.material = shader;

  		} else if ( shader ) {

  			this.uniforms = UniformsUtils.clone( shader.uniforms );

  			this.material = new ShaderMaterial( {

  				name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
  				defines: Object.assign( {}, shader.defines ),
  				uniforms: this.uniforms,
  				vertexShader: shader.vertexShader,
  				fragmentShader: shader.fragmentShader

  			} );

  		}

  		// internals

  		this._fsQuad = new FullScreenQuad( this.material );

  	}

  	/**
  	 * Performs the shader pass.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  	 * destination for the pass.
  	 * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  	 * previous pass from this buffer.
  	 * @param {number} deltaTime - The delta time in seconds.
  	 * @param {boolean} maskActive - Whether masking is active or not.
  	 */
  	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

  		if ( this.uniforms[ this.textureID ] ) {

  			this.uniforms[ this.textureID ].value = readBuffer.texture;

  		}

  		this._fsQuad.material = this.material;

  		if ( this.renderToScreen ) {

  			renderer.setRenderTarget( null );
  			this._fsQuad.render( renderer );

  		} else {

  			renderer.setRenderTarget( writeBuffer );
  			// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  			if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  			this._fsQuad.render( renderer );

  		}

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever the pass is no longer used in your app.
  	 */
  	dispose() {

  		this.material.dispose();

  		this._fsQuad.dispose();

  	}

  }

  /**
   * This pass can be used to define a mask during post processing.
   * Meaning only areas of subsequent post processing are affected
   * which lie in the masking area of this pass. Internally, the masking
   * is implemented with the stencil buffer.
   *
   * ```js
   * const maskPass = new MaskPass( scene, camera );
   * composer.addPass( maskPass );
   * ```
   *
   * @augments Pass
   * @three_import import { MaskPass } from 'three/addons/postprocessing/MaskPass.js';
   */
  class MaskPass extends Pass {

  	/**
  	 * Constructs a new mask pass.
  	 *
  	 * @param {Scene} scene - The 3D objects in this scene will define the mask.
  	 * @param {Camera} camera - The camera.
  	 */
  	constructor( scene, camera ) {

  		super();

  		/**
  		 * The scene that defines the mask.
  		 *
  		 * @type {Scene}
  		 */
  		this.scene = scene;

  		/**
  		 * The camera.
  		 *
  		 * @type {Camera}
  		 */
  		this.camera = camera;

  		/**
  		 * Overwritten to perform a clear operation by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.clear = true;

  		/**
  		 * Overwritten to disable the swap.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.needsSwap = false;

  		/**
  		 * Whether to inverse the mask or not.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.inverse = false;

  	}

  	/**
  	 * Performs a mask pass with the configured scene and camera.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  	 * destination for the pass.
  	 * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  	 * previous pass from this buffer.
  	 * @param {number} deltaTime - The delta time in seconds.
  	 * @param {boolean} maskActive - Whether masking is active or not.
  	 */
  	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

  		const context = renderer.getContext();
  		const state = renderer.state;

  		// don't update color or depth

  		state.buffers.color.setMask( false );
  		state.buffers.depth.setMask( false );

  		// lock buffers

  		state.buffers.color.setLocked( true );
  		state.buffers.depth.setLocked( true );

  		// set up stencil

  		let writeValue, clearValue;

  		if ( this.inverse ) {

  			writeValue = 0;
  			clearValue = 1;

  		} else {

  			writeValue = 1;
  			clearValue = 0;

  		}

  		state.buffers.stencil.setTest( true );
  		state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
  		state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
  		state.buffers.stencil.setClear( clearValue );
  		state.buffers.stencil.setLocked( true );

  		// draw into the stencil buffer

  		renderer.setRenderTarget( readBuffer );
  		if ( this.clear ) renderer.clear();
  		renderer.render( this.scene, this.camera );

  		renderer.setRenderTarget( writeBuffer );
  		if ( this.clear ) renderer.clear();
  		renderer.render( this.scene, this.camera );

  		// unlock color and depth buffer and make them writable for subsequent rendering/clearing

  		state.buffers.color.setLocked( false );
  		state.buffers.depth.setLocked( false );

  		state.buffers.color.setMask( true );
  		state.buffers.depth.setMask( true );

  		// only render where stencil is set to 1

  		state.buffers.stencil.setLocked( false );
  		state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
  		state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
  		state.buffers.stencil.setLocked( true );

  	}

  }

  /**
   * This pass can be used to clear a mask previously defined with {@link MaskPass}.
   *
   * ```js
   * const clearPass = new ClearMaskPass();
   * composer.addPass( clearPass );
   * ```
   *
   * @augments Pass
   */
  class ClearMaskPass extends Pass {

  	/**
  	 * Constructs a new clear mask pass.
  	 */
  	constructor() {

  		super();

  		/**
  		 * Overwritten to disable the swap.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.needsSwap = false;

  	}

  	/**
  	 * Performs the clear of the currently defined mask.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  	 * destination for the pass.
  	 * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  	 * previous pass from this buffer.
  	 * @param {number} deltaTime - The delta time in seconds.
  	 * @param {boolean} maskActive - Whether masking is active or not.
  	 */
  	render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {

  		renderer.state.buffers.stencil.setLocked( false );
  		renderer.state.buffers.stencil.setTest( false );

  	}

  }

  /**
   * Used to implement post-processing effects in three.js.
   * The class manages a chain of post-processing passes to produce the final visual result.
   * Post-processing passes are executed in order of their addition/insertion.
   * The last pass is automatically rendered to screen.
   *
   * This module can only be used with {@link WebGLRenderer}.
   *
   * ```js
   * const composer = new EffectComposer( renderer );
   *
   * // adding some passes
   * const renderPass = new RenderPass( scene, camera );
   * composer.addPass( renderPass );
   *
   * const glitchPass = new GlitchPass();
   * composer.addPass( glitchPass );
   *
   * const outputPass = new OutputPass()
   * composer.addPass( outputPass );
   *
   * function animate() {
   *
   * 	composer.render(); // instead of renderer.render()
   *
   * }
   * ```
   *
   * @three_import import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
   */
  class EffectComposer {

  	/**
  	 * Constructs a new effect composer.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {WebGLRenderTarget} [renderTarget] - This render target and a clone will
  	 * be used as the internal read and write buffers. If not given, the composer creates
  	 * the buffers automatically.
  	 */
  	constructor( renderer, renderTarget ) {

  		/**
  		 * The renderer.
  		 *
  		 * @type {WebGLRenderer}
  		 */
  		this.renderer = renderer;

  		this._pixelRatio = renderer.getPixelRatio();

  		if ( renderTarget === undefined ) {

  			const size = renderer.getSize( new Vector2() );
  			this._width = size.width;
  			this._height = size.height;

  			renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
  			renderTarget.texture.name = 'EffectComposer.rt1';

  		} else {

  			this._width = renderTarget.width;
  			this._height = renderTarget.height;

  		}

  		this.renderTarget1 = renderTarget;
  		this.renderTarget2 = renderTarget.clone();
  		this.renderTarget2.texture.name = 'EffectComposer.rt2';

  		/**
  		 * A reference to the internal write buffer. Passes usually write
  		 * their result into this buffer.
  		 *
  		 * @type {WebGLRenderTarget}
  		 */
  		this.writeBuffer = this.renderTarget1;

  		/**
  		 * A reference to the internal read buffer. Passes usually read
  		 * the previous render result from this buffer.
  		 *
  		 * @type {WebGLRenderTarget}
  		 */
  		this.readBuffer = this.renderTarget2;

  		/**
  		 * Whether the final pass is rendered to the screen (default framebuffer) or not.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.renderToScreen = true;

  		/**
  		 * An array representing the (ordered) chain of post-processing passes.
  		 *
  		 * @type {Array<Pass>}
  		 */
  		this.passes = [];

  		/**
  		 * A copy pass used for internal swap operations.
  		 *
  		 * @private
  		 * @type {ShaderPass}
  		 */
  		this.copyPass = new ShaderPass( CopyShader );
  		this.copyPass.material.blending = NoBlending;

  		/**
  		 * The internal timer for managing time data.
  		 *
  		 * @private
  		 * @type {Timer}
  		 */
  		this.timer = new Timer$1();

  	}

  	/**
  	 * Swaps the internal read/write buffers.
  	 */
  	swapBuffers() {

  		const tmp = this.readBuffer;
  		this.readBuffer = this.writeBuffer;
  		this.writeBuffer = tmp;

  	}

  	/**
  	 * Adds the given pass to the pass chain.
  	 *
  	 * @param {Pass} pass - The pass to add.
  	 */
  	addPass( pass ) {

  		this.passes.push( pass );
  		pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

  	}

  	/**
  	 * Inserts the given pass at a given index.
  	 *
  	 * @param {Pass} pass - The pass to insert.
  	 * @param {number} index - The index into the pass chain.
  	 */
  	insertPass( pass, index ) {

  		this.passes.splice( index, 0, pass );
  		pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

  	}

  	/**
  	 * Removes the given pass from the pass chain.
  	 *
  	 * @param {Pass} pass - The pass to remove.
  	 */
  	removePass( pass ) {

  		const index = this.passes.indexOf( pass );

  		if ( index !== -1 ) {

  			this.passes.splice( index, 1 );

  		}

  	}

  	/**
  	 * Returns `true` if the pass for the given index is the last enabled pass in the pass chain.
  	 *
  	 * @param {number} passIndex - The pass index.
  	 * @return {boolean} Whether the pass for the given index is the last pass in the pass chain.
  	 */
  	isLastEnabledPass( passIndex ) {

  		for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {

  			if ( this.passes[ i ].enabled ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	/**
  	 * Executes all enabled post-processing passes in order to produce the final frame.
  	 *
  	 * @param {number} deltaTime - The delta time in seconds. If not given, the composer computes
  	 * its own time delta value.
  	 */
  	render( deltaTime ) {

  		// deltaTime value is in seconds

  		this.timer.update();

  		if ( deltaTime === undefined ) {

  			deltaTime = this.timer.getDelta();

  		}

  		const currentRenderTarget = this.renderer.getRenderTarget();

  		let maskActive = false;

  		for ( let i = 0, il = this.passes.length; i < il; i ++ ) {

  			const pass = this.passes[ i ];

  			if ( pass.enabled === false ) continue;

  			pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
  			pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );

  			if ( pass.needsSwap ) {

  				if ( maskActive ) {

  					const context = this.renderer.getContext();
  					const stencil = this.renderer.state.buffers.stencil;

  					//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
  					stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );

  					this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );

  					//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
  					stencil.setFunc( context.EQUAL, 1, 0xffffffff );

  				}

  				this.swapBuffers();

  			}

  			if ( MaskPass !== undefined ) {

  				if ( pass instanceof MaskPass ) {

  					maskActive = true;

  				} else if ( pass instanceof ClearMaskPass ) {

  					maskActive = false;

  				}

  			}

  		}

  		this.renderer.setRenderTarget( currentRenderTarget );

  	}

  	/**
  	 * Resets the internal state of the EffectComposer.
  	 *
  	 * @param {WebGLRenderTarget} [renderTarget] - This render target has the same purpose like
  	 * the one from the constructor. If set, it is used to setup the read and write buffers.
  	 */
  	reset( renderTarget ) {

  		if ( renderTarget === undefined ) {

  			const size = this.renderer.getSize( new Vector2() );
  			this._pixelRatio = this.renderer.getPixelRatio();
  			this._width = size.width;
  			this._height = size.height;

  			renderTarget = this.renderTarget1.clone();
  			renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

  		}

  		this.renderTarget1.dispose();
  		this.renderTarget2.dispose();
  		this.renderTarget1 = renderTarget;
  		this.renderTarget2 = renderTarget.clone();

  		this.writeBuffer = this.renderTarget1;
  		this.readBuffer = this.renderTarget2;

  	}

  	/**
  	 * Resizes the internal read and write buffers as well as all passes. Similar to {@link WebGLRenderer#setSize},
  	 * this method honors the current pixel ration.
  	 *
  	 * @param {number} width - The width in logical pixels.
  	 * @param {number} height - The height in logical pixels.
  	 */
  	setSize( width, height ) {

  		this._width = width;
  		this._height = height;

  		const effectiveWidth = this._width * this._pixelRatio;
  		const effectiveHeight = this._height * this._pixelRatio;

  		this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
  		this.renderTarget2.setSize( effectiveWidth, effectiveHeight );

  		for ( let i = 0; i < this.passes.length; i ++ ) {

  			this.passes[ i ].setSize( effectiveWidth, effectiveHeight );

  		}

  	}

  	/**
  	 * Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output.
  	 * Setting the pixel ratio will automatically resize the composer.
  	 *
  	 * @param {number} pixelRatio - The pixel ratio to set.
  	 */
  	setPixelRatio( pixelRatio ) {

  		this._pixelRatio = pixelRatio;

  		this.setSize( this._width, this._height );

  	}

  	/**
  	 * Frees the GPU-related resources allocated by this instance. Call this
  	 * method whenever the composer is no longer used in your app.
  	 */
  	dispose() {

  		this.renderTarget1.dispose();
  		this.renderTarget2.dispose();

  		this.copyPass.dispose();

  	}

  }

  /**
   * This class represents a render pass. It takes a camera and a scene and produces
   * a beauty pass for subsequent post processing effects.
   *
   * ```js
   * const renderPass = new RenderPass( scene, camera );
   * composer.addPass( renderPass );
   * ```
   *
   * @augments Pass
   * @three_import import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
   */
  class RenderPass extends Pass {

  	/**
  	 * Constructs a new render pass.
  	 *
  	 * @param {Scene} scene - The scene to render.
  	 * @param {Camera} camera - The camera.
  	 * @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used
  	 * for all objects in the scene.
  	 * @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.
  	 * @param {?number} [clearAlpha=null] - The clear alpha of the render pass.
  	 */
  	constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {

  		super();

  		/**
  		 * The scene to render.
  		 *
  		 * @type {Scene}
  		 */
  		this.scene = scene;

  		/**
  		 * The camera.
  		 *
  		 * @type {Camera}
  		 */
  		this.camera = camera;

  		/**
  		 * The override material. If set, this material is used
  		 * for all objects in the scene.
  		 *
  		 * @type {?Material}
  		 * @default null
  		 */
  		this.overrideMaterial = overrideMaterial;

  		/**
  		 * The clear color of the render pass.
  		 *
  		 * @type {?(number|Color|string)}
  		 * @default null
  		 */
  		this.clearColor = clearColor;

  		/**
  		 * The clear alpha of the render pass.
  		 *
  		 * @type {?number}
  		 * @default null
  		 */
  		this.clearAlpha = clearAlpha;

  		/**
  		 * Overwritten to perform a clear operation by default.
  		 *
  		 * @type {boolean}
  		 * @default true
  		 */
  		this.clear = true;

  		/**
  		 * If set to `true`, only the depth can be cleared when `clear` is to `false`.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.clearDepth = false;

  		/**
  		 * Overwritten to disable the swap.
  		 *
  		 * @type {boolean}
  		 * @default false
  		 */
  		this.needsSwap = false;

  		/**
  		 * This flag indicates that this pass renders the scene itself.
  		 *
  		 * @type {boolean}
  		 * @readonly
  		 * @default true
  		 */
  		this.isRenderPass = true;

  		this._oldClearColor = new Color();

  	}

  	/**
  	 * Performs a beauty pass with the configured scene and camera.
  	 *
  	 * @param {WebGLRenderer} renderer - The renderer.
  	 * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  	 * destination for the pass.
  	 * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  	 * previous pass from this buffer.
  	 * @param {number} deltaTime - The delta time in seconds.
  	 * @param {boolean} maskActive - Whether masking is active or not.
  	 */
  	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

  		const oldAutoClear = renderer.autoClear;
  		renderer.autoClear = false;

  		let oldClearAlpha, oldOverrideMaterial;

  		if ( this.overrideMaterial !== null ) {

  			oldOverrideMaterial = this.scene.overrideMaterial;

  			this.scene.overrideMaterial = this.overrideMaterial;

  		}

  		if ( this.clearColor !== null ) {

  			renderer.getClearColor( this._oldClearColor );
  			renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );

  		}

  		if ( this.clearAlpha !== null ) {

  			oldClearAlpha = renderer.getClearAlpha();
  			renderer.setClearAlpha( this.clearAlpha );

  		}

  		if ( this.clearDepth == true ) {

  			renderer.clearDepth();

  		}

  		renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );

  		if ( this.clear === true ) {

  			// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

  		}

  		renderer.render( this.scene, this.camera );

  		// restore

  		if ( this.clearColor !== null ) {

  			renderer.setClearColor( this._oldClearColor );

  		}

  		if ( this.clearAlpha !== null ) {

  			renderer.setClearAlpha( oldClearAlpha );

  		}

  		if ( this.overrideMaterial !== null ) {

  			this.scene.overrideMaterial = oldOverrideMaterial;

  		}

  		renderer.autoClear = oldAutoClear;

  	}

  }

  function _extends() {
    return _extends = Object.assign ? Object.assign.bind() : function (n) {
      for (var e = 1; e < arguments.length; e++) {
        var t = arguments[e];
        for (var r in t) ({}).hasOwnProperty.call(t, r) && (n[r] = t[r]);
      }
      return n;
    }, _extends.apply(null, arguments);
  }

  function _assertThisInitialized(e) {
    if (void 0 === e) throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
    return e;
  }

  function _setPrototypeOf(t, e) {
    return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) {
      return t.__proto__ = e, t;
    }, _setPrototypeOf(t, e);
  }

  function _inheritsLoose(t, o) {
    t.prototype = Object.create(o.prototype), t.prototype.constructor = t, _setPrototypeOf(t, o);
  }

  function _getPrototypeOf(t) {
    return _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) {
      return t.__proto__ || Object.getPrototypeOf(t);
    }, _getPrototypeOf(t);
  }

  function _isNativeFunction(t) {
    try {
      return -1 !== Function.toString.call(t).indexOf("[native code]");
    } catch (n) {
      return "function" == typeof t;
    }
  }

  function _isNativeReflectConstruct() {
    try {
      var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
    } catch (t) {}
    return (_isNativeReflectConstruct = function _isNativeReflectConstruct() {
      return !!t;
    })();
  }

  function _construct(t, e, r) {
    if (_isNativeReflectConstruct()) return Reflect.construct.apply(null, arguments);
    var o = [null];
    o.push.apply(o, e);
    var p = new (t.bind.apply(t, o))();
    return r && _setPrototypeOf(p, r.prototype), p;
  }

  function _wrapNativeSuper(t) {
    var r = "function" == typeof Map ? new Map() : void 0;
    return _wrapNativeSuper = function _wrapNativeSuper(t) {
      if (null === t || !_isNativeFunction(t)) return t;
      if ("function" != typeof t) throw new TypeError("Super expression must either be null or a function");
      if (void 0 !== r) {
        if (r.has(t)) return r.get(t);
        r.set(t, Wrapper);
      }
      function Wrapper() {
        return _construct(t, arguments, _getPrototypeOf(this).constructor);
      }
      return Wrapper.prototype = Object.create(t.prototype, {
        constructor: {
          value: Wrapper,
          enumerable: false,
          writable: true,
          configurable: true
        }
      }), _setPrototypeOf(Wrapper, t);
    }, _wrapNativeSuper(t);
  }

  // based on https://github.com/styled-components/styled-components/blob/fcf6f3804c57a14dd7984dfab7bc06ee2edca044/src/utils/error.js
  /**
   * Parse errors.md and turn it into a simple hash of code: message
   * @private
   */
  var ERRORS = {
    "1": "Passed invalid arguments to hsl, please pass multiple numbers e.g. hsl(360, 0.75, 0.4) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75 }).\n\n",
    "2": "Passed invalid arguments to hsla, please pass multiple numbers e.g. hsla(360, 0.75, 0.4, 0.7) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75, alpha: 0.7 }).\n\n",
    "3": "Passed an incorrect argument to a color function, please pass a string representation of a color.\n\n",
    "4": "Couldn't generate valid rgb string from %s, it returned %s.\n\n",
    "5": "Couldn't parse the color string. Please provide the color as a string in hex, rgb, rgba, hsl or hsla notation.\n\n",
    "6": "Passed invalid arguments to rgb, please pass multiple numbers e.g. rgb(255, 205, 100) or an object e.g. rgb({ red: 255, green: 205, blue: 100 }).\n\n",
    "7": "Passed invalid arguments to rgba, please pass multiple numbers e.g. rgb(255, 205, 100, 0.75) or an object e.g. rgb({ red: 255, green: 205, blue: 100, alpha: 0.75 }).\n\n",
    "8": "Passed invalid argument to toColorString, please pass a RgbColor, RgbaColor, HslColor or HslaColor object.\n\n",
    "9": "Please provide a number of steps to the modularScale helper.\n\n",
    "10": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
    "11": "Invalid value passed as base to modularScale, expected number or em string but got \"%s\"\n\n",
    "12": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got \"%s\" instead.\n\n",
    "13": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got \"%s\" instead.\n\n",
    "14": "Passed invalid pixel value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
    "15": "Passed invalid base value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
    "16": "You must provide a template to this method.\n\n",
    "17": "You passed an unsupported selector state to this method.\n\n",
    "18": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
    "19": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
    "20": "expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
    "21": "expects the objects in the first argument array to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
    "22": "expects the first argument object to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
    "23": "fontFace expects a name of a font-family.\n\n",
    "24": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
    "25": "fontFace expects localFonts to be an array.\n\n",
    "26": "fontFace expects fileFormats to be an array.\n\n",
    "27": "radialGradient requries at least 2 color-stops to properly render.\n\n",
    "28": "Please supply a filename to retinaImage() as the first argument.\n\n",
    "29": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
    "30": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
    "31": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation\n\n",
    "32": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s')\n\n",
    "33": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation\n\n",
    "34": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
    "35": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
    "36": "Property must be a string value.\n\n",
    "37": "Syntax Error at %s.\n\n",
    "38": "Formula contains a function that needs parentheses at %s.\n\n",
    "39": "Formula is missing closing parenthesis at %s.\n\n",
    "40": "Formula has too many closing parentheses at %s.\n\n",
    "41": "All values in a formula must have the same unit or be unitless.\n\n",
    "42": "Please provide a number of steps to the modularScale helper.\n\n",
    "43": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
    "44": "Invalid value passed as base to modularScale, expected number or em/rem string but got %s.\n\n",
    "45": "Passed invalid argument to hslToColorString, please pass a HslColor or HslaColor object.\n\n",
    "46": "Passed invalid argument to rgbToColorString, please pass a RgbColor or RgbaColor object.\n\n",
    "47": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
    "48": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
    "49": "Expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
    "50": "Expects the objects in the first argument array to have the properties prop, fromSize, and toSize.\n\n",
    "51": "Expects the first argument object to have the properties prop, fromSize, and toSize.\n\n",
    "52": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
    "53": "fontFace expects localFonts to be an array.\n\n",
    "54": "fontFace expects fileFormats to be an array.\n\n",
    "55": "fontFace expects a name of a font-family.\n\n",
    "56": "linearGradient requries at least 2 color-stops to properly render.\n\n",
    "57": "radialGradient requries at least 2 color-stops to properly render.\n\n",
    "58": "Please supply a filename to retinaImage() as the first argument.\n\n",
    "59": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
    "60": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
    "61": "Property must be a string value.\n\n",
    "62": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
    "63": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
    "64": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation.\n\n",
    "65": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s').\n\n",
    "66": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation.\n\n",
    "67": "You must provide a template to this method.\n\n",
    "68": "You passed an unsupported selector state to this method.\n\n",
    "69": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got %s instead.\n\n",
    "70": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got %s instead.\n\n",
    "71": "Passed invalid pixel value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
    "72": "Passed invalid base value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
    "73": "Please provide a valid CSS variable.\n\n",
    "74": "CSS variable not found and no default was provided.\n\n",
    "75": "important requires a valid style object, got a %s instead.\n\n",
    "76": "fromSize and toSize must be provided as stringified numbers with the same units as minScreen and maxScreen.\n\n",
    "77": "remToPx expects a value in \"rem\" but you provided it in \"%s\".\n\n",
    "78": "base must be set in \"px\" or \"%\" but you set it in \"%s\".\n"
  };

