/**
 * @author mrdoob / http://mrdoob.com/
 * @author Larry Battle / http://bateru.com/news
 */

var THREE = THREE || { REVISION: '52' };

self.console = self.console || {

	info: function () {},
	log: function () {},
	debug: function () {},
	warn: function () {},
	error: function () {}

};

self.Int32Array = self.Int32Array || Array;
self.Float32Array = self.Float32Array || Array;

// Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
// not sure we should have this, or at least not have it here

// http://stackoverflow.com/questions/646628/javascript-startswith
// http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
// http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras

String.prototype.startsWith = String.prototype.startsWith || function ( str ) {

	return this.slice( 0, str.length ) === str;

};

String.prototype.endsWith = String.prototype.endsWith || function ( str ) {

	var t = String( str );
	var index = this.lastIndexOf( t );
	return ( -1 < index && index ) === (this.length - t.length);

};

String.prototype.trim = String.prototype.trim || function () {

	return this.replace( /^\s+|\s+$/g, '' );

};


// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating

// requestAnimationFrame polyfill by Erik Möller
// fixes from Paul Irish and Tino Zijdel

( function () {

	var lastTime = 0;
	var vendors = [ 'ms', 'moz', 'webkit', 'o' ];

	for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {

		window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
		window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];

	}

	if ( window.requestAnimationFrame === undefined ) {

		window.requestAnimationFrame = function ( callback, element ) {

			var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
			var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
			lastTime = currTime + timeToCall;
			return id;

		};

	}

	window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };

}() );


// MATERIAL CONSTANTS

// side

THREE.FrontSide = 0;
THREE.BackSide = 1;
THREE.DoubleSide = 2;

// shading

THREE.NoShading = 0;
THREE.FlatShading = 1;
THREE.SmoothShading = 2;

// colors

THREE.NoColors = 0;
THREE.FaceColors = 1;
THREE.VertexColors = 2;

// blending modes

THREE.NoBlending = 0;
THREE.NormalBlending = 1;
THREE.AdditiveBlending = 2;
THREE.SubtractiveBlending = 3;
THREE.MultiplyBlending = 4;
THREE.CustomBlending = 5;

// custom blending equations
// (numbers start from 100 not to clash with other
//  mappings to OpenGL constants defined in Texture.js)

THREE.AddEquation = 100;
THREE.SubtractEquation = 101;
THREE.ReverseSubtractEquation = 102;

// custom blending destination factors

THREE.ZeroFactor = 200;
THREE.OneFactor = 201;
THREE.SrcColorFactor = 202;
THREE.OneMinusSrcColorFactor = 203;
THREE.SrcAlphaFactor = 204;
THREE.OneMinusSrcAlphaFactor = 205;
THREE.DstAlphaFactor = 206;
THREE.OneMinusDstAlphaFactor = 207;

// custom blending source factors

//THREE.ZeroFactor = 200;
//THREE.OneFactor = 201;
//THREE.SrcAlphaFactor = 204;
//THREE.OneMinusSrcAlphaFactor = 205;
//THREE.DstAlphaFactor = 206;
//THREE.OneMinusDstAlphaFactor = 207;
THREE.DstColorFactor = 208;
THREE.OneMinusDstColorFactor = 209;
THREE.SrcAlphaSaturateFactor = 210;


// TEXTURE CONSTANTS

THREE.MultiplyOperation = 0;
THREE.MixOperation = 1;

// Mapping modes

THREE.UVMapping = function () {};

THREE.CubeReflectionMapping = function () {};
THREE.CubeRefractionMapping = function () {};

THREE.SphericalReflectionMapping = function () {};
THREE.SphericalRefractionMapping = function () {};

// Wrapping modes

THREE.RepeatWrapping = 1000;
THREE.ClampToEdgeWrapping = 1001;
THREE.MirroredRepeatWrapping = 1002;

// Filters

THREE.NearestFilter = 1003;
THREE.NearestMipMapNearestFilter = 1004;
THREE.NearestMipMapLinearFilter = 1005;
THREE.LinearFilter = 1006;
THREE.LinearMipMapNearestFilter = 1007;
THREE.LinearMipMapLinearFilter = 1008;

// Data types

THREE.UnsignedByteType = 1009;
THREE.ByteType = 1010;
THREE.ShortType = 1011;
THREE.UnsignedShortType = 1012;
THREE.IntType = 1013;
THREE.UnsignedIntType = 1014;
THREE.FloatType = 1015;

// Pixel types

//THREE.UnsignedByteType = 1009;
THREE.UnsignedShort4444Type = 1016;
THREE.UnsignedShort5551Type = 1017;
THREE.UnsignedShort565Type = 1018;

// Pixel formats

THREE.AlphaFormat = 1019;
THREE.RGBFormat = 1020;
THREE.RGBAFormat = 1021;
THREE.LuminanceFormat = 1022;
THREE.LuminanceAlphaFormat = 1023;

// Compressed texture formats

THREE.RGB_S3TC_DXT1_Format = 2001;
THREE.RGBA_S3TC_DXT1_Format = 2002;
THREE.RGBA_S3TC_DXT3_Format = 2003;
THREE.RGBA_S3TC_DXT5_Format = 2004;