  /**
   * super basic version of sprintf
   * @private
   */
  function format() {
    for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
      args[_key] = arguments[_key];
    }
    var a = args[0];
    var b = [];
    var c;
    for (c = 1; c < args.length; c += 1) {
      b.push(args[c]);
    }
    b.forEach(function (d) {
      a = a.replace(/%[a-z]/, d);
    });
    return a;
  }

  /**
   * Create an error file out of errors.md for development and a simple web link to the full errors
   * in production mode.
   * @private
   */
  var PolishedError = /*#__PURE__*/function (_Error) {
    _inheritsLoose(PolishedError, _Error);
    function PolishedError(code) {
      var _this;
      if (process.env.NODE_ENV === 'production') {
        _this = _Error.call(this, "An error occurred. See https://github.com/styled-components/polished/blob/main/src/internalHelpers/errors.md#" + code + " for more information.") || this;
      } else {
        for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {
          args[_key2 - 1] = arguments[_key2];
        }
        _this = _Error.call(this, format.apply(void 0, [ERRORS[code]].concat(args))) || this;
      }
      return _assertThisInitialized(_this);
    }
    return PolishedError;
  }( /*#__PURE__*/_wrapNativeSuper(Error));

  function colorToInt(color) {
    return Math.round(color * 255);
  }
  function convertToInt(red, green, blue) {
    return colorToInt(red) + "," + colorToInt(green) + "," + colorToInt(blue);
  }
  function hslToRgb(hue, saturation, lightness, convert) {
    if (convert === void 0) {
      convert = convertToInt;
    }
    if (saturation === 0) {
      // achromatic
      return convert(lightness, lightness, lightness);
    }

    // formulae from https://en.wikipedia.org/wiki/HSL_and_HSV
    var huePrime = (hue % 360 + 360) % 360 / 60;
    var chroma = (1 - Math.abs(2 * lightness - 1)) * saturation;
    var secondComponent = chroma * (1 - Math.abs(huePrime % 2 - 1));
    var red = 0;
    var green = 0;
    var blue = 0;
    if (huePrime >= 0 && huePrime < 1) {
      red = chroma;
      green = secondComponent;
    } else if (huePrime >= 1 && huePrime < 2) {
      red = secondComponent;
      green = chroma;
    } else if (huePrime >= 2 && huePrime < 3) {
      green = chroma;
      blue = secondComponent;
    } else if (huePrime >= 3 && huePrime < 4) {
      green = secondComponent;
      blue = chroma;
    } else if (huePrime >= 4 && huePrime < 5) {
      red = secondComponent;
      blue = chroma;
    } else if (huePrime >= 5 && huePrime < 6) {
      red = chroma;
      blue = secondComponent;
    }
    var lightnessModification = lightness - chroma / 2;
    var finalRed = red + lightnessModification;
    var finalGreen = green + lightnessModification;
    var finalBlue = blue + lightnessModification;
    return convert(finalRed, finalGreen, finalBlue);
  }

  var namedColorMap = {
    aliceblue: 'f0f8ff',
    antiquewhite: 'faebd7',
    aqua: '00ffff',
    aquamarine: '7fffd4',
    azure: 'f0ffff',
    beige: 'f5f5dc',
    bisque: 'ffe4c4',
    black: '000',
    blanchedalmond: 'ffebcd',
    blue: '0000ff',
    blueviolet: '8a2be2',
    brown: 'a52a2a',
    burlywood: 'deb887',
    cadetblue: '5f9ea0',
    chartreuse: '7fff00',
    chocolate: 'd2691e',
    coral: 'ff7f50',
    cornflowerblue: '6495ed',
    cornsilk: 'fff8dc',
    crimson: 'dc143c',
    cyan: '00ffff',
    darkblue: '00008b',
    darkcyan: '008b8b',
    darkgoldenrod: 'b8860b',
    darkgray: 'a9a9a9',
    darkgreen: '006400',
    darkgrey: 'a9a9a9',
    darkkhaki: 'bdb76b',
    darkmagenta: '8b008b',
    darkolivegreen: '556b2f',
    darkorange: 'ff8c00',
    darkorchid: '9932cc',
    darkred: '8b0000',
    darksalmon: 'e9967a',
    darkseagreen: '8fbc8f',
    darkslateblue: '483d8b',
    darkslategray: '2f4f4f',
    darkslategrey: '2f4f4f',
    darkturquoise: '00ced1',
    darkviolet: '9400d3',
    deeppink: 'ff1493',
    deepskyblue: '00bfff',
    dimgray: '696969',
    dimgrey: '696969',
    dodgerblue: '1e90ff',
    firebrick: 'b22222',
    floralwhite: 'fffaf0',
    forestgreen: '228b22',
    fuchsia: 'ff00ff',
    gainsboro: 'dcdcdc',
    ghostwhite: 'f8f8ff',
    gold: 'ffd700',
    goldenrod: 'daa520',
    gray: '808080',
    green: '008000',
    greenyellow: 'adff2f',
    grey: '808080',
    honeydew: 'f0fff0',
    hotpink: 'ff69b4',
    indianred: 'cd5c5c',
    indigo: '4b0082',
    ivory: 'fffff0',
    khaki: 'f0e68c',
    lavender: 'e6e6fa',
    lavenderblush: 'fff0f5',
    lawngreen: '7cfc00',
    lemonchiffon: 'fffacd',
    lightblue: 'add8e6',
    lightcoral: 'f08080',
    lightcyan: 'e0ffff',
    lightgoldenrodyellow: 'fafad2',
    lightgray: 'd3d3d3',
    lightgreen: '90ee90',
    lightgrey: 'd3d3d3',
    lightpink: 'ffb6c1',
    lightsalmon: 'ffa07a',
    lightseagreen: '20b2aa',
    lightskyblue: '87cefa',
    lightslategray: '789',
    lightslategrey: '789',
    lightsteelblue: 'b0c4de',
    lightyellow: 'ffffe0',
    lime: '0f0',
    limegreen: '32cd32',
    linen: 'faf0e6',
    magenta: 'f0f',
    maroon: '800000',
    mediumaquamarine: '66cdaa',
    mediumblue: '0000cd',
    mediumorchid: 'ba55d3',
    mediumpurple: '9370db',
    mediumseagreen: '3cb371',
    mediumslateblue: '7b68ee',
    mediumspringgreen: '00fa9a',
    mediumturquoise: '48d1cc',
    mediumvioletred: 'c71585',
    midnightblue: '191970',
    mintcream: 'f5fffa',
    mistyrose: 'ffe4e1',
    moccasin: 'ffe4b5',
    navajowhite: 'ffdead',
    navy: '000080',
    oldlace: 'fdf5e6',
    olive: '808000',
    olivedrab: '6b8e23',
    orange: 'ffa500',
    orangered: 'ff4500',
    orchid: 'da70d6',
    palegoldenrod: 'eee8aa',
    palegreen: '98fb98',
    paleturquoise: 'afeeee',
    palevioletred: 'db7093',
    papayawhip: 'ffefd5',
    peachpuff: 'ffdab9',
    peru: 'cd853f',
    pink: 'ffc0cb',
    plum: 'dda0dd',
    powderblue: 'b0e0e6',
    purple: '800080',
    rebeccapurple: '639',
    red: 'f00',
    rosybrown: 'bc8f8f',
    royalblue: '4169e1',
    saddlebrown: '8b4513',
    salmon: 'fa8072',
    sandybrown: 'f4a460',
    seagreen: '2e8b57',
    seashell: 'fff5ee',
    sienna: 'a0522d',
    silver: 'c0c0c0',
    skyblue: '87ceeb',
    slateblue: '6a5acd',
    slategray: '708090',
    slategrey: '708090',
    snow: 'fffafa',
    springgreen: '00ff7f',
    steelblue: '4682b4',
    tan: 'd2b48c',
    teal: '008080',
    thistle: 'd8bfd8',
    tomato: 'ff6347',
    turquoise: '40e0d0',
    violet: 'ee82ee',
    wheat: 'f5deb3',
    white: 'fff',
    whitesmoke: 'f5f5f5',
    yellow: 'ff0',
    yellowgreen: '9acd32'
  };

  /**
   * Checks if a string is a CSS named color and returns its equivalent hex value, otherwise returns the original color.
   * @private
   */
  function nameToHex(color) {
    if (typeof color !== 'string') return color;
    var normalizedColorName = color.toLowerCase();
    return namedColorMap[normalizedColorName] ? "#" + namedColorMap[normalizedColorName] : color;
  }

  var hexRegex = /^#[a-fA-F0-9]{6}$/;
  var hexRgbaRegex = /^#[a-fA-F0-9]{8}$/;
  var reducedHexRegex = /^#[a-fA-F0-9]{3}$/;
  var reducedRgbaHexRegex = /^#[a-fA-F0-9]{4}$/;
  var rgbRegex = /^rgb\(\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*\)$/i;
  var rgbaRegex = /^rgb(?:a)?\(\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,|\/)\s*([-+]?\d*[.]?\d+[%]?)\s*\)$/i;
  var hslRegex = /^hsl\(\s*(\d{0,3}[.]?[0-9]+(?:deg)?)\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*\)$/i;
  var hslaRegex = /^hsl(?:a)?\(\s*(\d{0,3}[.]?[0-9]+(?:deg)?)\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,|\/)\s*([-+]?\d*[.]?\d+[%]?)\s*\)$/i;

  /**
   * Returns an RgbColor or RgbaColor object. This utility function is only useful
   * if want to extract a color component. With the color util `toColorString` you
   * can convert a RgbColor or RgbaColor object back to a string.
   *
   * @example
   * // Assigns `{ red: 255, green: 0, blue: 0 }` to color1
   * const color1 = parseToRgb('rgb(255, 0, 0)');
   * // Assigns `{ red: 92, green: 102, blue: 112, alpha: 0.75 }` to color2
   * const color2 = parseToRgb('hsla(210, 10%, 40%, 0.75)');
   */
  function parseToRgb(color) {
    if (typeof color !== 'string') {
      throw new PolishedError(3);
    }
    var normalizedColor = nameToHex(color);
    if (normalizedColor.match(hexRegex)) {
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
        green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
        blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16)
      };
    }
    if (normalizedColor.match(hexRgbaRegex)) {
      var alpha = parseFloat((parseInt("" + normalizedColor[7] + normalizedColor[8], 16) / 255).toFixed(2));
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
        green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
        blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16),
        alpha: alpha
      };
    }
    if (normalizedColor.match(reducedHexRegex)) {
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
        green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
        blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16)
      };
    }
    if (normalizedColor.match(reducedRgbaHexRegex)) {
      var _alpha = parseFloat((parseInt("" + normalizedColor[4] + normalizedColor[4], 16) / 255).toFixed(2));
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
        green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
        blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16),
        alpha: _alpha
      };
    }
    var rgbMatched = rgbRegex.exec(normalizedColor);
    if (rgbMatched) {
      return {
        red: parseInt("" + rgbMatched[1], 10),
        green: parseInt("" + rgbMatched[2], 10),
        blue: parseInt("" + rgbMatched[3], 10)
      };
    }
    var rgbaMatched = rgbaRegex.exec(normalizedColor.substring(0, 50));
    if (rgbaMatched) {
      return {
        red: parseInt("" + rgbaMatched[1], 10),
        green: parseInt("" + rgbaMatched[2], 10),
        blue: parseInt("" + rgbaMatched[3], 10),
        alpha: parseFloat("" + rgbaMatched[4]) > 1 ? parseFloat("" + rgbaMatched[4]) / 100 : parseFloat("" + rgbaMatched[4])
      };
    }
    var hslMatched = hslRegex.exec(normalizedColor);
    if (hslMatched) {
      var hue = parseInt("" + hslMatched[1], 10);
      var saturation = parseInt("" + hslMatched[2], 10) / 100;
      var lightness = parseInt("" + hslMatched[3], 10) / 100;
      var rgbColorString = "rgb(" + hslToRgb(hue, saturation, lightness) + ")";
      var hslRgbMatched = rgbRegex.exec(rgbColorString);
      if (!hslRgbMatched) {
        throw new PolishedError(4, normalizedColor, rgbColorString);
      }
      return {
        red: parseInt("" + hslRgbMatched[1], 10),
        green: parseInt("" + hslRgbMatched[2], 10),
        blue: parseInt("" + hslRgbMatched[3], 10)
      };
    }
    var hslaMatched = hslaRegex.exec(normalizedColor.substring(0, 50));
    if (hslaMatched) {
      var _hue = parseInt("" + hslaMatched[1], 10);
      var _saturation = parseInt("" + hslaMatched[2], 10) / 100;
      var _lightness = parseInt("" + hslaMatched[3], 10) / 100;
      var _rgbColorString = "rgb(" + hslToRgb(_hue, _saturation, _lightness) + ")";
      var _hslRgbMatched = rgbRegex.exec(_rgbColorString);
      if (!_hslRgbMatched) {
        throw new PolishedError(4, normalizedColor, _rgbColorString);
      }
      return {
        red: parseInt("" + _hslRgbMatched[1], 10),
        green: parseInt("" + _hslRgbMatched[2], 10),
        blue: parseInt("" + _hslRgbMatched[3], 10),
        alpha: parseFloat("" + hslaMatched[4]) > 1 ? parseFloat("" + hslaMatched[4]) / 100 : parseFloat("" + hslaMatched[4])
      };
    }
    throw new PolishedError(5);
  }

  function rgbToHsl(color) {
    // make sure rgb are contained in a set of [0, 255]
    var red = color.red / 255;
    var green = color.green / 255;
    var blue = color.blue / 255;
    var max = Math.max(red, green, blue);
    var min = Math.min(red, green, blue);
    var lightness = (max + min) / 2;
    if (max === min) {
      // achromatic
      if (color.alpha !== undefined) {
        return {
          hue: 0,
          saturation: 0,
          lightness: lightness,
          alpha: color.alpha
        };
      } else {
        return {
          hue: 0,
          saturation: 0,
          lightness: lightness
        };
      }
    }
    var hue;
    var delta = max - min;
    var saturation = lightness > 0.5 ? delta / (2 - max - min) : delta / (max + min);
    switch (max) {
      case red:
        hue = (green - blue) / delta + (green < blue ? 6 : 0);
        break;
      case green:
        hue = (blue - red) / delta + 2;
        break;
      default:
        // blue case
        hue = (red - green) / delta + 4;
        break;
    }
    hue *= 60;
    if (color.alpha !== undefined) {
      return {
        hue: hue,
        saturation: saturation,
        lightness: lightness,
        alpha: color.alpha
      };
    }
    return {
      hue: hue,
      saturation: saturation,
      lightness: lightness
    };
  }

  /**
   * Returns an HslColor or HslaColor object. This utility function is only useful
   * if want to extract a color component. With the color util `toColorString` you
   * can convert a HslColor or HslaColor object back to a string.
   *
   * @example
   * // Assigns `{ hue: 0, saturation: 1, lightness: 0.5 }` to color1
   * const color1 = parseToHsl('rgb(255, 0, 0)');
   * // Assigns `{ hue: 128, saturation: 1, lightness: 0.5, alpha: 0.75 }` to color2
   * const color2 = parseToHsl('hsla(128, 100%, 50%, 0.75)');
   */
  function parseToHsl(color) {
    // Note: At a later stage we can optimize this function as right now a hsl
    // color would be parsed converted to rgb values and converted back to hsl.
    return rgbToHsl(parseToRgb(color));
  }

  /**
   * Reduces hex values if possible e.g. #ff8866 to #f86
   * @private
   */
  var reduceHexValue = function reduceHexValue(value) {
    if (value.length === 7 && value[1] === value[2] && value[3] === value[4] && value[5] === value[6]) {
      return "#" + value[1] + value[3] + value[5];
    }
    return value;
  };
  var reduceHexValue$1 = reduceHexValue;

  function numberToHex(value) {
    var hex = value.toString(16);
    return hex.length === 1 ? "0" + hex : hex;
  }

  function colorToHex(color) {
    return numberToHex(Math.round(color * 255));
  }
  function convertToHex(red, green, blue) {
    return reduceHexValue$1("#" + colorToHex(red) + colorToHex(green) + colorToHex(blue));
  }
  function hslToHex(hue, saturation, lightness) {
    return hslToRgb(hue, saturation, lightness, convertToHex);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible hex notation.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: hsl(359, 0.75, 0.4),
   *   background: hsl({ hue: 360, saturation: 0.75, lightness: 0.4 }),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${hsl(359, 0.75, 0.4)};
   *   background: ${hsl({ hue: 360, saturation: 0.75, lightness: 0.4 })};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#b3191c";
   *   background: "#b3191c";
   * }
   */
  function hsl(value, saturation, lightness) {
    if (typeof value === 'object' && saturation === undefined && lightness === undefined) {
      return hslToHex(value.hue, value.saturation, value.lightness);
    }
    throw new PolishedError(1);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible rgba or hex notation.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: hsla(359, 0.75, 0.4, 0.7),
   *   background: hsla({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0,7 }),
   *   background: hsla(359, 0.75, 0.4, 1),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${hsla(359, 0.75, 0.4, 0.7)};
   *   background: ${hsla({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0,7 })};
   *   background: ${hsla(359, 0.75, 0.4, 1)};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "rgba(179,25,28,0.7)";
   *   background: "rgba(179,25,28,0.7)";
   *   background: "#b3191c";
   * }
   */
  function hsla(value, saturation, lightness, alpha) {
    if (typeof value === 'object' && saturation === undefined && lightness === undefined && alpha === undefined) {
      return value.alpha >= 1 ? hslToHex(value.hue, value.saturation, value.lightness) : "rgba(" + hslToRgb(value.hue, value.saturation, value.lightness) + "," + value.alpha + ")";
    }
    throw new PolishedError(2);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible hex notation.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: rgb(255, 205, 100),
   *   background: rgb({ red: 255, green: 205, blue: 100 }),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${rgb(255, 205, 100)};
   *   background: ${rgb({ red: 255, green: 205, blue: 100 })};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#ffcd64";
   *   background: "#ffcd64";
   * }
   */
  function rgb(value, green, blue) {
    if (typeof value === 'number' && typeof green === 'number' && typeof blue === 'number') {
      return reduceHexValue$1("#" + numberToHex(value) + numberToHex(green) + numberToHex(blue));
    } else if (typeof value === 'object' && green === undefined && blue === undefined) {
      return reduceHexValue$1("#" + numberToHex(value.red) + numberToHex(value.green) + numberToHex(value.blue));
    }
    throw new PolishedError(6);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible rgba or hex notation.
   *
   * Can also be used to fade a color by passing a hex value or named CSS color along with an alpha value.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: rgba(255, 205, 100, 0.7),
   *   background: rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 }),
   *   background: rgba(255, 205, 100, 1),
   *   background: rgba('#ffffff', 0.4),
   *   background: rgba('black', 0.7),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${rgba(255, 205, 100, 0.7)};
   *   background: ${rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 })};
   *   background: ${rgba(255, 205, 100, 1)};
   *   background: ${rgba('#ffffff', 0.4)};
   *   background: ${rgba('black', 0.7)};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "rgba(255,205,100,0.7)";
   *   background: "rgba(255,205,100,0.7)";
   *   background: "#ffcd64";
   *   background: "rgba(255,255,255,0.4)";
   *   background: "rgba(0,0,0,0.7)";
   * }
   */
  function rgba(firstValue, secondValue, thirdValue, fourthValue) {
    if (typeof firstValue === 'object' && secondValue === undefined && thirdValue === undefined && fourthValue === undefined) {
      return firstValue.alpha >= 1 ? rgb(firstValue.red, firstValue.green, firstValue.blue) : "rgba(" + firstValue.red + "," + firstValue.green + "," + firstValue.blue + "," + firstValue.alpha + ")";
    }
    throw new PolishedError(7);
  }

  var isRgb = function isRgb(color) {
    return typeof color.red === 'number' && typeof color.green === 'number' && typeof color.blue === 'number' && (typeof color.alpha !== 'number' || typeof color.alpha === 'undefined');
  };
  var isRgba = function isRgba(color) {
    return typeof color.red === 'number' && typeof color.green === 'number' && typeof color.blue === 'number' && typeof color.alpha === 'number';
  };
  var isHsl = function isHsl(color) {
    return typeof color.hue === 'number' && typeof color.saturation === 'number' && typeof color.lightness === 'number' && (typeof color.alpha !== 'number' || typeof color.alpha === 'undefined');
  };
  var isHsla = function isHsla(color) {
    return typeof color.hue === 'number' && typeof color.saturation === 'number' && typeof color.lightness === 'number' && typeof color.alpha === 'number';
  };

  /**
   * Converts a RgbColor, RgbaColor, HslColor or HslaColor object to a color string.
   * This util is useful in case you only know on runtime which color object is
   * used. Otherwise we recommend to rely on `rgb`, `rgba`, `hsl` or `hsla`.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: toColorString({ red: 255, green: 205, blue: 100 }),
   *   background: toColorString({ red: 255, green: 205, blue: 100, alpha: 0.72 }),
   *   background: toColorString({ hue: 240, saturation: 1, lightness: 0.5 }),
   *   background: toColorString({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0.72 }),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${toColorString({ red: 255, green: 205, blue: 100 })};
   *   background: ${toColorString({ red: 255, green: 205, blue: 100, alpha: 0.72 })};
   *   background: ${toColorString({ hue: 240, saturation: 1, lightness: 0.5 })};
   *   background: ${toColorString({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0.72 })};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#ffcd64";
   *   background: "rgba(255,205,100,0.72)";
   *   background: "#00f";
   *   background: "rgba(179,25,25,0.72)";
   * }
   */

  function toColorString(color) {
    if (typeof color !== 'object') throw new PolishedError(8);
    if (isRgba(color)) return rgba(color);
    if (isRgb(color)) return rgb(color);
    if (isHsla(color)) return hsla(color);
    if (isHsl(color)) return hsl(color);
    throw new PolishedError(8);
  }

  // Type definitions taken from https://github.com/gcanti/flow-static-land/blob/master/src/Fun.js
  // eslint-disable-next-line no-unused-vars
  // eslint-disable-next-line no-unused-vars
  // eslint-disable-next-line no-redeclare
  function curried(f, length, acc) {
    return function fn() {
      // eslint-disable-next-line prefer-rest-params
      var combined = acc.concat(Array.prototype.slice.call(arguments));
      return combined.length >= length ? f.apply(this, combined) : curried(f, length, combined);
    };
  }

  // eslint-disable-next-line no-redeclare
  function curry(f) {
    // eslint-disable-line no-redeclare
    return curried(f, f.length, []);
  }

  /**
   * Changes the hue of the color. Hue is a number between 0 to 360. The first
   * argument for adjustHue is the amount of degrees the color is rotated around
   * the color wheel, always producing a positive hue value.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: adjustHue(180, '#448'),
   *   background: adjustHue('180', 'rgba(101,100,205,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${adjustHue(180, '#448')};
   *   background: ${adjustHue('180', 'rgba(101,100,205,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#888844";
   *   background: "rgba(136,136,68,0.7)";
   * }
   */
  function adjustHue(degree, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      hue: hslColor.hue + parseFloat(degree)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(adjustHue);

  function guard(lowerBoundary, upperBoundary, value) {
    return Math.max(lowerBoundary, Math.min(upperBoundary, value));
  }

  /**
   * Returns a string value for the darkened color.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: darken(0.2, '#FFCD64'),
   *   background: darken('0.2', 'rgba(255,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${darken(0.2, '#FFCD64')};
   *   background: ${darken('0.2', 'rgba(255,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#ffbd31";
   *   background: "rgba(255,189,49,0.7)";
   * }
   */
  function darken(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      lightness: guard(0, 1, hslColor.lightness - parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(darken);

  /**
   * Decreases the intensity of a color. Its range is between 0 to 1. The first
   * argument of the desaturate function is the amount by how much the color
   * intensity should be decreased.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: desaturate(0.2, '#CCCD64'),
   *   background: desaturate('0.2', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${desaturate(0.2, '#CCCD64')};
   *   background: ${desaturate('0.2', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#b8b979";
   *   background: "rgba(184,185,121,0.7)";
   * }
   */
  function desaturate(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      saturation: guard(0, 1, hslColor.saturation - parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(desaturate);

  /**
   * Returns a string value for the lightened color.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: lighten(0.2, '#CCCD64'),
   *   background: lighten('0.2', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${lighten(0.2, '#FFCD64')};
   *   background: ${lighten('0.2', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#e5e6b1";
   *   background: "rgba(229,230,177,0.7)";
   * }
   */
  function lighten(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      lightness: guard(0, 1, hslColor.lightness + parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(lighten);

  /**
   * Mixes the two provided colors together by calculating the average of each of the RGB components weighted to the first color by the provided weight.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: mix(0.5, '#f00', '#00f')
   *   background: mix(0.25, '#f00', '#00f')
   *   background: mix('0.5', 'rgba(255, 0, 0, 0.5)', '#00f')
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${mix(0.5, '#f00', '#00f')};
   *   background: ${mix(0.25, '#f00', '#00f')};
   *   background: ${mix('0.5', 'rgba(255, 0, 0, 0.5)', '#00f')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#7f007f";
   *   background: "#3f00bf";
   *   background: "rgba(63, 0, 191, 0.75)";
   * }
   */
  function mix(weight, color, otherColor) {
    if (color === 'transparent') return otherColor;
    if (otherColor === 'transparent') return color;
    if (weight === 0) return otherColor;
    var parsedColor1 = parseToRgb(color);
    var color1 = _extends({}, parsedColor1, {
      alpha: typeof parsedColor1.alpha === 'number' ? parsedColor1.alpha : 1
    });
    var parsedColor2 = parseToRgb(otherColor);
    var color2 = _extends({}, parsedColor2, {
      alpha: typeof parsedColor2.alpha === 'number' ? parsedColor2.alpha : 1
    });

    // The formula is copied from the original Sass implementation:
    // http://sass-lang.com/documentation/Sass/Script/Functions.html#mix-instance_method
    var alphaDelta = color1.alpha - color2.alpha;
    var x = parseFloat(weight) * 2 - 1;
    var y = x * alphaDelta === -1 ? x : x + alphaDelta;
    var z = 1 + x * alphaDelta;
    var weight1 = (y / z + 1) / 2.0;
    var weight2 = 1 - weight1;
    var mixedColor = {
      red: Math.floor(color1.red * weight1 + color2.red * weight2),
      green: Math.floor(color1.green * weight1 + color2.green * weight2),
      blue: Math.floor(color1.blue * weight1 + color2.blue * weight2),
      alpha: color1.alpha * parseFloat(weight) + color2.alpha * (1 - parseFloat(weight))
    };
    return rgba(mixedColor);
  }

  // prettier-ignore
  var curriedMix = curry /* ::<number | string, string, string, string> */(mix);
  var mix$1 = curriedMix;

  /**
   * Increases the opacity of a color. Its range for the amount is between 0 to 1.
   *
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: opacify(0.1, 'rgba(255, 255, 255, 0.9)');
   *   background: opacify(0.2, 'hsla(0, 0%, 100%, 0.5)'),
   *   background: opacify('0.5', 'rgba(255, 0, 0, 0.2)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${opacify(0.1, 'rgba(255, 255, 255, 0.9)')};
   *   background: ${opacify(0.2, 'hsla(0, 0%, 100%, 0.5)')},
   *   background: ${opacify('0.5', 'rgba(255, 0, 0, 0.2)')},
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#fff";
   *   background: "rgba(255,255,255,0.7)";
   *   background: "rgba(255,0,0,0.7)";
   * }
   */
  function opacify(amount, color) {
    if (color === 'transparent') return color;
    var parsedColor = parseToRgb(color);
    var alpha = typeof parsedColor.alpha === 'number' ? parsedColor.alpha : 1;
    var colorWithAlpha = _extends({}, parsedColor, {
      alpha: guard(0, 1, (alpha * 100 + parseFloat(amount) * 100) / 100)
    });
    return rgba(colorWithAlpha);
  }

  // prettier-ignore
  var curriedOpacify = curry /* ::<number | string, string, string> */(opacify);
  var curriedOpacify$1 = curriedOpacify;

  /**
   * Increases the intensity of a color. Its range is between 0 to 1. The first
   * argument of the saturate function is the amount by how much the color
   * intensity should be increased.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: saturate(0.2, '#CCCD64'),
   *   background: saturate('0.2', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${saturate(0.2, '#FFCD64')};
   *   background: ${saturate('0.2', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#e0e250";
   *   background: "rgba(224,226,80,0.7)";
   * }
   */
  function saturate(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      saturation: guard(0, 1, hslColor.saturation + parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(saturate);

  /**
   * Sets the hue of a color to the provided value. The hue range can be
   * from 0 and 359.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: setHue(42, '#CCCD64'),
   *   background: setHue('244', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${setHue(42, '#CCCD64')};
   *   background: ${setHue('244', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#cdae64";
   *   background: "rgba(107,100,205,0.7)";
   * }
   */
  function setHue(hue, color) {
    if (color === 'transparent') return color;
    return toColorString(_extends({}, parseToHsl(color), {
      hue: parseFloat(hue)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(setHue);

  /**
   * Sets the lightness of a color to the provided value. The lightness range can be
   * from 0 and 1.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: setLightness(0.2, '#CCCD64'),
   *   background: setLightness('0.75', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${setLightness(0.2, '#CCCD64')};
   *   background: ${setLightness('0.75', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#4d4d19";
   *   background: "rgba(223,224,159,0.7)";
   * }
   */
  function setLightness(lightness, color) {
    if (color === 'transparent') return color;
    return toColorString(_extends({}, parseToHsl(color), {
      lightness: parseFloat(lightness)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(setLightness);

  /**
   * Sets the saturation of a color to the provided value. The saturation range can be
   * from 0 and 1.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: setSaturation(0.2, '#CCCD64'),
   *   background: setSaturation('0.75', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${setSaturation(0.2, '#CCCD64')};
   *   background: ${setSaturation('0.75', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#adad84";
   *   background: "rgba(228,229,76,0.7)";
   * }
   */
  function setSaturation(saturation, color) {
    if (color === 'transparent') return color;
    return toColorString(_extends({}, parseToHsl(color), {
      saturation: parseFloat(saturation)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(setSaturation);

  /**
   * Shades a color by mixing it with black. `shade` can produce
   * hue shifts, where as `darken` manipulates the luminance channel and therefore
   * doesn't produce hue shifts.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: shade(0.25, '#00f')
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${shade(0.25, '#00f')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#00003f";
   * }
   */

  function shade(percentage, color) {
    if (color === 'transparent') return color;
    return mix$1(parseFloat(percentage), 'rgb(0, 0, 0)', color);
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(shade);

  /**
   * Tints a color by mixing it with white. `tint` can produce
   * hue shifts, where as `lighten` manipulates the luminance channel and therefore
   * doesn't produce hue shifts.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: tint(0.25, '#00f')
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${tint(0.25, '#00f')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#bfbfff";
   * }
   */

  function tint(percentage, color) {
    if (color === 'transparent') return color;
    return mix$1(parseFloat(percentage), 'rgb(255, 255, 255)', color);
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(tint);

  /**
   * Decreases the opacity of a color. Its range for the amount is between 0 to 1.
   *
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: transparentize(0.1, '#fff'),
   *   background: transparentize(0.2, 'hsl(0, 0%, 100%)'),
   *   background: transparentize('0.5', 'rgba(255, 0, 0, 0.8)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${transparentize(0.1, '#fff')};
   *   background: ${transparentize(0.2, 'hsl(0, 0%, 100%)')};
   *   background: ${transparentize('0.5', 'rgba(255, 0, 0, 0.8)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "rgba(255,255,255,0.9)";
   *   background: "rgba(255,255,255,0.8)";
   *   background: "rgba(255,0,0,0.3)";
   * }
   */
  function transparentize(amount, color) {
    if (color === 'transparent') return color;
    var parsedColor = parseToRgb(color);
    var alpha = typeof parsedColor.alpha === 'number' ? parsedColor.alpha : 1;
    var colorWithAlpha = _extends({}, parsedColor, {
      alpha: guard(0, 1, +(alpha * 100 - parseFloat(amount) * 100).toFixed(2) / 100)
    });
    return rgba(colorWithAlpha);
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(transparentize);

  /**
   * The Ease class provides a collection of easing functions for use with tween.js.
   */
  var Easing = Object.freeze({
      Linear: Object.freeze({
          None: function (amount) {
              return amount;
          },
          In: function (amount) {
              return amount;
          },
          Out: function (amount) {
              return amount;
          },
          InOut: function (amount) {
              return amount;
          },
      }),
      Quadratic: Object.freeze({
          In: function (amount) {
              return amount * amount;
          },
          Out: function (amount) {
              return amount * (2 - amount);
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount;
              }
              return -0.5 * (--amount * (amount - 2) - 1);
          },
      }),
      Cubic: Object.freeze({
          In: function (amount) {
              return amount * amount * amount;
          },
          Out: function (amount) {
              return --amount * amount * amount + 1;
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount * amount;
              }
              return 0.5 * ((amount -= 2) * amount * amount + 2);
          },
      }),
      Quartic: Object.freeze({
          In: function (amount) {
              return amount * amount * amount * amount;
          },
          Out: function (amount) {
              return 1 - --amount * amount * amount * amount;
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount * amount * amount;
              }
              return -0.5 * ((amount -= 2) * amount * amount * amount - 2);
          },
      }),
      Quintic: Object.freeze({
          In: function (amount) {
              return amount * amount * amount * amount * amount;
          },
          Out: function (amount) {
              return --amount * amount * amount * amount * amount + 1;
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount * amount * amount * amount;
              }
              return 0.5 * ((amount -= 2) * amount * amount * amount * amount + 2);
          },
      }),
      Sinusoidal: Object.freeze({
          In: function (amount) {
              return 1 - Math.sin(((1.0 - amount) * Math.PI) / 2);
          },
          Out: function (amount) {
              return Math.sin((amount * Math.PI) / 2);
          },
          InOut: function (amount) {
              return 0.5 * (1 - Math.sin(Math.PI * (0.5 - amount)));
          },
      }),
      Exponential: Object.freeze({
          In: function (amount) {
              return amount === 0 ? 0 : Math.pow(1024, amount - 1);
          },
          Out: function (amount) {
              return amount === 1 ? 1 : 1 - Math.pow(2, -10 * amount);
          },
          InOut: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              if ((amount *= 2) < 1) {
                  return 0.5 * Math.pow(1024, amount - 1);
              }
              return 0.5 * (-Math.pow(2, -10 * (amount - 1)) + 2);
          },
      }),
      Circular: Object.freeze({
          In: function (amount) {
              return 1 - Math.sqrt(1 - amount * amount);
          },
          Out: function (amount) {
              return Math.sqrt(1 - --amount * amount);
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return -0.5 * (Math.sqrt(1 - amount * amount) - 1);
              }
              return 0.5 * (Math.sqrt(1 - (amount -= 2) * amount) + 1);
          },
      }),
      Elastic: Object.freeze({
          In: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              return -Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
          },
          Out: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              return Math.pow(2, -10 * amount) * Math.sin((amount - 0.1) * 5 * Math.PI) + 1;
          },
          InOut: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              amount *= 2;
              if (amount < 1) {
                  return -0.5 * Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
              }
              return 0.5 * Math.pow(2, -10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI) + 1;
          },
      }),
      Back: Object.freeze({
          In: function (amount) {
              var s = 1.70158;
              return amount === 1 ? 1 : amount * amount * ((s + 1) * amount - s);
          },
          Out: function (amount) {
              var s = 1.70158;
              return amount === 0 ? 0 : --amount * amount * ((s + 1) * amount + s) + 1;
          },
          InOut: function (amount) {
              var s = 1.70158 * 1.525;
              if ((amount *= 2) < 1) {
                  return 0.5 * (amount * amount * ((s + 1) * amount - s));
              }
              return 0.5 * ((amount -= 2) * amount * ((s + 1) * amount + s) + 2);
          },
      }),
      Bounce: Object.freeze({
          In: function (amount) {
              return 1 - Easing.Bounce.Out(1 - amount);
          },
          Out: function (amount) {
              if (amount < 1 / 2.75) {
                  return 7.5625 * amount * amount;
              }
              else if (amount < 2 / 2.75) {
                  return 7.5625 * (amount -= 1.5 / 2.75) * amount + 0.75;
              }
              else if (amount < 2.5 / 2.75) {
                  return 7.5625 * (amount -= 2.25 / 2.75) * amount + 0.9375;
              }
              else {
                  return 7.5625 * (amount -= 2.625 / 2.75) * amount + 0.984375;
              }
          },
          InOut: function (amount) {
              if (amount < 0.5) {
                  return Easing.Bounce.In(amount * 2) * 0.5;
              }
              return Easing.Bounce.Out(amount * 2 - 1) * 0.5 + 0.5;
          },
      }),
      generatePow: function (power) {
          if (power === void 0) { power = 4; }
          power = power < Number.EPSILON ? Number.EPSILON : power;
          power = power > 10000 ? 10000 : power;
          return {
              In: function (amount) {
                  return Math.pow(amount, power);
              },
              Out: function (amount) {
                  return 1 - Math.pow((1 - amount), power);
              },
              InOut: function (amount) {
                  if (amount < 0.5) {
                      return Math.pow((amount * 2), power) / 2;
                  }
                  return (1 - Math.pow((2 - amount * 2), power)) / 2 + 0.5;
              },
          };
      },
  });

  var now = function () { return performance.now(); };

  /**
   * Controlling groups of tweens
   *
   * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
   * In these cases, you may want to create your own smaller groups of tween
   */
  var Group = /** @class */ (function () {
      function Group() {
          var tweens = [];
          for (var _i = 0; _i < arguments.length; _i++) {
              tweens[_i] = arguments[_i];
          }
          this._tweens = {};
          this._tweensAddedDuringUpdate = {};
          this.add.apply(this, tweens);
      }
      Group.prototype.getAll = function () {
          var _this = this;
          return Object.keys(this._tweens).map(function (tweenId) { return _this._tweens[tweenId]; });
      };
      Group.prototype.removeAll = function () {
          this._tweens = {};
      };
      Group.prototype.add = function () {
          var _a;
          var tweens = [];
          for (var _i = 0; _i < arguments.length; _i++) {
              tweens[_i] = arguments[_i];
          }
          for (var _b = 0, tweens_1 = tweens; _b < tweens_1.length; _b++) {
              var tween = tweens_1[_b];
              // Remove from any other group first, a tween can only be in one group at a time.
              // @ts-expect-error library internal access
              (_a = tween._group) === null || _a === void 0 ? void 0 : _a.remove(tween);
              // @ts-expect-error library internal access
              tween._group = this;
              this._tweens[tween.getId()] = tween;
              this._tweensAddedDuringUpdate[tween.getId()] = tween;
          }
      };
      Group.prototype.remove = function () {
          var tweens = [];
          for (var _i = 0; _i < arguments.length; _i++) {
              tweens[_i] = arguments[_i];
          }
          for (var _a = 0, tweens_2 = tweens; _a < tweens_2.length; _a++) {
              var tween = tweens_2[_a];
              // @ts-expect-error library internal access
              tween._group = undefined;
              delete this._tweens[tween.getId()];
              delete this._tweensAddedDuringUpdate[tween.getId()];
          }
      };
      /** Return true if all tweens in the group are not paused or playing. */
      Group.prototype.allStopped = function () {
          return this.getAll().every(function (tween) { return !tween.isPlaying(); });
      };
      Group.prototype.update = function (time, preserve) {
          if (time === void 0) { time = now(); }
          if (preserve === void 0) { preserve = true; }
          var tweenIds = Object.keys(this._tweens);
          if (tweenIds.length === 0)
              return;
          // Tweens are updated in "batches". If you add a new tween during an
          // update, then the new tween will be updated in the next batch.
          // If you remove a tween during an update, it may or may not be updated.
          // However, if the removed tween was added during the current batch,
          // then it will not be updated.
          while (tweenIds.length > 0) {
              this._tweensAddedDuringUpdate = {};
              for (var i = 0; i < tweenIds.length; i++) {
                  var tween = this._tweens[tweenIds[i]];
                  var autoStart = !preserve;
                  if (tween && tween.update(time, autoStart) === false && !preserve)
                      this.remove(tween);
              }
              tweenIds = Object.keys(this._tweensAddedDuringUpdate);
          }
      };
      return Group;
  }());

  /**
   *
   */
  var Interpolation = {
      Linear: function (v, k) {
          var m = v.length - 1;
          var f = m * k;
          var i = Math.floor(f);
          var fn = Interpolation.Utils.Linear;
          if (k < 0) {
              return fn(v[0], v[1], f);
          }
          if (k > 1) {
              return fn(v[m], v[m - 1], m - f);
          }
          return fn(v[i], v[i + 1 > m ? m : i + 1], f - i);
      },
      Utils: {
          Linear: function (p0, p1, t) {
              return (p1 - p0) * t + p0;
          }},
  };

  /**
   * Utils
   */
  var Sequence = /** @class */ (function () {
      function Sequence() {
      }
      Sequence.nextId = function () {
          return Sequence._nextId++;
      };
      Sequence._nextId = 0;
      return Sequence;
  }());

  var mainGroup = new Group();

  /**
   * Tween.js - Licensed under the MIT license
   * https://github.com/tweenjs/tween.js
   * ----------------------------------------------
   *
   * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.
   * Thank you all, you're awesome!
   */
  var Tween = /** @class */ (function () {
      function Tween(object, group) {
          this._isPaused = false;
          this._pauseStart = 0;
          this._valuesStart = {};
          this._valuesEnd = {};
          this._valuesStartRepeat = {};
          this._duration = 1000;
          this._isDynamic = false;
          this._initialRepeat = 0;
          this._repeat = 0;
          this._yoyo = false;
          this._isPlaying = false;
          this._reversed = false;
          this._delayTime = 0;
          this._startTime = 0;
          this._easingFunction = Easing.Linear.None;
          this._interpolationFunction = Interpolation.Linear;
          // eslint-disable-next-line
          this._chainedTweens = [];
          this._onStartCallbackFired = false;
          this._onEveryStartCallbackFired = false;
          this._id = Sequence.nextId();
          this._isChainStopped = false;
          this._propertiesAreSetUp = false;
          this._goToEnd = false;
          this._object = object;
          if (typeof group === 'object') {
              this._group = group;
              group.add(this);
          }
          // Use "true" to restore old behavior (will be removed in future release).
          else if (group === true) {
              this._group = mainGroup;
              mainGroup.add(this);
          }
      }
      Tween.prototype.getId = function () {
          return this._id;
      };
      Tween.prototype.isPlaying = function () {
          return this._isPlaying;
      };
      Tween.prototype.isPaused = function () {
          return this._isPaused;
      };
      Tween.prototype.getDuration = function () {
          return this._duration;
      };
      Tween.prototype.to = function (target, duration) {
          if (duration === void 0) { duration = 1000; }
          if (this._isPlaying)
              throw new Error('Can not call Tween.to() while Tween is already started or paused. Stop the Tween first.');
          this._valuesEnd = target;
          this._propertiesAreSetUp = false;
          this._duration = duration < 0 ? 0 : duration;
          return this;
      };
      Tween.prototype.duration = function (duration) {
          if (duration === void 0) { duration = 1000; }
          this._duration = duration < 0 ? 0 : duration;
          return this;
      };
      Tween.prototype.dynamic = function (dynamic) {
          if (dynamic === void 0) { dynamic = false; }
          this._isDynamic = dynamic;
          return this;
      };
      Tween.prototype.start = function (time, overrideStartingValues) {
          if (time === void 0) { time = now(); }
          if (overrideStartingValues === void 0) { overrideStartingValues = false; }
          if (this._isPlaying) {
              return this;
          }
          this._repeat = this._initialRepeat;
          if (this._reversed) {
              // If we were reversed (f.e. using the yoyo feature) then we need to
              // flip the tween direction back to forward.
              this._reversed = false;
              for (var property in this._valuesStartRepeat) {
                  this._swapEndStartRepeatValues(property);
                  this._valuesStart[property] = this._valuesStartRepeat[property];
              }
          }
          this._isPlaying = true;
          this._isPaused = false;
          this._onStartCallbackFired = false;
          this._onEveryStartCallbackFired = false;
          this._isChainStopped = false;
          this._startTime = time;
          this._startTime += this._delayTime;
          if (!this._propertiesAreSetUp || overrideStartingValues) {
              this._propertiesAreSetUp = true;
              // If dynamic is not enabled, clone the end values instead of using the passed-in end values.
              if (!this._isDynamic) {
                  var tmp = {};
                  for (var prop in this._valuesEnd)
                      tmp[prop] = this._valuesEnd[prop];
                  this._valuesEnd = tmp;
              }
              this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat, overrideStartingValues);
          }
          return this;
      };
      Tween.prototype.startFromCurrentValues = function (time) {
          return this.start(time, true);
      };
      Tween.prototype._setupProperties = function (_object, _valuesStart, _valuesEnd, _valuesStartRepeat, overrideStartingValues) {
          for (var property in _valuesEnd) {
              var startValue = _object[property];
              var startValueIsArray = Array.isArray(startValue);
              var propType = startValueIsArray ? 'array' : typeof startValue;
              var isInterpolationList = !startValueIsArray && Array.isArray(_valuesEnd[property]);
              // If `to()` specifies a property that doesn't exist in the source object,
              // we should not set that property in the object
              if (propType === 'undefined' || propType === 'function') {
                  continue;
              }
              // Check if an Array was provided as property value
              if (isInterpolationList) {
                  var endValues = _valuesEnd[property];
                  if (endValues.length === 0) {
                      continue;
                  }
                  // Handle an array of relative values.
                  // Creates a local copy of the Array with the start value at the front
                  var temp = [startValue];
                  for (var i = 0, l = endValues.length; i < l; i += 1) {
                      var value = this._handleRelativeValue(startValue, endValues[i]);
                      if (isNaN(value)) {
                          isInterpolationList = false;
                          console.warn('Found invalid interpolation list. Skipping.');
                          break;
                      }
                      temp.push(value);
                  }
                  if (isInterpolationList) {
                      // if (_valuesStart[property] === undefined) { // handle end values only the first time. NOT NEEDED? setupProperties is now guarded by _propertiesAreSetUp.
                      _valuesEnd[property] = temp;
                      // }
                  }
              }
              // handle the deepness of the values
              if ((propType === 'object' || startValueIsArray) && startValue && !isInterpolationList) {
                  _valuesStart[property] = startValueIsArray ? [] : {};
                  var nestedObject = startValue;
                  for (var prop in nestedObject) {
                      _valuesStart[property][prop] = nestedObject[prop];
                  }
                  // TODO? repeat nested values? And yoyo? And array values?
                  _valuesStartRepeat[property] = startValueIsArray ? [] : {};
                  var endValues = _valuesEnd[property];
                  // If dynamic is not enabled, clone the end values instead of using the passed-in end values.
                  if (!this._isDynamic) {
                      var tmp = {};
                      for (var prop in endValues)
                          tmp[prop] = endValues[prop];
                      _valuesEnd[property] = endValues = tmp;
                  }
                  this._setupProperties(nestedObject, _valuesStart[property], endValues, _valuesStartRepeat[property], overrideStartingValues);
              }
              else {
                  // Save the starting value, but only once unless override is requested.
                  if (typeof _valuesStart[property] === 'undefined' || overrideStartingValues) {
                      _valuesStart[property] = startValue;
                  }
                  if (!startValueIsArray) {
                      // eslint-disable-next-line
                      // @ts-ignore FIXME?
                      _valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
                  }
                  if (isInterpolationList) {
                      // eslint-disable-next-line
                      // @ts-ignore FIXME?
                      _valuesStartRepeat[property] = _valuesEnd[property].slice().reverse();
                  }
                  else {
                      _valuesStartRepeat[property] = _valuesStart[property] || 0;
                  }
              }
          }
      };
      Tween.prototype.stop = function () {
          if (!this._isChainStopped) {
              this._isChainStopped = true;
              this.stopChainedTweens();
          }
          if (!this._isPlaying) {
              return this;
          }
          this._isPlaying = false;
          this._isPaused = false;
          if (this._onStopCallback) {
              this._onStopCallback(this._object);
          }
          return this;
      };
      Tween.prototype.end = function () {
          this._goToEnd = true;
          this.update(this._startTime + this._duration);
          return this;
      };
      Tween.prototype.pause = function (time) {
          if (time === void 0) { time = now(); }
          if (this._isPaused || !this._isPlaying) {
              return this;
          }
          this._isPaused = true;
          this._pauseStart = time;
          return this;
      };
      Tween.prototype.resume = function (time) {
          if (time === void 0) { time = now(); }
          if (!this._isPaused || !this._isPlaying) {
              return this;
          }
          this._isPaused = false;
          this._startTime += time - this._pauseStart;
          this._pauseStart = 0;
          return this;
      };
      Tween.prototype.stopChainedTweens = function () {
          for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
              this._chainedTweens[i].stop();
          }
          return this;
      };
      Tween.prototype.group = function (group) {
          if (!group) {
              console.warn('tween.group() without args has been removed, use group.add(tween) instead.');
              return this;
          }
          group.add(this);
          return this;
      };
      /**
       * Removes the tween from whichever group it is in.
       */
      Tween.prototype.remove = function () {
          var _a;
          (_a = this._group) === null || _a === void 0 ? void 0 : _a.remove(this);
          return this;
      };
      Tween.prototype.delay = function (amount) {
          if (amount === void 0) { amount = 0; }
          this._delayTime = amount;
          return this;
      };
      Tween.prototype.repeat = function (times) {
          if (times === void 0) { times = 0; }
          this._initialRepeat = times;
          this._repeat = times;
          return this;
      };
      Tween.prototype.repeatDelay = function (amount) {
          this._repeatDelayTime = amount;
          return this;
      };
      Tween.prototype.yoyo = function (yoyo) {
          if (yoyo === void 0) { yoyo = false; }
          this._yoyo = yoyo;
          return this;
      };
      Tween.prototype.easing = function (easingFunction) {
          if (easingFunction === void 0) { easingFunction = Easing.Linear.None; }
          this._easingFunction = easingFunction;
          return this;
      };
      Tween.prototype.interpolation = function (interpolationFunction) {
          if (interpolationFunction === void 0) { interpolationFunction = Interpolation.Linear; }
          this._interpolationFunction = interpolationFunction;
          return this;
      };
      // eslint-disable-next-line
      Tween.prototype.chain = function () {
          var tweens = [];
          for (var _i = 0; _i < arguments.length; _i++) {
              tweens[_i] = arguments[_i];
          }
          this._chainedTweens = tweens;
          return this;
      };
      Tween.prototype.onStart = function (callback) {
          this._onStartCallback = callback;
          return this;
      };
      Tween.prototype.onEveryStart = function (callback) {
          this._onEveryStartCallback = callback;
          return this;
      };
      Tween.prototype.onUpdate = function (callback) {
          this._onUpdateCallback = callback;
          return this;
      };
      Tween.prototype.onRepeat = function (callback) {
          this._onRepeatCallback = callback;
          return this;
      };
      Tween.prototype.onComplete = function (callback) {
          this._onCompleteCallback = callback;
          return this;
      };
      Tween.prototype.onStop = function (callback) {
          this._onStopCallback = callback;
          return this;
      };
      /**
       * @returns true if the tween is still playing after the update, false
       * otherwise (calling update on a paused tween still returns true because
       * it is still playing, just paused).
       *
       * @param autoStart - When true, calling update will implicitly call start()
       * as well. Note, if you stop() or end() the tween, but are still calling
       * update(), it will start again!
       */
      Tween.prototype.update = function (time, autoStart) {
          var _this = this;
          var _a;
          if (time === void 0) { time = now(); }
          if (autoStart === void 0) { autoStart = Tween.autoStartOnUpdate; }
          if (this._isPaused)
              return true;
          var property;
          if (!this._goToEnd && !this._isPlaying) {
              if (autoStart)
                  this.start(time, true);
              else
                  return false;
          }
          this._goToEnd = false;
          if (time < this._startTime) {
              return true;
          }
          if (this._onStartCallbackFired === false) {
              if (this._onStartCallback) {
                  this._onStartCallback(this._object);
              }
              this._onStartCallbackFired = true;
          }
          if (this._onEveryStartCallbackFired === false) {
              if (this._onEveryStartCallback) {
                  this._onEveryStartCallback(this._object);
              }
              this._onEveryStartCallbackFired = true;
          }
          var elapsedTime = time - this._startTime;
          var durationAndDelay = this._duration + ((_a = this._repeatDelayTime) !== null && _a !== void 0 ? _a : this._delayTime);
          var totalTime = this._duration + this._repeat * durationAndDelay;
          var calculateElapsedPortion = function () {
              if (_this._duration === 0)
                  return 1;
              if (elapsedTime > totalTime) {
                  return 1;
              }
              var timesRepeated = Math.trunc(elapsedTime / durationAndDelay);
              var timeIntoCurrentRepeat = elapsedTime - timesRepeated * durationAndDelay;
              // TODO use %?
              // const timeIntoCurrentRepeat = elapsedTime % durationAndDelay
              var portion = Math.min(timeIntoCurrentRepeat / _this._duration, 1);
              if (portion === 0 && elapsedTime === _this._duration) {
                  return 1;
              }
              return portion;
          };
          var elapsed = calculateElapsedPortion();
          var value = this._easingFunction(elapsed);
          // properties transformations
          this._updateProperties(this._object, this._valuesStart, this._valuesEnd, value);
          if (this._onUpdateCallback) {
              this._onUpdateCallback(this._object, elapsed);
          }
          if (this._duration === 0 || elapsedTime >= this._duration) {
              if (this._repeat > 0) {
                  var completeCount = Math.min(Math.trunc((elapsedTime - this._duration) / durationAndDelay) + 1, this._repeat);
                  if (isFinite(this._repeat)) {
                      this._repeat -= completeCount;
                  }
                  // Reassign starting values, restart by making startTime = now
                  for (property in this._valuesStartRepeat) {
                      if (!this._yoyo && typeof this._valuesEnd[property] === 'string') {
                          this._valuesStartRepeat[property] =
                              // eslint-disable-next-line
                              // @ts-ignore FIXME?
                              this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]);
                      }
                      if (this._yoyo) {
                          this._swapEndStartRepeatValues(property);
                      }
                      this._valuesStart[property] = this._valuesStartRepeat[property];
                  }
                  if (this._yoyo) {
                      this._reversed = !this._reversed;
                  }
                  this._startTime += durationAndDelay * completeCount;
                  if (this._onRepeatCallback) {
                      this._onRepeatCallback(this._object);
                  }
                  this._onEveryStartCallbackFired = false;
                  return true;
              }
              else {
                  if (this._onCompleteCallback) {
                      this._onCompleteCallback(this._object);
                  }
                  for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
                      // Make the chained tweens start exactly at the time they should,
                      // even if the `update()` method was called way past the duration of the tween
                      this._chainedTweens[i].start(this._startTime + this._duration, false);
                  }
                  this._isPlaying = false;
                  return false;
              }
          }
          return true;
      };
      Tween.prototype._updateProperties = function (_object, _valuesStart, _valuesEnd, value) {
          for (var property in _valuesEnd) {
              // Don't update properties that do not exist in the source object
              if (_valuesStart[property] === undefined) {
                  continue;
              }
              var start = _valuesStart[property] || 0;
              var end = _valuesEnd[property];
              var startIsArray = Array.isArray(_object[property]);
              var endIsArray = Array.isArray(end);
              var isInterpolationList = !startIsArray && endIsArray;
              if (isInterpolationList) {
                  _object[property] = this._interpolationFunction(end, value);
              }
              else if (typeof end === 'object' && end) {
                  // eslint-disable-next-line
                  // @ts-ignore FIXME?
                  this._updateProperties(_object[property], start, end, value);
              }
              else {
                  // Parses relative end values with start as base (e.g.: +10, -3)
                  end = this._handleRelativeValue(start, end);
                  // Protect against non numeric properties.
                  if (typeof end === 'number') {
                      // eslint-disable-next-line
                      // @ts-ignore FIXME?
                      _object[property] = start + (end - start) * value;
                  }
              }
          }
      };
      Tween.prototype._handleRelativeValue = function (start, end) {
          if (typeof end !== 'string') {
              return end;
          }
          if (end.charAt(0) === '+' || end.charAt(0) === '-') {
              return start + parseFloat(end);
          }
          return parseFloat(end);
      };
      Tween.prototype._swapEndStartRepeatValues = function (property) {
          var tmp = this._valuesStartRepeat[property];
          var endValue = this._valuesEnd[property];
          if (typeof endValue === 'string') {
              this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(endValue);
          }
          else {
              this._valuesStartRepeat[property] = this._valuesEnd[property];
          }
          this._valuesEnd[property] = tmp;
      };
      Tween.autoStartOnUpdate = false;
      return Tween;
  }());

  /**
   * Tween.js - Licensed under the MIT license
   * https://github.com/tweenjs/tween.js
   * ----------------------------------------------
   *
   * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.
   * Thank you all, you're awesome!
   */
  Sequence.nextId;
  /**
   * Controlling groups of tweens
   *
   * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
   * In these cases, you may want to create your own smaller groups of tweens.
   */
  var TWEEN = mainGroup;
  // This is the best way to export things in a way that's compatible with both ES
  // Modules and CommonJS, without build hacks, and so as not to break the
  // existing API.
  // https://github.com/rollup/rollup/issues/1961#issuecomment-423037881
  /**
   * @deprecated The global TWEEN Group will be removed in a following major
   * release. To migrate, create a `new Group()` instead of using `TWEEN` as a
   * group.
   *
   * Old code:
   *
   * ```js
   * import * as TWEEN from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new TWEEN.Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   TWEEN.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   *
   * New code:
   *
   * ```js
   * import {Tween, Group} from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * const group = new Group()
   * group.add(tween)
   * group.add(tween2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   group.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   */
  TWEEN.getAll.bind(TWEEN);
  /**
   * @deprecated The global TWEEN Group will be removed in a following major
   * release. To migrate, create a `new Group()` instead of using `TWEEN` as a
   * group.
   *
   * Old code:
   *
   * ```js
   * import * as TWEEN from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new TWEEN.Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   TWEEN.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   *
   * New code:
   *
   * ```js
   * import {Tween, Group} from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * const group = new Group()
   * group.add(tween)
   * group.add(tween2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   group.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   */
  TWEEN.removeAll.bind(TWEEN);
  /**
   * @deprecated The global TWEEN Group will be removed in a following major
   * release. To migrate, create a `new Group()` instead of using `TWEEN` as a
   * group.
   *
   * Old code:
   *
   * ```js
   * import * as TWEEN from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new TWEEN.Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   TWEEN.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   *
   * New code:
   *
   * ```js
   * import {Tween, Group} from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * const group = new Group()
   * group.add(tween)
   * group.add(tween2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   group.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   */
  TWEEN.add.bind(TWEEN);
  /**
   * @deprecated The global TWEEN Group will be removed in a following major
   * release. To migrate, create a `new Group()` instead of using `TWEEN` as a
   * group.
   *
   * Old code:
   *
   * ```js
   * import * as TWEEN from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new TWEEN.Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   TWEEN.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   *
   * New code:
   *
   * ```js
   * import {Tween, Group} from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * const group = new Group()
   * group.add(tween)
   * group.add(tween2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   group.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   */
  TWEEN.remove.bind(TWEEN);
  /**
   * @deprecated The global TWEEN Group will be removed in a following major
   * release. To migrate, create a `new Group()` instead of using `TWEEN` as a
   * group.
   *
   * Old code:
   *
   * ```js
   * import * as TWEEN from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new TWEEN.Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   TWEEN.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   *
   * New code:
   *
   * ```js
   * import {Tween, Group} from '@tweenjs/tween.js'
   *
   * //...
   *
   * const tween = new Tween(obj)
   * const tween2 = new TWEEN.Tween(obj2)
   *
   * //...
   *
   * const group = new Group()
   * group.add(tween)
   * group.add(tween2)
   *
   * //...
   *
   * requestAnimationFrame(function loop(time) {
   *   group.update(time)
   *   requestAnimationFrame(loop)
   * })
   * ```
   */
  TWEEN.update.bind(TWEEN);

  var xhtml = "http://www.w3.org/1999/xhtml";

  var namespaces = {
    svg: "http://www.w3.org/2000/svg",
    xhtml: xhtml,
    xlink: "http://www.w3.org/1999/xlink",
    xml: "http://www.w3.org/XML/1998/namespace",
    xmlns: "http://www.w3.org/2000/xmlns/"
  };

  function namespace(name) {
    var prefix = name += "", i = prefix.indexOf(":");
    if (i >= 0 && (prefix = name.slice(0, i)) !== "xmlns") name = name.slice(i + 1);
    return namespaces.hasOwnProperty(prefix) ? {space: namespaces[prefix], local: name} : name; // eslint-disable-line no-prototype-builtins
  }

  function creatorInherit(name) {
    return function() {
      var document = this.ownerDocument,
          uri = this.namespaceURI;
      return uri === xhtml && document.documentElement.namespaceURI === xhtml
          ? document.createElement(name)
          : document.createElementNS(uri, name);
    };
  }

  function creatorFixed(fullname) {
    return function() {
      return this.ownerDocument.createElementNS(fullname.space, fullname.local);
    };
  }

  function creator(name) {
    var fullname = namespace(name);
    return (fullname.local
        ? creatorFixed
        : creatorInherit)(fullname);
  }

  function none() {}

  function selector(selector) {
    return selector == null ? none : function() {
      return this.querySelector(selector);
    };
  }

  function selection_select(select) {
    if (typeof select !== "function") select = selector(select);

    for (var groups = this._groups, m = groups.length, subgroups = new Array(m), j = 0; j < m; ++j) {
      for (var group = groups[j], n = group.length, subgroup = subgroups[j] = new Array(n), node, subnode, i = 0; i < n; ++i) {
        if ((node = group[i]) && (subnode = select.call(node, node.__data__, i, group))) {
          if ("__data__" in node) subnode.__data__ = node.__data__;
          subgroup[i] = subnode;
        }
      }
    }

    return new Selection(subgroups, this._parents);
  }

  // Given something array like (or null), returns something that is strictly an
  // array. This is used to ensure that array-like objects passed to d3.selectAll
  // or selection.selectAll are converted into proper arrays when creating a
  // selection; we don’t ever want to create a selection backed by a live
  // HTMLCollection or NodeList. However, note that selection.selectAll will use a
  // static NodeList as a group, since it safely derived from querySelectorAll.
  function array(x) {
    return x == null ? [] : Array.isArray(x) ? x : Array.from(x);
  }

  function empty() {
    return [];
  }

  function selectorAll(selector) {
    return selector == null ? empty : function() {
      return this.querySelectorAll(selector);
    };
  }

  function arrayAll(select) {
    return function() {
      return array(select.apply(this, arguments));
    };
  }

  function selection_selectAll(select) {
    if (typeof select === "function") select = arrayAll(select);
    else select = selectorAll(select);

    for (var groups = this._groups, m = groups.length, subgroups = [], parents = [], j = 0; j < m; ++j) {
      for (var group = groups[j], n = group.length, node, i = 0; i < n; ++i) {
        if (node = group[i]) {
          subgroups.push(select.call(node, node.__data__, i, group));
          parents.push(node);
        }
      }
    }

    return new Selection(subgroups, parents);
  }

  function matcher(selector) {
    return function() {
      return this.matches(selector);
    };
  }

  function childMatcher(selector) {
    return function(node) {
      return node.matches(selector);
    };
  }

  var find = Array.prototype.find;

  function childFind(match) {
    return function() {
      return find.call(this.children, match);
    };
  }

  function childFirst() {
    return this.firstElementChild;
  }

  function selection_selectChild(match) {
    return this.select(match == null ? childFirst
        : childFind(typeof match === "function" ? match : childMatcher(match)));
  }

  var filter = Array.prototype.filter;

  function children() {
    return Array.from(this.children);
  }

  function childrenFilter(match) {
    return function() {
      return filter.call(this.children, match);
    };
  }

  function selection_selectChildren(match) {
    return this.selectAll(match == null ? children
        : childrenFilter(typeof match === "function" ? match : childMatcher(match)));
  }

  function selection_filter(match) {
    if (typeof match !== "function") match = matcher(match);

    for (var groups = this._groups, m = groups.length, subgroups = new Array(m), j = 0; j < m; ++j) {
      for (var group = groups[j], n = group.length, subgroup = subgroups[j] = [], node, i = 0; i < n; ++i) {
        if ((node = group[i]) && match.call(node, node.__data__, i, group)) {
          subgroup.push(node);
        }
      }
    }

    return new Selection(subgroups, this._parents);
  }

  function sparse(update) {
    return new Array(update.length);
  }

  function selection_enter() {
    return new Selection(this._enter || this._groups.map(sparse), this._parents);
  }

  function EnterNode(parent, datum) {
    this.ownerDocument = parent.ownerDocument;
    this.namespaceURI = parent.namespaceURI;
    this._next = null;
    this._parent = parent;
    this.__data__ = datum;
  }

  EnterNode.prototype = {
    constructor: EnterNode,
    appendChild: function(child) { return this._parent.insertBefore(child, this._next); },
    insertBefore: function(child, next) { return this._parent.insertBefore(child, next); },
    querySelector: function(selector) { return this._parent.querySelector(selector); },
    querySelectorAll: function(selector) { return this._parent.querySelectorAll(selector); }
  };

  function constant(x) {
    return function() {
      return x;
    };
  }

  function bindIndex(parent, group, enter, update, exit, data) {
    var i = 0,
        node,
        groupLength = group.length,
        dataLength = data.length;

    // Put any non-null nodes that fit into update.
    // Put any null nodes into enter.
    // Put any remaining data into enter.
    for (; i < dataLength; ++i) {
      if (node = group[i]) {
        node.__data__ = data[i];
        update[i] = node;
      } else {
        enter[i] = new EnterNode(parent, data[i]);
      }
    }

    // Put any non-null nodes that don’t fit into exit.
    for (; i < groupLength; ++i) {
      if (node = group[i]) {
        exit[i] = node;
      }
    }
  }

  function bindKey(parent, group, enter, update, exit, data, key) {
    var i,
        node,
        nodeByKeyValue = new Map,
        groupLength = group.length,
        dataLength = data.length,
        keyValues = new Array(groupLength),
        keyValue;

    // Compute the key for each node.
    // If multiple nodes have the same key, the duplicates are added to exit.
    for (i = 0; i < groupLength; ++i) {
      if (node = group[i]) {
        keyValues[i] = keyValue = key.call(node, node.__data__, i, group) + "";
        if (nodeByKeyValue.has(keyValue)) {
          exit[i] = node;
        } else {
          nodeByKeyValue.set(keyValue, node);
        }
      }
    }

    // Compute the key for each datum.
    // If there a node associated with this key, join and add it to update.
    // If there is not (or the key is a duplicate), add it to enter.
    for (i = 0; i < dataLength; ++i) {
      keyValue = key.call(parent, data[i], i, data) + "";
      if (node = nodeByKeyValue.get(keyValue)) {
        update[i] = node;
        node.__data__ = data[i];
        nodeByKeyValue.delete(keyValue);
      } else {
        enter[i] = new EnterNode(parent, data[i]);
      }
    }

    // Add any remaining nodes that were not bound to data to exit.
    for (i = 0; i < groupLength; ++i) {
      if ((node = group[i]) && (nodeByKeyValue.get(keyValues[i]) === node)) {
        exit[i] = node;
      }
    }
  }

  function datum(node) {
    return node.__data__;
  }

  function selection_data(value, key) {
    if (!arguments.length) return Array.from(this, datum);

    var bind = key ? bindKey : bindIndex,
        parents = this._parents,
        groups = this._groups;

    if (typeof value !== "function") value = constant(value);

    for (var m = groups.length, update = new Array(m), enter = new Array(m), exit = new Array(m), j = 0; j < m; ++j) {
      var parent = parents[j],
          group = groups[j],
          groupLength = group.length,
          data = arraylike(value.call(parent, parent && parent.__data__, j, parents)),
          dataLength = data.length,
          enterGroup = enter[j] = new Array(dataLength),
          updateGroup = update[j] = new Array(dataLength),
          exitGroup = exit[j] = new Array(groupLength);

      bind(parent, group, enterGroup, updateGroup, exitGroup, data, key);

      // Now connect the enter nodes to their following update node, such that
      // appendChild can insert the materialized enter node before this node,
      // rather than at the end of the parent node.
      for (var i0 = 0, i1 = 0, previous, next; i0 < dataLength; ++i0) {
        if (previous = enterGroup[i0]) {
          if (i0 >= i1) i1 = i0 + 1;
          while (!(next = updateGroup[i1]) && ++i1 < dataLength);
          previous._next = next || null;
        }
      }
    }

    update = new Selection(update, parents);
    update._enter = enter;
    update._exit = exit;
    return update;
  }

  // Given some data, this returns an array-like view of it: an object that
  // exposes a length property and allows numeric indexing. Note that unlike
  // selectAll, this isn’t worried about “live” collections because the resulting
  // array will only be used briefly while data is being bound. (It is possible to
  // cause the data to change while iterating by using a key function, but please
  // don’t; we’d rather avoid a gratuitous copy.)
  function arraylike(data) {
    return typeof data === "object" && "length" in data
      ? data // Array, TypedArray, NodeList, array-like
      : Array.from(data); // Map, Set, iterable, string, or anything else
  }

  function selection_exit() {
    return new Selection(this._exit || this._groups.map(sparse), this._parents);
  }

  function selection_join(onenter, onupdate, onexit) {
    var enter = this.enter(), update = this, exit = this.exit();
    if (typeof onenter === "function") {
      enter = onenter(enter);
      if (enter) enter = enter.selection();
    } else {
      enter = enter.append(onenter + "");
    }
    if (onupdate != null) {
      update = onupdate(update);
      if (update) update = update.selection();
    }
    if (onexit == null) exit.remove(); else onexit(exit);
    return enter && update ? enter.merge(update).order() : update;
  }

  function selection_merge(context) {
    var selection = context.selection ? context.selection() : context;

    for (var groups0 = this._groups, groups1 = selection._groups, m0 = groups0.length, m1 = groups1.length, m = Math.min(m0, m1), merges = new Array(m0), j = 0; j < m; ++j) {
      for (var group0 = groups0[j], group1 = groups1[j], n = group0.length, merge = merges[j] = new Array(n), node, i = 0; i < n; ++i) {
        if (node = group0[i] || group1[i]) {
          merge[i] = node;
        }
      }
    }

    for (; j < m0; ++j) {
      merges[j] = groups0[j];
    }

    return new Selection(merges, this._parents);
  }

  function selection_order() {

    for (var groups = this._groups, j = -1, m = groups.length; ++j < m;) {
      for (var group = groups[j], i = group.length - 1, next = group[i], node; --i >= 0;) {
        if (node = group[i]) {
          if (next && node.compareDocumentPosition(next) ^ 4) next.parentNode.insertBefore(node, next);
          next = node;
        }
      }
    }

    return this;
  }

  function selection_sort(compare) {
    if (!compare) compare = ascending;

    function compareNode(a, b) {
      return a && b ? compare(a.__data__, b.__data__) : !a - !b;
    }

    for (var groups = this._groups, m = groups.length, sortgroups = new Array(m), j = 0; j < m; ++j) {
      for (var group = groups[j], n = group.length, sortgroup = sortgroups[j] = new Array(n), node, i = 0; i < n; ++i) {
        if (node = group[i]) {
          sortgroup[i] = node;
        }
      }
      sortgroup.sort(compareNode);
    }

    return new Selection(sortgroups, this._parents).order();
  }

  function ascending(a, b) {
    return a < b ? -1 : a > b ? 1 : a >= b ? 0 : NaN;
  }

  function selection_call() {
    var callback = arguments[0];
    arguments[0] = this;
    callback.apply(null, arguments);
    return this;
  }

  function selection_nodes() {
    return Array.from(this);
  }

  function selection_node() {

    for (var groups = this._groups, j = 0, m = groups.length; j < m; ++j) {
      for (var group = groups[j], i = 0, n = group.length; i < n; ++i) {
        var node = group[i];
        if (node) return node;
      }
    }

    return null;
  }

  function selection_size() {
    let size = 0;
    for (const node of this) ++size; // eslint-disable-line no-unused-vars
    return size;
  }

  function selection_empty() {
    return !this.node();
  }

  function selection_each(callback) {

    for (var groups = this._groups, j = 0, m = groups.length; j < m; ++j) {
      for (var group = groups[j], i = 0, n = group.length, node; i < n; ++i) {
        if (node = group[i]) callback.call(node, node.__data__, i, group);
      }
    }

    return this;
  }

  function attrRemove(name) {
    return function() {
      this.removeAttribute(name);
    };
  }

  function attrRemoveNS(fullname) {
    return function() {
      this.removeAttributeNS(fullname.space, fullname.local);
    };
  }

  function attrConstant(name, value) {
    return function() {
      this.setAttribute(name, value);
    };
  }

  function attrConstantNS(fullname, value) {
    return function() {
      this.setAttributeNS(fullname.space, fullname.local, value);
    };
  }

  function attrFunction(name, value) {
    return function() {
      var v = value.apply(this, arguments);
      if (v == null) this.removeAttribute(name);
      else this.setAttribute(name, v);
    };
  }

  function attrFunctionNS(fullname, value) {
    return function() {
      var v = value.apply(this, arguments);
      if (v == null) this.removeAttributeNS(fullname.space, fullname.local);
      else this.setAttributeNS(fullname.space, fullname.local, v);
    };
  }

  function selection_attr(name, value) {
    var fullname = namespace(name);

    if (arguments.length < 2) {
      var node = this.node();
      return fullname.local
          ? node.getAttributeNS(fullname.space, fullname.local)
          : node.getAttribute(fullname);
    }

    return this.each((value == null
        ? (fullname.local ? attrRemoveNS : attrRemove) : (typeof value === "function"
        ? (fullname.local ? attrFunctionNS : attrFunction)
        : (fullname.local ? attrConstantNS : attrConstant)))(fullname, value));
  }

  function defaultView(node) {
    return (node.ownerDocument && node.ownerDocument.defaultView) // node is a Node
        || (node.document && node) // node is a Window
        || node.defaultView; // node is a Document
  }

  function styleRemove(name) {
    return function() {
      this.style.removeProperty(name);
    };
  }

  function styleConstant(name, value, priority) {
    return function() {
      this.style.setProperty(name, value, priority);
    };
  }

  function styleFunction(name, value, priority) {
    return function() {
      var v = value.apply(this, arguments);
      if (v == null) this.style.removeProperty(name);
      else this.style.setProperty(name, v, priority);
    };
  }

  function selection_style(name, value, priority) {
    return arguments.length > 1
        ? this.each((value == null
              ? styleRemove : typeof value === "function"
              ? styleFunction
              : styleConstant)(name, value, priority == null ? "" : priority))
        : styleValue(this.node(), name);
  }

  function styleValue(node, name) {
    return node.style.getPropertyValue(name)
        || defaultView(node).getComputedStyle(node, null).getPropertyValue(name);
  }

  function propertyRemove(name) {
    return function() {
      delete this[name];
    };
  }

  function propertyConstant(name, value) {
    return function() {
      this[name] = value;
    };
  }

  function propertyFunction(name, value) {
    return function() {
      var v = value.apply(this, arguments);
      if (v == null) delete this[name];
      else this[name] = v;
    };
  }

  function selection_property(name, value) {
    return arguments.length > 1
        ? this.each((value == null
            ? propertyRemove : typeof value === "function"
            ? propertyFunction
            : propertyConstant)(name, value))
        : this.node()[name];
  }

  function classArray(string) {
    return string.trim().split(/^|\s+/);
  }

  function classList(node) {
    return node.classList || new ClassList(node);
  }

  function ClassList(node) {
    this._node = node;
    this._names = classArray(node.getAttribute("class") || "");
  }

  ClassList.prototype = {
    add: function(name) {
      var i = this._names.indexOf(name);
      if (i < 0) {
        this._names.push(name);
        this._node.setAttribute("class", this._names.join(" "));
      }
    },
    remove: function(name) {
      var i = this._names.indexOf(name);
      if (i >= 0) {
        this._names.splice(i, 1);
        this._node.setAttribute("class", this._names.join(" "));
      }
    },
    contains: function(name) {
      return this._names.indexOf(name) >= 0;
    }
  };

  function classedAdd(node, names) {
    var list = classList(node), i = -1, n = names.length;
    while (++i < n) list.add(names[i]);
  }

  function classedRemove(node, names) {
    var list = classList(node), i = -1, n = names.length;
    while (++i < n) list.remove(names[i]);
  }

  function classedTrue(names) {
    return function() {
      classedAdd(this, names);
    };
  }

  function classedFalse(names) {
    return function() {
      classedRemove(this, names);
    };
  }

  function classedFunction(names, value) {
    return function() {
      (value.apply(this, arguments) ? classedAdd : classedRemove)(this, names);
    };
  }

  function selection_classed(name, value) {
    var names = classArray(name + "");

    if (arguments.length < 2) {
      var list = classList(this.node()), i = -1, n = names.length;
      while (++i < n) if (!list.contains(names[i])) return false;
      return true;
    }

    return this.each((typeof value === "function"
        ? classedFunction : value
        ? classedTrue
        : classedFalse)(names, value));
  }

  function textRemove() {
    this.textContent = "";
  }

  function textConstant(value) {
    return function() {
      this.textContent = value;
    };
  }

  function textFunction(value) {
    return function() {
      var v = value.apply(this, arguments);
      this.textContent = v == null ? "" : v;
    };
  }

  function selection_text(value) {
    return arguments.length
        ? this.each(value == null
            ? textRemove : (typeof value === "function"
            ? textFunction
            : textConstant)(value))
        : this.node().textContent;
  }

  function htmlRemove() {
    this.innerHTML = "";
  }

  function htmlConstant(value) {
    return function() {
      this.innerHTML = value;
    };
  }

  function htmlFunction(value) {
    return function() {
      var v = value.apply(this, arguments);
      this.innerHTML = v == null ? "" : v;
    };
  }

  function selection_html(value) {
    return arguments.length
        ? this.each(value == null
            ? htmlRemove : (typeof value === "function"
            ? htmlFunction
            : htmlConstant)(value))
        : this.node().innerHTML;
  }

  function raise() {
    if (this.nextSibling) this.parentNode.appendChild(this);
  }

  function selection_raise() {
    return this.each(raise);
  }

  function lower() {
    if (this.previousSibling) this.parentNode.insertBefore(this, this.parentNode.firstChild);
  }

  function selection_lower() {
    return this.each(lower);
  }

  function selection_append(name) {
    var create = typeof name === "function" ? name : creator(name);
    return this.select(function() {
      return this.appendChild(create.apply(this, arguments));
    });
  }

  function constantNull() {
    return null;
  }

  function selection_insert(name, before) {
    var create = typeof name === "function" ? name : creator(name),
        select = before == null ? constantNull : typeof before === "function" ? before : selector(before);
    return this.select(function() {
      return this.insertBefore(create.apply(this, arguments), select.apply(this, arguments) || null);
    });
  }

  function remove() {
    var parent = this.parentNode;
    if (parent) parent.removeChild(this);
  }

  function selection_remove() {
    return this.each(remove);
  }

  function selection_cloneShallow() {
    var clone = this.cloneNode(false), parent = this.parentNode;
    return parent ? parent.insertBefore(clone, this.nextSibling) : clone;
  }

  function selection_cloneDeep() {
    var clone = this.cloneNode(true), parent = this.parentNode;
    return parent ? parent.insertBefore(clone, this.nextSibling) : clone;
  }

  function selection_clone(deep) {
    return this.select(deep ? selection_cloneDeep : selection_cloneShallow);
  }

  function selection_datum(value) {
    return arguments.length
        ? this.property("__data__", value)
        : this.node().__data__;
  }

  function contextListener(listener) {
    return function(event) {
      listener.call(this, event, this.__data__);
    };
  }

  function parseTypenames(typenames) {
    return typenames.trim().split(/^|\s+/).map(function(t) {
      var name = "", i = t.indexOf(".");
      if (i >= 0) name = t.slice(i + 1), t = t.slice(0, i);
      return {type: t, name: name};
    });
  }

  function onRemove(typename) {
    return function() {
      var on = this.__on;
      if (!on) return;
      for (var j = 0, i = -1, m = on.length, o; j < m; ++j) {
        if (o = on[j], (!typename.type || o.type === typename.type) && o.name === typename.name) {
          this.removeEventListener(o.type, o.listener, o.options);
        } else {
          on[++i] = o;
        }
      }
      if (++i) on.length = i;
      else delete this.__on;
    };
  }

  function onAdd(typename, value, options) {
    return function() {
      var on = this.__on, o, listener = contextListener(value);
      if (on) for (var j = 0, m = on.length; j < m; ++j) {
        if ((o = on[j]).type === typename.type && o.name === typename.name) {
          this.removeEventListener(o.type, o.listener, o.options);
          this.addEventListener(o.type, o.listener = listener, o.options = options);
          o.value = value;
          return;
        }
      }
      this.addEventListener(typename.type, listener, options);
      o = {type: typename.type, name: typename.name, value: value, listener: listener, options: options};
      if (!on) this.__on = [o];
      else on.push(o);
    };
  }

  function selection_on(typename, value, options) {
    var typenames = parseTypenames(typename + ""), i, n = typenames.length, t;

    if (arguments.length < 2) {
      var on = this.node().__on;
      if (on) for (var j = 0, m = on.length, o; j < m; ++j) {
        for (i = 0, o = on[j]; i < n; ++i) {
          if ((t = typenames[i]).type === o.type && t.name === o.name) {
            return o.value;
          }
        }
      }
      return;
    }

    on = value ? onAdd : onRemove;
    for (i = 0; i < n; ++i) this.each(on(typenames[i], value, options));
    return this;
  }

  function dispatchEvent(node, type, params) {
    var window = defaultView(node),
        event = window.CustomEvent;

    if (typeof event === "function") {
      event = new event(type, params);
    } else {
      event = window.document.createEvent("Event");
      if (params) event.initEvent(type, params.bubbles, params.cancelable), event.detail = params.detail;
      else event.initEvent(type, false, false);
    }

    node.dispatchEvent(event);
  }

  function dispatchConstant(type, params) {
    return function() {
      return dispatchEvent(this, type, params);
    };
  }

  function dispatchFunction(type, params) {
    return function() {
      return dispatchEvent(this, type, params.apply(this, arguments));
    };
  }

  function selection_dispatch(type, params) {
    return this.each((typeof params === "function"
        ? dispatchFunction
        : dispatchConstant)(type, params));
  }

  function* selection_iterator() {
    for (var groups = this._groups, j = 0, m = groups.length; j < m; ++j) {
      for (var group = groups[j], i = 0, n = group.length, node; i < n; ++i) {
        if (node = group[i]) yield node;
      }
    }
  }

  var root = [null];

  function Selection(groups, parents) {
    this._groups = groups;
    this._parents = parents;
  }

  function selection_selection() {
    return this;
  }

  Selection.prototype = {
    constructor: Selection,
    select: selection_select,
    selectAll: selection_selectAll,
    selectChild: selection_selectChild,
    selectChildren: selection_selectChildren,
    filter: selection_filter,
    data: selection_data,
    enter: selection_enter,
    exit: selection_exit,
    join: selection_join,
    merge: selection_merge,
    selection: selection_selection,
    order: selection_order,
    sort: selection_sort,
    call: selection_call,
    nodes: selection_nodes,
    node: selection_node,
    size: selection_size,
    empty: selection_empty,
    each: selection_each,
    attr: selection_attr,
    style: selection_style,
    property: selection_property,
    classed: selection_classed,
    text: selection_text,
    html: selection_html,
    raise: selection_raise,
    lower: selection_lower,
    append: selection_append,
    insert: selection_insert,
    remove: selection_remove,
    clone: selection_clone,
    datum: selection_datum,
    on: selection_on,
    dispatch: selection_dispatch,
    [Symbol.iterator]: selection_iterator
  };

  function select(selector) {
    return typeof selector === "string"
        ? new Selection([[document.querySelector(selector)]], [document.documentElement])
        : new Selection([[selector]], root);
  }

  function sourceEvent(event) {
    let sourceEvent;
    while (sourceEvent = event.sourceEvent) event = sourceEvent;
    return event;
  }

  function pointer(event, node) {
    event = sourceEvent(event);
    if (node === undefined) node = event.currentTarget;
    if (node) {
      var svg = node.ownerSVGElement || node;
      if (svg.createSVGPoint) {
        var point = svg.createSVGPoint();
        point.x = event.clientX, point.y = event.clientY;
        point = point.matrixTransform(node.getScreenCTM().inverse());
        return [point.x, point.y];
      }
      if (node.getBoundingClientRect) {
        var rect = node.getBoundingClientRect();
        return [event.clientX - rect.left - node.clientLeft, event.clientY - rect.top - node.clientTop];
      }
    }
    return [event.pageX, event.pageY];
  }

  var n,l,u,t,i,r,o,e,f,c,s,a,h,p,v,d={},w=[],_=/acit|ex(?:s|g|n|p|$)|rph|grid|ows|mnc|ntw|ine[ch]|zoo|^ord|itera/i,g=Array.isArray;function m(n,l){for(var u in l)n[u]=l[u];return n}function b(n){n&&n.parentNode&&n.parentNode.removeChild(n);}function k(l,u,t){var i,r,o,e={};for(o in u)"key"==o?i=u[o]:"ref"==o?r=u[o]:e[o]=u[o];if(arguments.length>2&&(e.children=arguments.length>3?n.call(arguments,2):t),"function"==typeof l&&null!=l.defaultProps)for(o in l.defaultProps) void 0===e[o]&&(e[o]=l.defaultProps[o]);return x(l,e,i,r,null)}function x(n,t,i,r,o){var e={type:n,props:t,key:i,ref:r,__k:null,__:null,__b:0,__e:null,__c:null,constructor:void 0,__v:null==o?++u:o,__i:-1,__u:0};return null==o&&null!=l.vnode&&l.vnode(e),e}function S(n){return n.children}function C(n,l){this.props=n,this.context=l;}function $(n,l){if(null==l)return n.__?$(n.__,n.__i+1):null;for(var u;l<n.__k.length;l++)if(null!=(u=n.__k[l])&&null!=u.__e)return u.__e;return "function"==typeof n.type?$(n):null}function I(n){if(n.__P&&n.__d){var u=n.__v,t=u.__e,i=[],r=[],o=m({},u);o.__v=u.__v+1,l.vnode&&l.vnode(o),q(n.__P,o,u,n.__n,n.__P.namespaceURI,32&u.__u?[t]:null,i,null==t?$(u):t,!!(32&u.__u),r),o.__v=u.__v,o.__.__k[o.__i]=o,D(i,o,r),u.__e=u.__=null,o.__e!=t&&P(o);}}function P(n){if(null!=(n=n.__)&&null!=n.__c)return n.__e=n.__c.base=null,n.__k.some(function(l){if(null!=l&&null!=l.__e)return n.__e=n.__c.base=l.__e}),P(n)}function A(n){(!n.__d&&(n.__d=true)&&i.push(n)&&!H.__r++||r!=l.debounceRendering)&&((r=l.debounceRendering)||o)(H);}function H(){try{for(var n,l=1;i.length;)i.length>l&&i.sort(e),n=i.shift(),l=i.length,I(n);}finally{i.length=H.__r=0;}}function L(n,l,u,t,i,r,o,e,f,c,s){var a,h,p,v,y,_,g,m=t&&t.__k||w,b=l.length;for(f=T(u,l,m,f,b),a=0;a<b;a++)null!=(p=u.__k[a])&&(h=-1!=p.__i&&m[p.__i]||d,p.__i=a,_=q(n,p,h,i,r,o,e,f,c,s),v=p.__e,p.ref&&h.ref!=p.ref&&(h.ref&&J(h.ref,null,p),s.push(p.ref,p.__c||v,p)),null==y&&null!=v&&(y=v),(g=!!(4&p.__u))||h.__k===p.__k?(f=j(p,f,n,g),g&&h.__e&&(h.__e=null)):"function"==typeof p.type&&void 0!==_?f=_:v&&(f=v.nextSibling),p.__u&=-7);return u.__e=y,f}function T(n,l,u,t,i){var r,o,e,f,c,s=u.length,a=s,h=0;for(n.__k=new Array(i),r=0;r<i;r++)null!=(o=l[r])&&"boolean"!=typeof o&&"function"!=typeof o?("string"==typeof o||"number"==typeof o||"bigint"==typeof o||o.constructor==String?o=n.__k[r]=x(null,o,null,null,null):g(o)?o=n.__k[r]=x(S,{children:o},null,null,null):void 0===o.constructor&&o.__b>0?o=n.__k[r]=x(o.type,o.props,o.key,o.ref?o.ref:null,o.__v):n.__k[r]=o,f=r+h,o.__=n,o.__b=n.__b+1,e=null,-1!=(c=o.__i=O(o,u,f,a))&&(a--,(e=u[c])&&(e.__u|=2)),null==e||null==e.__v?(-1==c&&(i>s?h--:i<s&&h++),"function"!=typeof o.type&&(o.__u|=4)):c!=f&&(c==f-1?h--:c==f+1?h++:(c>f?h--:h++,o.__u|=4))):n.__k[r]=null;if(a)for(r=0;r<s;r++)null!=(e=u[r])&&0==(2&e.__u)&&(e.__e==t&&(t=$(e)),K(e,e));return t}function j(n,l,u,t){var i,r;if("function"==typeof n.type){for(i=n.__k,r=0;i&&r<i.length;r++)i[r]&&(i[r].__=n,l=j(i[r],l,u,t));return l}n.__e!=l&&(t&&(l&&n.type&&!l.parentNode&&(l=$(n)),u.insertBefore(n.__e,l||null)),l=n.__e);do{l=l&&l.nextSibling;}while(null!=l&&8==l.nodeType);return l}function O(n,l,u,t){var i,r,o,e=n.key,f=n.type,c=l[u],s=null!=c&&0==(2&c.__u);if(null===c&&null==e||s&&e==c.key&&f==c.type)return u;if(t>(s?1:0))for(i=u-1,r=u+1;i>=0||r<l.length;)if(null!=(c=l[o=i>=0?i--:r++])&&0==(2&c.__u)&&e==c.key&&f==c.type)return o;return  -1}function z(n,l,u){"-"==l[0]?n.setProperty(l,null==u?"":u):n[l]=null==u?"":"number"!=typeof u||_.test(l)?u:u+"px";}function N(n,l,u,t,i){var r,o;n:if("style"==l)if("string"==typeof u)n.style.cssText=u;else {if("string"==typeof t&&(n.style.cssText=t=""),t)for(l in t)u&&l in u||z(n.style,l,"");if(u)for(l in u)t&&u[l]==t[l]||z(n.style,l,u[l]);}else if("o"==l[0]&&"n"==l[1])r=l!=(l=l.replace(a,"$1")),o=l.toLowerCase(),l=o in n||"onFocusOut"==l||"onFocusIn"==l?o.slice(2):l.slice(2),n.l||(n.l={}),n.l[l+r]=u,u?t?u[s]=t[s]:(u[s]=h,n.addEventListener(l,r?v:p,r)):n.removeEventListener(l,r?v:p,r);else {if("http://www.w3.org/2000/svg"==i)l=l.replace(/xlink(H|:h)/,"h").replace(/sName$/,"s");else if("width"!=l&&"height"!=l&&"href"!=l&&"list"!=l&&"form"!=l&&"tabIndex"!=l&&"download"!=l&&"rowSpan"!=l&&"colSpan"!=l&&"role"!=l&&"popover"!=l&&l in n)try{n[l]=null==u?"":u;break n}catch(n){}"function"==typeof u||(null==u||false===u&&"-"!=l[4]?n.removeAttribute(l):n.setAttribute(l,"popover"==l&&1==u?"":u));}}function V(n){return function(u){if(this.l){var t=this.l[u.type+n];if(null==u[c])u[c]=h++;else if(u[c]<t[s])return;return t(l.event?l.event(u):u)}}}function q(n,u,t,i,r,o,e,f,c,s){var a,h,p,v,y,d,_,k,x,M,$,I,P,A,H,T=u.type;if(void 0!==u.constructor)return null;128&t.__u&&(c=!!(32&t.__u),o=[f=u.__e=t.__e]),(a=l.__b)&&a(u);n:if("function"==typeof T)try{if(k=u.props,x=T.prototype&&T.prototype.render,M=(a=T.contextType)&&i[a.__c],$=a?M?M.props.value:a.__:i,t.__c?_=(h=u.__c=t.__c).__=h.__E:(x?u.__c=h=new T(k,$):(u.__c=h=new C(k,$),h.constructor=T,h.render=Q),M&&M.sub(h),h.state||(h.state={}),h.__n=i,p=h.__d=!0,h.__h=[],h._sb=[]),x&&null==h.__s&&(h.__s=h.state),x&&null!=T.getDerivedStateFromProps&&(h.__s==h.state&&(h.__s=m({},h.__s)),m(h.__s,T.getDerivedStateFromProps(k,h.__s))),v=h.props,y=h.state,h.__v=u,p)x&&null==T.getDerivedStateFromProps&&null!=h.componentWillMount&&h.componentWillMount(),x&&null!=h.componentDidMount&&h.__h.push(h.componentDidMount);else {if(x&&null==T.getDerivedStateFromProps&&k!==v&&null!=h.componentWillReceiveProps&&h.componentWillReceiveProps(k,$),u.__v==t.__v||!h.__e&&null!=h.shouldComponentUpdate&&!1===h.shouldComponentUpdate(k,h.__s,$)){u.__v!=t.__v&&(h.props=k,h.state=h.__s,h.__d=!1),u.__e=t.__e,u.__k=t.__k,u.__k.some(function(n){n&&(n.__=u);}),w.push.apply(h.__h,h._sb),h._sb=[],h.__h.length&&e.push(h);break n}null!=h.componentWillUpdate&&h.componentWillUpdate(k,h.__s,$),x&&null!=h.componentDidUpdate&&h.__h.push(function(){h.componentDidUpdate(v,y,d);});}if(h.context=$,h.props=k,h.__P=n,h.__e=!1,I=l.__r,P=0,x)h.state=h.__s,h.__d=!1,I&&I(u),a=h.render(h.props,h.state,h.context),w.push.apply(h.__h,h._sb),h._sb=[];else do{h.__d=!1,I&&I(u),a=h.render(h.props,h.state,h.context),h.state=h.__s;}while(h.__d&&++P<25);h.state=h.__s,null!=h.getChildContext&&(i=m(m({},i),h.getChildContext())),x&&!p&&null!=h.getSnapshotBeforeUpdate&&(d=h.getSnapshotBeforeUpdate(v,y)),A=null!=a&&a.type===S&&null==a.key?E(a.props.children):a,f=L(n,g(A)?A:[A],u,t,i,r,o,e,f,c,s),h.base=u.__e,u.__u&=-161,h.__h.length&&e.push(h),_&&(h.__E=h.__=null);}catch(n){if(u.__v=null,c||null!=o)if(n.then){for(u.__u|=c?160:128;f&&8==f.nodeType&&f.nextSibling;)f=f.nextSibling;o[o.indexOf(f)]=null,u.__e=f;}else {for(H=o.length;H--;)b(o[H]);B(u);}else u.__e=t.__e,u.__k=t.__k,n.then||B(u);l.__e(n,u,t);}else null==o&&u.__v==t.__v?(u.__k=t.__k,u.__e=t.__e):f=u.__e=G(t.__e,u,t,i,r,o,e,c,s);return (a=l.diffed)&&a(u),128&u.__u?void 0:f}function B(n){n&&(n.__c&&(n.__c.__e=true),n.__k&&n.__k.some(B));}function D(n,u,t){for(var i=0;i<t.length;i++)J(t[i],t[++i],t[++i]);l.__c&&l.__c(u,n),n.some(function(u){try{n=u.__h,u.__h=[],n.some(function(n){n.call(u);});}catch(n){l.__e(n,u.__v);}});}function E(n){return "object"!=typeof n||null==n||n.__b>0?n:g(n)?n.map(E):m({},n)}function G(u,t,i,r,o,e,f,c,s){var a,h,p,v,y,w,_,m=i.props||d,k=t.props,x=t.type;if("svg"==x?o="http://www.w3.org/2000/svg":"math"==x?o="http://www.w3.org/1998/Math/MathML":o||(o="http://www.w3.org/1999/xhtml"),null!=e)for(a=0;a<e.length;a++)if((y=e[a])&&"setAttribute"in y==!!x&&(x?y.localName==x:3==y.nodeType)){u=y,e[a]=null;break}if(null==u){if(null==x)return document.createTextNode(k);u=document.createElementNS(o,x,k.is&&k),c&&(l.__m&&l.__m(t,e),c=false),e=null;}if(null==x)m===k||c&&u.data==k||(u.data=k);else {if(e=e&&n.call(u.childNodes),!c&&null!=e)for(m={},a=0;a<u.attributes.length;a++)m[(y=u.attributes[a]).name]=y.value;for(a in m)y=m[a],"dangerouslySetInnerHTML"==a?p=y:"children"==a||a in k||"value"==a&&"defaultValue"in k||"checked"==a&&"defaultChecked"in k||N(u,a,null,y,o);for(a in k)y=k[a],"children"==a?v=y:"dangerouslySetInnerHTML"==a?h=y:"value"==a?w=y:"checked"==a?_=y:c&&"function"!=typeof y||m[a]===y||N(u,a,y,m[a],o);if(h)c||p&&(h.__html==p.__html||h.__html==u.innerHTML)||(u.innerHTML=h.__html),t.__k=[];else if(p&&(u.innerHTML=""),L("template"==t.type?u.content:u,g(v)?v:[v],t,i,r,"foreignObject"==x?"http://www.w3.org/1999/xhtml":o,e,f,e?e[0]:i.__k&&$(i,0),c,s),null!=e)for(a=e.length;a--;)b(e[a]);c||(a="value","progress"==x&&null==w?u.removeAttribute("value"):null!=w&&(w!==u[a]||"progress"==x&&!w||"option"==x&&w!=m[a])&&N(u,a,w,m[a],o),a="checked",null!=_&&_!=u[a]&&N(u,a,_,m[a],o));}return u}function J(n,u,t){try{if("function"==typeof n){var i="function"==typeof n.__u;i&&n.__u(),i&&null==u||(n.__u=n(u));}else n.current=u;}catch(n){l.__e(n,t);}}function K(n,u,t){var i,r;if(l.unmount&&l.unmount(n),(i=n.ref)&&(i.current&&i.current!=n.__e||J(i,null,u)),null!=(i=n.__c)){if(i.componentWillUnmount)try{i.componentWillUnmount();}catch(n){l.__e(n,u);}i.base=i.__P=null;}if(i=n.__k)for(r=0;r<i.length;r++)i[r]&&K(i[r],u,t||"function"!=typeof n.type);t||b(n.__e),n.__c=n.__=n.__e=void 0;}function Q(n,l,u){return this.constructor(n,u)}function R(u,t,i){var r,o,e,f;t==document&&(t=document.documentElement),l.__&&l.__(u,t),o=(r="function"=="undefined")?null:t.__k,e=[],f=[],q(t,u=(t).__k=k(S,null,[u]),o||d,d,t.namespaceURI,o?null:t.firstChild?n.call(t.childNodes):null,e,o?o.__e:t.firstChild,r,f),D(e,u,f);}function W(l,u,t){var i,r,o,e,f=m({},l.props);for(o in l.type&&l.type.defaultProps&&(e=l.type.defaultProps),u)"key"==o?i=u[o]:"ref"==o?r=u[o]:f[o]=void 0===u[o]&&null!=e?e[o]:u[o];return arguments.length>2&&(f.children=arguments.length>3?n.call(arguments,2):t),x(l.type,f,i||l.key,r||l.ref,null)}n=w.slice,l={__e:function(n,l,u,t){for(var i,r,o;l=l.__;)if((i=l.__c)&&!i.__)try{if((r=i.constructor)&&null!=r.getDerivedStateFromError&&(i.setState(r.getDerivedStateFromError(n)),o=i.__d),null!=i.componentDidCatch&&(i.componentDidCatch(n,t||{}),o=i.__d),o)return i.__E=i}catch(l){n=l;}throw n}},u=0,t=function(n){return null!=n&&void 0===n.constructor},C.prototype.setState=function(n,l){var u;u=null!=this.__s&&this.__s!=this.state?this.__s:this.__s=m({},this.state),"function"==typeof n&&(n=n(m({},u),this.props)),n&&m(u,n),null!=n&&this.__v&&(l&&this._sb.push(l),A(this));},C.prototype.forceUpdate=function(n){this.__v&&(this.__e=true,n&&this.__h.push(n),A(this));},C.prototype.render=S,i=[],o="function"==typeof Promise?Promise.prototype.then.bind(Promise.resolve()):setTimeout,e=function(n,l){return n.__v.__b-l.__v.__b},H.__r=0,f=Math.random().toString(8),c="__d"+f,s="__a"+f,a=/(PointerCapture)$|Capture$/i,h=0,p=V(false),v=V(true);

  function _arrayLikeToArray$1(r, a) {
    (null == a || a > r.length) && (a = r.length);
    for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
    return n;
  }
  function _arrayWithHoles$1(r) {
    if (Array.isArray(r)) return r;
  }
  function _defineProperty$1(e, r, t) {
    return (r = _toPropertyKey$1(r)) in e ? Object.defineProperty(e, r, {
      value: t,
      enumerable: true,
      configurable: true,
      writable: true
    }) : e[r] = t, e;
  }
  function _iterableToArrayLimit$1(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = true,
        o = false;
      try {
        if (i = (t = t.call(r)).next, 0 === l) ; else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = true, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _nonIterableRest$1() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function ownKeys(e, r) {
    var t = Object.keys(e);
    if (Object.getOwnPropertySymbols) {
      var o = Object.getOwnPropertySymbols(e);
      r && (o = o.filter(function (r) {
        return Object.getOwnPropertyDescriptor(e, r).enumerable;
      })), t.push.apply(t, o);
    }
    return t;
  }
  function _objectSpread2(e) {
    for (var r = 1; r < arguments.length; r++) {
      var t = null != arguments[r] ? arguments[r] : {};
      r % 2 ? ownKeys(Object(t), true).forEach(function (r) {
        _defineProperty$1(e, r, t[r]);
      }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) {
        Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
      });
    }
    return e;
  }
  function _slicedToArray$1(r, e) {
    return _arrayWithHoles$1(r) || _iterableToArrayLimit$1(r, e) || _unsupportedIterableToArray$1(r, e) || _nonIterableRest$1();
  }
  function _toPrimitive$1(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r);
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey$1(t) {
    var i = _toPrimitive$1(t, "string");
    return "symbol" == typeof i ? i : i + "";
  }
  function _typeof(o) {
    "@babel/helpers - typeof";

    return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
      return typeof o;
    } : function (o) {
      return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
    }, _typeof(o);
  }
  function _unsupportedIterableToArray$1(r, a) {
    if (r) {
      if ("string" == typeof r) return _arrayLikeToArray$1(r, a);
      var t = {}.toString.call(r).slice(8, -1);
      return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray$1(r, a) : void 0;
    }
  }

  var _reactElement2VNode = function reactElement2VNode(el) {
    // Among other things, react VNodes (and all its children) need to have constructor: undefined attributes in order to be recognised, cloneElement (applied recursively) does the necessary conversion
    if (!(_typeof(el) === 'object')) return el;
    var res = W(el);
    if (res.props) {
      var _res$props;
      res.props = _objectSpread2({}, res.props);
      if (res !== null && res !== void 0 && (_res$props = res.props) !== null && _res$props !== void 0 && _res$props.children) {
        res.props.children = Array.isArray(res.props.children) ? res.props.children.map(_reactElement2VNode) : _reactElement2VNode(res.props.children);
      }
    }
    return res;
  };
  var isReactRenderable = function isReactRenderable(o) {
    return t(W(o));
  };
  var render = function render(jsx, domEl) {
    delete domEl.__k; // Wipe traces of previous preact renders
    R(_reactElement2VNode(jsx), domEl);
  };

  function styleInject$1(css, ref) {
    if (ref === void 0) ref = {};
    var insertAt = ref.insertAt;
    if (typeof document === 'undefined') {
      return;
    }
    var head = document.head || document.getElementsByTagName('head')[0];
    var style = document.createElement('style');
    style.type = 'text/css';
    if (insertAt === 'top') {
      if (head.firstChild) {
        head.insertBefore(style, head.firstChild);
      } else {
        head.appendChild(style);
      }
    } else {
      head.appendChild(style);
    }
    if (style.styleSheet) {
      style.styleSheet.cssText = css;
    } else {
      style.appendChild(document.createTextNode(css));
    }
  }

  var css_248z$1 = ".float-tooltip-kap {\n  position: absolute;\n  width: max-content; /* prevent shrinking near right edge */\n  max-width: max(50%, 150px);\n  padding: 3px 5px;\n  border-radius: 3px;\n  font: 12px sans-serif;\n  color: #eee;\n  background: rgba(0,0,0,0.6);\n  pointer-events: none;\n}\n";
  styleInject$1(css_248z$1);

  var index = index$2({
    props: {
      content: {
        "default": false
      },
      offsetX: {
        triggerUpdate: false
      },
      // null or number
      offsetY: {
        triggerUpdate: false
      } // null or number
    },
    init: function init(domNode, state) {
      var _ref = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
        _ref$style = _ref.style,
        style = _ref$style === void 0 ? {} : _ref$style;
      var isD3Selection = !!domNode && _typeof(domNode) === 'object' && !!domNode.node && typeof domNode.node === 'function';
      var el = select(isD3Selection ? domNode.node() : domNode);

      // make sure container is positioned, to provide anchor for tooltip
      el.style('position') === 'static' && el.style('position', 'relative');
      state.tooltipEl = el.append('div').attr('class', 'float-tooltip-kap');
      Object.entries(style).forEach(function (_ref2) {
        var _ref3 = _slicedToArray$1(_ref2, 2),
          k = _ref3[0],
          v = _ref3[1];
        return state.tooltipEl.style(k, v);
      });
      state.tooltipEl // start off-screen
      .style('left', '-10000px').style('display', 'none');
      var evSuffix = "tooltip-".concat(Math.round(Math.random() * 1e12));
      state.mouseInside = false;
      el.on("mousemove.".concat(evSuffix), function (ev) {
        state.mouseInside = true;
        var mousePos = pointer(ev);
        var domNode = el.node();
        var canvasWidth = domNode.offsetWidth;
        var canvasHeight = domNode.offsetHeight;
        var translate = [state.offsetX === null || state.offsetX === undefined
        // auto: adjust horizontal position to not exceed canvas boundaries
        ? "-".concat(mousePos[0] / canvasWidth * 100, "%") : typeof state.offsetX === 'number' ? "calc(-50% + ".concat(state.offsetX, "px)") : state.offsetX, state.offsetY === null || state.offsetY === undefined
        // auto: flip to above if near bottom
        ? canvasHeight > 130 && canvasHeight - mousePos[1] < 100 ? 'calc(-100% - 6px)' : '21px' : typeof state.offsetY === 'number' ? state.offsetY < 0 ? "calc(-100% - ".concat(Math.abs(state.offsetY), "px)") : "".concat(state.offsetY, "px") : state.offsetY];
        state.tooltipEl.style('left', mousePos[0] + 'px').style('top', mousePos[1] + 'px').style('transform', "translate(".concat(translate.join(','), ")"));
        state.content && state.tooltipEl.style('display', 'inline');
      });
      el.on("mouseover.".concat(evSuffix), function () {
        state.mouseInside = true;
        state.content && state.tooltipEl.style('display', 'inline');
      });
      el.on("mouseout.".concat(evSuffix), function () {
        state.mouseInside = false;
        state.tooltipEl.style('display', 'none');
      });
    },
    update: function update(state) {
      state.tooltipEl.style('display', !!state.content && state.mouseInside ? 'inline' : 'none');
      if (!state.content) {
        state.tooltipEl.text('');
      } else if (state.content instanceof HTMLElement) {
        state.tooltipEl.text(''); // empty it
        state.tooltipEl.append(function () {
          return state.content;
        });
      } else if (typeof state.content === 'string') {
        state.tooltipEl.html(state.content);
      } else if (isReactRenderable(state.content)) {
        state.tooltipEl.text(''); // empty it
        render(state.content, state.tooltipEl.node());
      } else {
        state.tooltipEl.style('display', 'none');
        console.warn('Tooltip content is invalid, skipping.', state.content, state.content.toString());
      }
    }
  });

  function styleInject(css, ref) {
    if (ref === void 0) ref = {};
    var insertAt = ref.insertAt;
    if (typeof document === 'undefined') {
      return;
    }
    var head = document.head || document.getElementsByTagName('head')[0];
    var style = document.createElement('style');
    style.type = 'text/css';
    if (insertAt === 'top') {
      if (head.firstChild) {
        head.insertBefore(style, head.firstChild);
      } else {
        head.appendChild(style);
      }
    } else {
      head.appendChild(style);
    }
    if (style.styleSheet) {
      style.styleSheet.cssText = css;
    } else {
      style.appendChild(document.createTextNode(css));
    }
  }

  var css_248z = ".scene-nav-info {\n  position: absolute;\n  bottom: 5px;\n  width: 100%;\n  text-align: center;\n  color: slategrey;\n  opacity: 0.7;\n  font-size: 10px;\n  font-family: sans-serif;\n  pointer-events: none;\n  user-select: none;\n}\n\n.scene-container canvas:focus {\n  outline: none;\n}";
  styleInject(css_248z);

  function _arrayLikeToArray(r, a) {
    (null == a || a > r.length) && (a = r.length);
    for (var e = 0, n = Array(a); e < a; e++) n[e] = r[e];
    return n;
  }
  function _arrayWithHoles(r) {
    if (Array.isArray(r)) return r;
  }
  function _arrayWithoutHoles(r) {
    if (Array.isArray(r)) return _arrayLikeToArray(r);
  }
  function _defineProperty(e, r, t) {
    return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, {
      value: t,
      enumerable: true,
      configurable: true,
      writable: true
    }) : e[r] = t, e;
  }
  function _iterableToArray(r) {
    if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) return Array.from(r);
  }
  function _iterableToArrayLimit(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = true,
        o = false;
      try {
        if (i = (t = t.call(r)).next, 0 === l) ; else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = true, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _nonIterableRest() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableSpread() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _slicedToArray(r, e) {
    return _arrayWithHoles(r) || _iterableToArrayLimit(r, e) || _unsupportedIterableToArray(r, e) || _nonIterableRest();
  }
  function _toConsumableArray(r) {
    return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
  }
  function _toPrimitive(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r);
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey(t) {
    var i = _toPrimitive(t, "string");
    return "symbol" == typeof i ? i : i + "";
  }
  function _unsupportedIterableToArray(r, a) {
    if (r) {
      if ("string" == typeof r) return _arrayLikeToArray(r, a);
      var t = {}.toString.call(r).slice(8, -1);
      return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
    }
  }

  var _materialDispose = function materialDispose(material) {
    if (material instanceof Array) {
      material.forEach(_materialDispose);
    } else {
      if (material.map) {
        material.map.dispose();
      }
      material.dispose();
    }
  };
  var _deallocate = function deallocate(obj) {
    if (obj.geometry) {
      obj.geometry.dispose();
    }
    if (obj.material) {
      _materialDispose(obj.material);
    }
    if (obj.texture) {
      obj.texture.dispose();
    }
    if (obj.children) {
      obj.children.forEach(_deallocate);
    }
  };
  var emptyObject = function emptyObject(obj) {
    while (obj.children.length) {
      var childObj = obj.children[0];
      obj.remove(childObj);
      _deallocate(childObj);
    }
  };

  var three$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    WebGLRenderer: WebGLRenderer,
    Scene: Scene,
    PerspectiveCamera: PerspectiveCamera,
    Raycaster: Raycaster,
    SRGBColorSpace: SRGBColorSpace,
    TextureLoader: TextureLoader,
    Vector2: Vector2,
    Vector3: Vector3,
    Box3: Box3,
    Color: Color,
    Mesh: Mesh,
    SphereGeometry: SphereGeometry,
    MeshBasicMaterial: MeshBasicMaterial,
    BackSide: BackSide,
    Timer: Timer$1
  };
  var threeRenderObjects = index$2({
    props: {
      width: {
        "default": window.innerWidth,
        onChange: function onChange(width, state, prevWidth) {
          isNaN(width) && (state.width = prevWidth);
        }
      },
      height: {
        "default": window.innerHeight,
        onChange: function onChange(height, state, prevHeight) {
          isNaN(height) && (state.height = prevHeight);
        }
      },
      viewOffset: {
        "default": [0, 0]
      },
      backgroundColor: {
        "default": '#000011'
      },
      backgroundImageUrl: {},
      onBackgroundImageLoaded: {},
      showNavInfo: {
        "default": true
      },
      skyRadius: {
        "default": 50000
      },
      objects: {
        "default": []
      },
      lights: {
        "default": []
      },
      enablePointerInteraction: {
        "default": true,
        onChange: function onChange(_, state) {
          // Reset hover state
          state.hoverObj = null;
          state.tooltip && state.tooltip.content(null);
        },
        triggerUpdate: false
      },
      pointerRaycasterThrottleMs: {
        "default": 50,
        triggerUpdate: false
      },
      lineHoverPrecision: {
        "default": 1,
        triggerUpdate: false
      },
      pointsHoverPrecision: {
        "default": 1,
        triggerUpdate: false
      },
      hoverOrderComparator: {
        triggerUpdate: false
      },
      // keep existing order by default
      hoverFilter: {
        "default": function _default() {
          return true;
        },
        triggerUpdate: false
      },
      // exclude objects from interaction
      tooltipContent: {
        triggerUpdate: false
      },
      hoverDuringDrag: {
        "default": false,
        triggerUpdate: false
      },
      clickAfterDrag: {
        "default": false,
        triggerUpdate: false
      },
      onHover: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onClick: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onRightClick: {
        triggerUpdate: false
      }
    },
    methods: {
      tick: function tick(state) {
        if (state.initialised) {
          state.controls.enabled && state.controls.update && state.controls.update(Math.min(1, state.timer.update().getDelta())); // timedelta is required for fly controls

          state.postProcessingComposer ? state.postProcessingComposer.render() // if using postprocessing, switch the output to it
          : state.renderer.render(state.scene, state.camera);
          state.extraRenderers.forEach(function (r) {
            return r.render(state.scene, state.camera);
          });
          var now = +new Date();
          if (state.enablePointerInteraction && now - state.lastRaycasterCheck >= state.pointerRaycasterThrottleMs) {
            state.lastRaycasterCheck = now;
            // Update tooltip and trigger onHover events
            var topObject = null;
            if (state.hoverDuringDrag || !state.isPointerDragging) {
              var intersects = this.intersectingObjects(state.pointerPos.x, state.pointerPos.y);
              state.hoverOrderComparator && intersects.sort(function (a, b) {
                return state.hoverOrderComparator(a.object, b.object);
              });
              var topIntersect = intersects.find(function (d) {
                return state.hoverFilter(d.object);
              }) || null;
              topObject = topIntersect ? topIntersect.object : null;
              state.intersection = topIntersect || null;
            }
            if (topObject !== state.hoverObj) {
              state.onHover(topObject, state.hoverObj, state.intersection);
              state.tooltip.content(topObject ? index$1(state.tooltipContent)(topObject, state.intersection) || null : null);
              state.hoverObj = topObject;
            }
          }
          state.tweenGroup.update(); // update camera animation tweens
        }
        return this;
      },
      getPointerPos: function getPointerPos(state) {
        var _state$pointerPos = state.pointerPos,
          x = _state$pointerPos.x,
          y = _state$pointerPos.y;
        return {
          x: x,
          y: y
        };
      },
      cameraPosition: function cameraPosition(state, position, lookAt, transitionDuration) {
        var camera = state.camera;

        // Setter
        if (position && state.initialised) {
          var finalPos = position;
          var finalLookAt = lookAt || {
            x: 0,
            y: 0,
            z: 0
          };
          if (!transitionDuration) {
            // no animation
            setCameraPos(finalPos);
            setLookAt(finalLookAt);
          } else {
            var camPos = Object.assign({}, camera.position);
            var camLookAt = getLookAt();
            state.tweenGroup.add(new Tween(camPos).to(finalPos, transitionDuration).easing(Easing.Quadratic.Out).onUpdate(setCameraPos).onComplete(function () {
              state.tweenGroup.remove(this);
            }).start());

            // Face direction in 1/3rd of time
            state.tweenGroup.add(new Tween(camLookAt).to(finalLookAt, transitionDuration / 3).easing(Easing.Quadratic.Out).onUpdate(setLookAt).onComplete(function () {
              state.tweenGroup.remove(this);
            }).start());
          }
          return this;
        }

        // Getter
        return Object.assign({}, camera.position, {
          lookAt: getLookAt()
        });

        //

        function setCameraPos(pos) {
          var x = pos.x,
            y = pos.y,
            z = pos.z;
          if (x !== undefined) camera.position.x = x;
          if (y !== undefined) camera.position.y = y;
          if (z !== undefined) camera.position.z = z;
        }
        function setLookAt(lookAt) {
          var lookAtVect = new three$1.Vector3(lookAt.x, lookAt.y, lookAt.z);
          if (state.controls.enabled && state.controls.target) {
            state.controls.target = lookAtVect;
          } else {
            // Fly controls doesn't have target attribute
            camera.lookAt(lookAtVect); // note: lookAt may be overridden by other controls in some cases
          }
        }
        function getLookAt() {
          return Object.assign(new three$1.Vector3(0, 0, -1e3).applyQuaternion(camera.quaternion).add(camera.position));
        }
      },
      zoomToFit: function zoomToFit(state) {
        var transitionDuration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
        var padding = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 10;
        for (var _len = arguments.length, bboxArgs = new Array(_len > 3 ? _len - 3 : 0), _key = 3; _key < _len; _key++) {
          bboxArgs[_key - 3] = arguments[_key];
        }
        return this.fitToBbox(this.getBbox.apply(this, bboxArgs), transitionDuration, padding);
      },
      fitToBbox: function fitToBbox(state, bbox) {
        var transitionDuration = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
        var padding = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 10;
        // based on https://discourse.threejs.org/t/camera-zoom-to-fit-object/936/24
        var camera = state.camera;
        if (bbox) {
          var center = new three$1.Vector3(0, 0, 0); // reset camera aim to center
          var maxBoxSide = Math.max.apply(Math, _toConsumableArray(Object.entries(bbox).map(function (_ref) {
            var _ref2 = _slicedToArray(_ref, 2),
              coordType = _ref2[0],
              coords = _ref2[1];
            return Math.max.apply(Math, _toConsumableArray(coords.map(function (c) {
              return Math.abs(center[coordType] - c);
            })));
          }))) * 2;

          // find distance that fits whole bbox within padded fov
          var paddedFov = (1 - padding * 2 / state.height) * camera.fov;
          var fitHeightDistance = maxBoxSide / Math.atan(paddedFov * Math.PI / 180);
          var fitWidthDistance = fitHeightDistance / camera.aspect;
          var distance = Math.max(fitHeightDistance, fitWidthDistance);
          if (distance > 0) {
            var newCameraPosition = center.clone().sub(camera.position).normalize().multiplyScalar(-distance);
            this.cameraPosition(newCameraPosition, center, transitionDuration);
          }
        }
        return this;
      },
      getBbox: function getBbox(state) {
        var objFilter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
          return true;
        };
        var box = new three$1.Box3(new three$1.Vector3(0, 0, 0), new three$1.Vector3(0, 0, 0));
        var objs = state.objects.filter(objFilter);
        if (!objs.length) return null;
        objs.forEach(function (obj) {
          return box.expandByObject(obj);
        });

        // extract global x,y,z min/max
        return Object.assign.apply(Object, _toConsumableArray(['x', 'y', 'z'].map(function (c) {
          return _defineProperty({}, c, [box.min[c], box.max[c]]);
        })));
      },
      getScreenCoords: function getScreenCoords(state, x, y, z) {
        var vec = new three$1.Vector3(x, y, z);
        vec.project(this.camera()); // project to the camera plane
        return {
          // align relative pos to canvas dimensions
          x: (vec.x + 1) * state.width / 2,
          y: -(vec.y - 1) * state.height / 2
        };
      },
      getSceneCoords: function getSceneCoords(state, screenX, screenY) {
        var distance = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
        var relCoords = new three$1.Vector2(screenX / state.width * 2 - 1, -(screenY / state.height) * 2 + 1);
        var raycaster = new three$1.Raycaster();
        raycaster.setFromCamera(relCoords, state.camera);
        return Object.assign({}, raycaster.ray.at(distance, new three$1.Vector3()));
      },
      intersectingObjects: function intersectingObjects(state, x, y) {
        var relCoords = new three$1.Vector2(x / state.width * 2 - 1, -(y / state.height) * 2 + 1);
        var raycaster = new three$1.Raycaster();
        raycaster.params.Line.threshold = state.lineHoverPrecision; // set linePrecision
        raycaster.params.Points.threshold = state.pointsHoverPrecision; // set pointsPrecision
        raycaster.setFromCamera(relCoords, state.camera);
        return raycaster.intersectObjects(state.objects, true);
      },
      renderer: function renderer(state) {
        return state.renderer;
      },
      scene: function scene(state) {
        return state.scene;
      },
      camera: function camera(state) {
        return state.camera;
      },
      postProcessingComposer: function postProcessingComposer(state) {
        return state.postProcessingComposer;
      },
      controls: function controls(state) {
        return state.controls;
      },
      tbControls: function tbControls(state) {
        return state.controls;
      },
      // to be deprecated
      _destructor: function _destructor(state) {
        var _state$controls, _state$renderer, _state$postProcessing;
        emptyObject(state.scene);
        (_state$controls = state.controls) === null || _state$controls === void 0 || _state$controls.dispose();
        (_state$renderer = state.renderer) === null || _state$renderer === void 0 || _state$renderer.dispose();
        (_state$postProcessing = state.postProcessingComposer) === null || _state$postProcessing === void 0 || _state$postProcessing.dispose();
      }
    },
    stateInit: function stateInit() {
      return {
        scene: new three$1.Scene(),
        camera: new three$1.PerspectiveCamera(),
        timer: new three$1.Timer(),
        tweenGroup: new Group(),
        lastRaycasterCheck: 0
      };
    },
    init: function init(domNode, state) {
      var _ref4 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
        _ref4$controlType = _ref4.controlType,
        controlType = _ref4$controlType === void 0 ? 'trackball' : _ref4$controlType,
        _ref4$useWebGPU = _ref4.useWebGPU,
        useWebGPU = _ref4$useWebGPU === void 0 ? false : _ref4$useWebGPU,
        _ref4$rendererConfig = _ref4.rendererConfig,
        rendererConfig = _ref4$rendererConfig === void 0 ? {} : _ref4$rendererConfig,
        _ref4$extraRenderers = _ref4.extraRenderers,
        extraRenderers = _ref4$extraRenderers === void 0 ? [] : _ref4$extraRenderers,
        _ref4$waitForLoadComp = _ref4.waitForLoadComplete,
        waitForLoadComplete = _ref4$waitForLoadComp === void 0 ? true : _ref4$waitForLoadComp;
      // Wipe DOM
      domNode.innerHTML = '';

      // Add relative container
      domNode.appendChild(state.container = document.createElement('div'));
      state.container.className = 'scene-container';
      state.container.style.position = 'relative';

      // Add nav info section
      state.container.appendChild(state.navInfo = document.createElement('div'));
      state.navInfo.className = 'scene-nav-info';
      state.navInfo.textContent = {
        orbit: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
        trackball: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
        fly: 'WASD: move, R|F: up | down, Q|E: roll, up|down: pitch, left|right: yaw'
      }[controlType] || '';
      state.navInfo.style.display = state.showNavInfo ? null : 'none';

      // Setup tooltip
      state.tooltip = new index(state.container);

      // Capture pointer coords on move or touchstart
      state.pointerPos = new three$1.Vector2();
      state.pointerPos.x = -2; // Initialize off canvas
      state.pointerPos.y = -2;
      ['pointermove', 'pointerdown'].forEach(function (evType) {
        return state.container.addEventListener(evType, function (ev) {
          // track click state
          evType === 'pointerdown' && (state.isPointerPressed = true);

          // detect point drag
          !state.isPointerDragging && ev.type === 'pointermove' && (ev.pressure > 0 || state.isPointerPressed) // ev.pressure always 0 on Safari, so we used the isPointerPressed tracker
          && (ev.pointerType === 'mouse' || ev.movementX === undefined || [ev.movementX, ev.movementY].some(function (m) {
            return Math.abs(m) > 1;
          })) // relax drag trigger sensitivity on non-mouse (touch/pen) events
          && (state.isPointerDragging = true);
          if (state.enablePointerInteraction) {
            // update the pointer pos
            var offset = getOffset(state.container);
            state.pointerPos.x = ev.pageX - offset.left;
            state.pointerPos.y = ev.pageY - offset.top;
          }
          function getOffset(el) {
            var rect = el.getBoundingClientRect(),
              scrollLeft = window.pageXOffset || document.documentElement.scrollLeft,
              scrollTop = window.pageYOffset || document.documentElement.scrollTop;
            return {
              top: rect.top + scrollTop,
              left: rect.left + scrollLeft
            };
          }
        }, {
          passive: true
        });
      });

      // Handle click events on objs
      state.container.addEventListener('pointerup', function (ev) {
        if (!state.isPointerPressed) return; // don't trigger click events if pointer is not pressed on the canvas

        state.isPointerPressed = false;
        if (state.isPointerDragging) {
          state.isPointerDragging = false;
          if (!state.clickAfterDrag) return; // don't trigger onClick after pointer drag (camera motion via controls)
        }
        requestAnimationFrame(function () {
          // trigger click events asynchronously, to allow hoverObj to be set (on frame)
          if (ev.button === 0) {
            // left-click
            state.onClick(state.hoverObj || null, ev, state.intersection); // trigger background clicks with null
          }
          if (ev.button === 2 && state.onRightClick) {
            // right-click
            state.onRightClick(state.hoverObj || null, ev, state.intersection);
          }
        });
      }, {
        passive: true,
        capture: true
      }); // use capture phase to prevent propagation blocking from controls (specifically for fly)

      state.container.addEventListener('contextmenu', function (ev) {
        if (state.onRightClick) ev.preventDefault(); // prevent default contextmenu behavior and allow pointerup to fire instead
      });

      // Setup renderer, camera and controls
      state.renderer = new (useWebGPU ? WebGPURenderer : three$1.WebGLRenderer)(Object.assign({
        antialias: true,
        alpha: true
      }, rendererConfig));
      state.renderer.setPixelRatio(Math.min(2, window.devicePixelRatio)); // clamp device pixel ratio
      state.container.appendChild(state.renderer.domElement);

      // Setup extra renderers
      state.extraRenderers = extraRenderers;
      state.extraRenderers.forEach(function (r) {
        // overlay them on top of main renderer
        r.domElement.style.position = 'absolute';
        r.domElement.style.top = '0px';
        r.domElement.style.pointerEvents = 'none';
        state.container.appendChild(r.domElement);
      });

      // configure post-processing composer
      state.postProcessingComposer = new EffectComposer(state.renderer);
      state.postProcessingComposer.addPass(new RenderPass(state.scene, state.camera)); // render scene as first pass

      // configure controls
      state.controls = new {
        trackball: TrackballControls,
        orbit: OrbitControls,
        fly: FlyControls
      }[controlType](state.camera, state.renderer.domElement);
      if (controlType === 'fly') {
        state.controls.movementSpeed = 300;
        state.controls.rollSpeed = Math.PI / 6;
        state.controls.dragToLook = true;
      }
      if (controlType === 'trackball' || controlType === 'orbit') {
        state.controls.minDistance = 0.1;
        state.controls.maxDistance = state.skyRadius;
        state.controls.addEventListener('start', function () {
          state.controlsEngaged = true;
        });
        state.controls.addEventListener('change', function () {
          if (state.controlsEngaged) {
            state.controlsDragging = true;
          }
        });
        state.controls.addEventListener('end', function () {
          state.controlsEngaged = false;
          state.controlsDragging = false;
        });
      }
      [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
        return r.setSize(state.width, state.height);
      });
      state.camera.aspect = state.width / state.height;
      state.camera.updateProjectionMatrix();
      state.camera.position.z = 1000;

      // add sky
      state.scene.add(state.skysphere = new three$1.Mesh());
      state.skysphere.visible = false;
      state.loadComplete = state.scene.visible = !waitForLoadComplete;
      window.scene = state.scene;
    },
    update: function update(state, changedProps) {
      // resize canvas
      if (state.width && state.height && (changedProps.hasOwnProperty('width') || changedProps.hasOwnProperty('height'))) {
        var _state$camera;
        var w = state.width;
        var h = state.height;
        state.container.style.width = "".concat(w, "px");
        state.container.style.height = "".concat(h, "px");
        [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
          return r.setSize(w, h);
        });
        state.camera.aspect = w / h;
        var o = state.viewOffset.slice(0, 2);
        o.some(function (n) {
          return n;
        }) && (_state$camera = state.camera).setViewOffset.apply(_state$camera, [w, h].concat(_toConsumableArray(o), [w, h]));
        state.camera.updateProjectionMatrix();
      }
      if (changedProps.hasOwnProperty('viewOffset')) {
        var _state$camera2;
        var _w = state.width;
        var _h = state.height;
        var _o = state.viewOffset.slice(0, 2);
        _o.some(function (n) {
          return n;
        }) ? (_state$camera2 = state.camera).setViewOffset.apply(_state$camera2, [_w, _h].concat(_toConsumableArray(_o), [_w, _h])) : state.camera.clearViewOffset();
      }
      if (changedProps.hasOwnProperty('skyRadius') && state.skyRadius) {
        state.controls.hasOwnProperty('maxDistance') && changedProps.skyRadius && (state.controls.maxDistance = Math.min(state.controls.maxDistance, state.skyRadius));
        state.camera.far = state.skyRadius * 2.5;
        state.camera.updateProjectionMatrix();
        state.skysphere.geometry = new three$1.SphereGeometry(state.skyRadius);
      }
      if (changedProps.hasOwnProperty('backgroundColor')) {
        var alpha = parseToRgb(state.backgroundColor).alpha;
        if (alpha === undefined) alpha = 1;
        state.renderer.setClearColor(new three$1.Color(curriedOpacify$1(1, state.backgroundColor)), alpha);
      }
      if (changedProps.hasOwnProperty('backgroundImageUrl')) {
        if (!state.backgroundImageUrl) {
          state.skysphere.visible = false;
          state.skysphere.material.map = null;
          !state.loadComplete && finishLoad();
        } else {
          new three$1.TextureLoader().load(state.backgroundImageUrl, function (texture) {
            texture.colorSpace = three$1.SRGBColorSpace;
            state.skysphere.material = new three$1.MeshBasicMaterial({
              map: texture,
              side: three$1.BackSide
            });
            state.skysphere.visible = true;

            // triggered when background image finishes loading (asynchronously to allow 1 frame to load texture)
            state.onBackgroundImageLoaded && setTimeout(state.onBackgroundImageLoaded);
            !state.loadComplete && finishLoad();
          });
        }
      }
      changedProps.hasOwnProperty('showNavInfo') && (state.navInfo.style.display = state.showNavInfo ? null : 'none');
      if (changedProps.hasOwnProperty('lights')) {
        (changedProps.lights || []).forEach(function (light) {
          return state.scene.remove(light);
        }); // Clear the place
        state.lights.forEach(function (light) {
          return state.scene.add(light);
        }); // Add to scene
      }
      if (changedProps.hasOwnProperty('objects')) {
        (changedProps.objects || []).forEach(function (obj) {
          return state.scene.remove(obj);
        }); // Clear the place
        state.objects.forEach(function (obj) {
          return state.scene.add(obj);
        }); // Add to scene
      }

      //

      function finishLoad() {
        state.loadComplete = state.scene.visible = true;
      }
    }
  });

  function linkKapsule (kapsulePropName, kapsuleType) {
    var dummyK = new kapsuleType(); // To extract defaults
    dummyK._destructor && dummyK._destructor();
    return {
      linkProp: function linkProp(prop) {
        // link property config
        return {
          "default": dummyK[prop](),
          onChange: function onChange(v, state) {
            state[kapsulePropName][prop](v);
          },
          triggerUpdate: false
        };
      },
      linkMethod: function linkMethod(method) {
        // link method pass-through
        return function (state) {
          var kapsuleInstance = state[kapsulePropName];
          for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
            args[_key - 1] = arguments[_key];
          }
          var returnVal = kapsuleInstance[method].apply(kapsuleInstance, args);
          return returnVal === kapsuleInstance ? this // chain based on the parent object, not the inner kapsule
          : returnVal;
        };
      }
    };
  }

  var three = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    AmbientLight: AmbientLight,
    DirectionalLight: DirectionalLight,
    REVISION: REVISION
  };

  //

  var CAMERA_DISTANCE2NODES_FACTOR = 170;

  //

  // Expose config from forceGraph
  var bindFG = linkKapsule('forceGraph', threeForcegraph);
  var linkedFGProps = Object.assign.apply(Object, _toConsumableArray$3(['jsonUrl', 'graphData', 'numDimensions', 'dagMode', 'dagLevelDistance', 'dagNodeFilter', 'onDagError', 'nodeRelSize', 'nodeId', 'nodeVal', 'nodeResolution', 'nodeColor', 'nodeAutoColorBy', 'nodeOpacity', 'nodeVisibility', 'nodeThreeObject', 'nodeThreeObjectExtend', 'nodePositionUpdate', 'linkSource', 'linkTarget', 'linkVisibility', 'linkColor', 'linkAutoColorBy', 'linkOpacity', 'linkWidth', 'linkResolution', 'linkCurvature', 'linkCurveRotation', 'linkMaterial', 'linkThreeObject', 'linkThreeObjectExtend', 'linkPositionUpdate', 'linkDirectionalArrowLength', 'linkDirectionalArrowColor', 'linkDirectionalArrowRelPos', 'linkDirectionalArrowResolution', 'linkDirectionalParticles', 'linkDirectionalParticleSpeed', 'linkDirectionalParticleOffset', 'linkDirectionalParticleWidth', 'linkDirectionalParticleColor', 'linkDirectionalParticleResolution', 'linkDirectionalParticleThreeObject', 'forceEngine', 'd3AlphaDecay', 'd3VelocityDecay', 'd3AlphaMin', 'ngraphPhysics', 'warmupTicks', 'cooldownTicks', 'cooldownTime', 'onEngineTick', 'onEngineStop'].map(function (p) {
    return _defineProperty$3({}, p, bindFG.linkProp(p));
  })));
  var linkedFGMethods = Object.assign.apply(Object, _toConsumableArray$3(['refresh', 'getGraphBbox', 'd3Force', 'd3ReheatSimulation', 'emitParticle'].map(function (p) {
    return _defineProperty$3({}, p, bindFG.linkMethod(p));
  })));

  // Expose config from renderObjs
  var bindRenderObjs = linkKapsule('renderObjs', threeRenderObjects);
  var linkedRenderObjsProps = Object.assign.apply(Object, _toConsumableArray$3(['width', 'height', 'backgroundColor', 'showNavInfo', 'enablePointerInteraction'].map(function (p) {
    return _defineProperty$3({}, p, bindRenderObjs.linkProp(p));
  })));
  var linkedRenderObjsMethods = Object.assign.apply(Object, _toConsumableArray$3(['lights', 'cameraPosition', 'postProcessingComposer'].map(function (p) {
    return _defineProperty$3({}, p, bindRenderObjs.linkMethod(p));
  })).concat([{
    graph2ScreenCoords: bindRenderObjs.linkMethod('getScreenCoords'),
    screen2GraphCoords: bindRenderObjs.linkMethod('getSceneCoords')
  }]));

  //

  var _3dForceGraph = index$2({
    props: _objectSpread2$2(_objectSpread2$2({
      nodeLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      linkLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      linkHoverPrecision: {
        "default": 1,
        onChange: function onChange(p, state) {
          return state.renderObjs.lineHoverPrecision(p);
        },
        triggerUpdate: false
      },
      enableNavigationControls: {
        "default": true,
        onChange: function onChange(enable, state) {
          var controls = state.renderObjs.controls();
          if (controls) {
            controls.enabled = enable;
            // trigger mouseup on re-enable to prevent sticky controls
            enable && controls.domElement && controls.domElement.dispatchEvent(new PointerEvent('pointerup'));
          }
        },
        triggerUpdate: false
      },
      enableNodeDrag: {
        "default": true,
        triggerUpdate: false
      },
      onNodeDrag: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onNodeDragEnd: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onNodeClick: {
        triggerUpdate: false
      },
      onNodeRightClick: {
        triggerUpdate: false
      },
      onNodeHover: {
        triggerUpdate: false
      },
      onLinkClick: {
        triggerUpdate: false
      },
      onLinkRightClick: {
        triggerUpdate: false
      },
      onLinkHover: {
        triggerUpdate: false
      },
      onBackgroundClick: {
        triggerUpdate: false
      },
      onBackgroundRightClick: {
        triggerUpdate: false
      },
      showPointerCursor: {
        "default": true,
        triggerUpdate: false
      }
    }, linkedFGProps), linkedRenderObjsProps),
    methods: _objectSpread2$2(_objectSpread2$2({
      zoomToFit: function zoomToFit(state, transitionDuration, padding) {
        var _state$forceGraph;
        for (var _len = arguments.length, bboxArgs = new Array(_len > 3 ? _len - 3 : 0), _key = 3; _key < _len; _key++) {
          bboxArgs[_key - 3] = arguments[_key];
        }
        state.renderObjs.fitToBbox((_state$forceGraph = state.forceGraph).getGraphBbox.apply(_state$forceGraph, bboxArgs), transitionDuration, padding);
        return this;
      },
      pauseAnimation: function pauseAnimation(state) {
        if (state.animationFrameRequestId !== null) {
          cancelAnimationFrame(state.animationFrameRequestId);
          state.animationFrameRequestId = null;
        }
        return this;
      },
      resumeAnimation: function resumeAnimation(state) {
        if (state.animationFrameRequestId === null) {
          this._animationCycle();
        }
        return this;
      },
      _animationCycle: function _animationCycle(state) {
        if (state.enablePointerInteraction) {
          // reset canvas cursor (override dragControls cursor)
          this.renderer().domElement.style.cursor = null;
        }

        // Frame cycle
        state.forceGraph.tickFrame();
        state.renderObjs.tick();
        state.animationFrameRequestId = requestAnimationFrame(this._animationCycle);
      },
      scene: function scene(state) {
        return state.renderObjs.scene();
      },
      // Expose scene
      camera: function camera(state) {
        return state.renderObjs.camera();
      },
      // Expose camera
      renderer: function renderer(state) {
        return state.renderObjs.renderer();
      },
      // Expose renderer
      controls: function controls(state) {
        return state.renderObjs.controls();
      },
      // Expose controls
      _destructor: function _destructor(state) {
        var _state$forceGraph$_de, _state$forceGraph2;
        this.pauseAnimation();
        this.graphData({
          nodes: [],
          links: []
        });
        (_state$forceGraph$_de = (_state$forceGraph2 = state.forceGraph)._destructor) === null || _state$forceGraph$_de === void 0 || _state$forceGraph$_de.call(_state$forceGraph2);
        state.renderObjs._destructor();
      }
    }, linkedFGMethods), linkedRenderObjsMethods),
    stateInit: function stateInit(_ref5) {
      var controlType = _ref5.controlType,
        rendererConfig = _ref5.rendererConfig,
        extraRenderers = _ref5.extraRenderers;
      var forceGraph = new threeForcegraph();
      return {
        forceGraph: forceGraph,
        renderObjs: threeRenderObjects({
          controlType: controlType,
          rendererConfig: rendererConfig,
          extraRenderers: extraRenderers
        }).objects([forceGraph]) // Populate scene
        .lights([new three.AmbientLight(0xcccccc, Math.PI), new three.DirectionalLight(0xffffff, 0.6 * Math.PI)])
      };
    },
    init: function init(domNode, state) {
      // Wipe DOM
      domNode.innerHTML = '';

      // Add relative container
      domNode.appendChild(state.container = document.createElement('div'));
      state.container.style.position = 'relative';

      // Add renderObjs
      var roDomNode = document.createElement('div');
      state.container.appendChild(roDomNode);
      state.renderObjs(roDomNode);
      var camera = state.renderObjs.camera();
      var renderer = state.renderObjs.renderer();
      var controls = state.renderObjs.controls();
      controls.enabled = !!state.enableNavigationControls;
      state.lastSetCameraZ = camera.position.z;

      // Add info space
      var infoElem;
      state.container.appendChild(infoElem = document.createElement('div'));
      infoElem.className = 'graph-info-msg';
      infoElem.textContent = '';

      // config forcegraph
      state.forceGraph.onLoading(function () {
        infoElem.textContent = 'Loading...';
      }).onFinishLoading(function () {
        infoElem.textContent = '';
      }).onUpdate(function () {
        // sync graph data structures
        state.graphData = state.forceGraph.graphData();

        // re-aim camera, if still in default position (not user modified)
        if (camera.position.x === 0 && camera.position.y === 0 && camera.position.z === state.lastSetCameraZ && state.graphData.nodes.length) {
          camera.lookAt(state.forceGraph.position);
          state.lastSetCameraZ = camera.position.z = Math.cbrt(state.graphData.nodes.length) * CAMERA_DISTANCE2NODES_FACTOR;
        }
      }).onFinishUpdate(function () {
        // Setup node drag interaction
        if (state._dragControls) {
          var curNodeDrag = state.graphData.nodes.find(function (node) {
            return node.__initialFixedPos && !node.__disposeControlsAfterDrag;
          }); // detect if there's a node being dragged using the existing drag controls
          if (curNodeDrag) {
            curNodeDrag.__disposeControlsAfterDrag = true; // postpone previous controls disposal until drag ends
          } else {
            state._dragControls.dispose(); // cancel previous drag controls
          }
          state._dragControls = undefined;
        }
        if (state.enableNodeDrag && state.enablePointerInteraction && state.forceEngine === 'd3') {
          // Can't access node positions programmatically in ngraph
          var dragControls = state._dragControls = new DragControls(state.graphData.nodes.map(function (node) {
            return node.__threeObj;
          }).filter(function (obj) {
            return obj;
          }), camera, renderer.domElement);
          dragControls.addEventListener('dragstart', function (event) {
            var nodeObj = getGraphObj(event.object);
            if (!nodeObj) return;
            controls.enabled = false; // Disable controls while dragging

            // track drag object movement
            event.object.__initialPos = event.object.position.clone();
            event.object.__prevPos = event.object.position.clone();
            var node = nodeObj.__data;
            !node.__initialFixedPos && (node.__initialFixedPos = {
              fx: node.fx,
              fy: node.fy,
              fz: node.fz
            });
            !node.__initialPos && (node.__initialPos = {
              x: node.x,
              y: node.y,
              z: node.z
            });

            // lock node
            ['x', 'y', 'z'].forEach(function (c) {
              return node["f".concat(c)] = node[c];
            });

            // drag cursor
            renderer.domElement.classList.add('grabbable');
          });
          dragControls.addEventListener('drag', function (event) {
            var nodeObj = getGraphObj(event.object);
            if (!nodeObj) return;
            if (!event.object.hasOwnProperty('__graphObjType')) {
              // If dragging a child of the node, update the node object instead
              var initPos = event.object.__initialPos;
              var prevPos = event.object.__prevPos;
              var _newPos = event.object.position;
              nodeObj.position.add(_newPos.clone().sub(prevPos)); // translate node object by the motion delta
              prevPos.copy(_newPos);
              _newPos.copy(initPos); // reset child back to its initial position
            }
            var node = nodeObj.__data;
            var newPos = nodeObj.position;
            var translate = {
              x: newPos.x - node.x,
              y: newPos.y - node.y,
              z: newPos.z - node.z
            };
            // Move fx/fy/fz (and x/y/z) of nodes based on object new position
            ['x', 'y', 'z'].forEach(function (c) {
              return node["f".concat(c)] = node[c] = newPos[c];
            });
            state.forceGraph.d3AlphaTarget(0.3) // keep engine running at low intensity throughout drag
            .resetCountdown(); // prevent freeze while dragging

            node.__dragged = true;
            state.onNodeDrag(node, translate);
          });
          dragControls.addEventListener('dragend', function (event) {
            var nodeObj = getGraphObj(event.object);
            if (!nodeObj) return;
            delete event.object.__initialPos; // remove tracking attributes
            delete event.object.__prevPos;
            var node = nodeObj.__data;

            // dispose previous controls if needed
            if (node.__disposeControlsAfterDrag) {
              dragControls.dispose();
              delete node.__disposeControlsAfterDrag;
            }
            var initFixedPos = node.__initialFixedPos;
            var initPos = node.__initialPos;
            var translate = {
              x: initPos.x - node.x,
              y: initPos.y - node.y,
              z: initPos.z - node.z
            };
            if (initFixedPos) {
              ['x', 'y', 'z'].forEach(function (c) {
                var fc = "f".concat(c);
                if (initFixedPos[fc] === undefined) {
                  delete node[fc];
                }
              });
              delete node.__initialFixedPos;
              delete node.__initialPos;
              if (node.__dragged) {
                delete node.__dragged;
                state.onNodeDragEnd(node, translate);
              }
            }
            state.forceGraph.d3AlphaTarget(0) // release engine low intensity
            .resetCountdown(); // let the engine readjust after releasing fixed nodes

            if (state.enableNavigationControls) {
              var _controls$_onPointerC;
              controls.enabled = true; // Re-enable controls

              controls._status && ((_controls$_onPointerC = controls._onPointerCancel) === null || _controls$_onPointerC === void 0 ? void 0 : _controls$_onPointerC.call(controls)); // cancel pressed status on fly controls

              controls.domElement && controls.domElement.ownerDocument && controls.domElement.ownerDocument.dispatchEvent(
              // simulate mouseup to ensure the controls don't take over after dragend
              new PointerEvent('pointerup', {
                pointerType: 'touch'
              }));
            }

            // clear cursor
            renderer.domElement.classList.remove('grabbable');
          });
        }
      });

      // config renderObjs
      three.REVISION < 155 && (state.renderObjs.renderer().useLegacyLights = false); // force behavior for three < 155
      state.renderObjs.hoverOrderComparator(function (a, b) {
        // Prioritize graph objects
        var aObj = getGraphObj(a);
        if (!aObj) return 1;
        var bObj = getGraphObj(b);
        if (!bObj) return -1;

        // Prioritize nodes over links
        var isNode = function isNode(o) {
          return o.__graphObjType === 'node';
        };
        return isNode(bObj) - isNode(aObj);
      }).tooltipContent(function (obj) {
        var graphObj = getGraphObj(obj);
        return graphObj ? index$1(state["".concat(graphObj.__graphObjType, "Label")])(graphObj.__data) || '' : '';
      }).hoverDuringDrag(false).onHover(function (obj) {
        // Update tooltip and trigger onHover events
        var hoverObj = getGraphObj(obj);
        if (hoverObj !== state.hoverObj) {
          var prevObjType = state.hoverObj ? state.hoverObj.__graphObjType : null;
          var prevObjData = state.hoverObj ? state.hoverObj.__data : null;
          var objType = hoverObj ? hoverObj.__graphObjType : null;
          var objData = hoverObj ? hoverObj.__data : null;
          if (prevObjType && prevObjType !== objType) {
            // Hover out
            var fn = state["on".concat(prevObjType === 'node' ? 'Node' : 'Link', "Hover")];
            fn && fn(null, prevObjData);
          }
          if (objType) {
            // Hover in
            var _fn = state["on".concat(objType === 'node' ? 'Node' : 'Link', "Hover")];
            _fn && _fn(objData, prevObjType === objType ? prevObjData : null);
          }

          // set pointer if hovered object is clickable
          renderer.domElement.classList[(hoverObj && state["on".concat(objType === 'node' ? 'Node' : 'Link', "Click")] || !hoverObj && state.onBackgroundClick) && index$1(state.showPointerCursor)(objData) ? 'add' : 'remove']('clickable');
          state.hoverObj = hoverObj;
        }
      }).clickAfterDrag(false).onClick(function (obj, ev) {
        var graphObj = getGraphObj(obj);
        if (graphObj) {
          var fn = state["on".concat(graphObj.__graphObjType === 'node' ? 'Node' : 'Link', "Click")];
          fn && fn(graphObj.__data, ev);
        } else {
          state.onBackgroundClick && state.onBackgroundClick(ev);
        }
      }).onRightClick(function (obj, ev) {
        // Handle right-click events
        var graphObj = getGraphObj(obj);
        if (graphObj) {
          var fn = state["on".concat(graphObj.__graphObjType === 'node' ? 'Node' : 'Link', "RightClick")];
          fn && fn(graphObj.__data, ev);
        } else {
          state.onBackgroundRightClick && state.onBackgroundRightClick(ev);
        }
      });

      //

      // Kick-off renderer
      this._animationCycle();
    }
  });

  //

  function getGraphObj(object) {
    var obj = object;
    // recurse up object chain until finding the graph object
    while (obj && !obj.hasOwnProperty('__graphObjType')) {
      obj = obj.parent;
    }
    return obj;
  }

  return _3dForceGraph;

}));
//# sourceMappingURL=3d-force-graph.js.map