/*
// Potential future PVRTC compressed texture formats
THREE.RGB_PVRTC_4BPPV1_Format = 2100;
THREE.RGB_PVRTC_2BPPV1_Format = 2101;
THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
*/
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Clock = function ( autoStart ) {

	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

	this.startTime = 0;
	this.oldTime = 0;
	this.elapsedTime = 0;

	this.running = false;

};

THREE.Clock.prototype.start = function () {

	this.startTime = Date.now();
	this.oldTime = this.startTime;

	this.running = true;

};

THREE.Clock.prototype.stop = function () {

	this.getElapsedTime();

	this.running = false;

};

THREE.Clock.prototype.getElapsedTime = function () {

	this.elapsedTime += this.getDelta();

	return this.elapsedTime;

};


THREE.Clock.prototype.getDelta = function () {

	var diff = 0;

	if ( this.autoStart && ! this.running ) {

		this.start();

	}

	if ( this.running ) {

		var newTime = Date.now();
		diff = 0.001 * ( newTime - this.oldTime );
		this.oldTime = newTime;

		this.elapsedTime += diff;

	}

	return diff;

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

THREE.Color = function ( hex ) {

	if ( hex !== undefined ) this.setHex( hex );

	return this;

};

THREE.Color.prototype = {

	constructor: THREE.Color,

	r: 1, g: 1, b: 1,

	copy: function ( color ) {

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

		return this;

	},

	copyGammaToLinear: function ( color ) {

		this.r = color.r * color.r;
		this.g = color.g * color.g;
		this.b = color.b * color.b;

		return this;

	},

	copyLinearToGamma: function ( color ) {

		this.r = Math.sqrt( color.r );
		this.g = Math.sqrt( color.g );
		this.b = Math.sqrt( color.b );

		return this;

	},

	convertGammaToLinear: function () {

		var r = this.r, g = this.g, b = this.b;

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

		return this;

	},

	convertLinearToGamma: function () {

		this.r = Math.sqrt( this.r );
		this.g = Math.sqrt( this.g );
		this.b = Math.sqrt( this.b );

		return this;

	},

	setRGB: function ( r, g, b ) {

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

		return this;

	},

	setHSV: function ( h, s, v ) {

		// based on MochiKit implementation by Bob Ippolito
		// h,s,v ranges are < 0.0 - 1.0 >

		var i, f, p, q, t;

		if ( v === 0 ) {

			this.r = this.g = this.b = 0;

		} else {

			i = Math.floor( h * 6 );
			f = ( h * 6 ) - i;
			p = v * ( 1 - s );
			q = v * ( 1 - ( s * f ) );
			t = v * ( 1 - ( s * ( 1 - f ) ) );

			if ( i === 0 ) {

				this.r = v;
				this.g = t;
				this.b = p;

			} else if ( i === 1 ) {

				this.r = q;
				this.g = v;
				this.b = p;

			} else if ( i === 2 ) {

				this.r = p;
				this.g = v;
				this.b = t;

			} else if ( i === 3 ) {

				this.r = p;
				this.g = q;
				this.b = v;

			} else if ( i === 4 ) {

				this.r = t;
				this.g = p;
				this.b = v;

			} else if ( i === 5 ) {

				this.r = v;
				this.g = p;
				this.b = q;

			}

		}

		return this;

	},

	setHex: function ( hex ) {

		hex = Math.floor( hex );

		this.r = ( hex >> 16 & 255 ) / 255;
		this.g = ( hex >> 8 & 255 ) / 255;
		this.b = ( hex & 255 ) / 255;

		return this;

	},

	lerpSelf: function ( color, alpha ) {

		this.r += ( color.r - this.r ) * alpha;
		this.g += ( color.g - this.g ) * alpha;
		this.b += ( color.b - this.b ) * alpha;

		return this;

	},

	getHex: function () {

		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

	},

	getContextStyle: function () {

		return 'rgb(' + ( ( this.r * 255 ) | 0 )  + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

	},

	clone: function () {

		return new THREE.Color().setRGB( this.r, this.g, this.b );

	}

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

THREE.Vector2 = function ( x, y ) {

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

};

THREE.Vector2.prototype = {

	constructor: THREE.Vector2,

	set: function ( x, y ) {

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

		return this;

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( a, b ) {

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

		return this;

	},

	addSelf: function ( v ) {

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

		return this;

	},

	sub: function ( a, b ) {

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

		return this;

	},

	subSelf: function ( v ) {

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

		return this;

	},

	multiplyScalar: function ( s ) {

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

		return this;

	},

	divideScalar: function ( s ) {

		if ( s ) {

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

		} else {

			this.set( 0, 0 );

		}

		return this;

	},

	negate: function() {

		return this.multiplyScalar( - 1 );

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

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

	},

	length: function () {

		return Math.sqrt( this.lengthSq() );

	},

	normalize: function () {

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

	},

	distanceTo: function ( v ) {

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

	},

	distanceToSquared: function ( v ) {

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

	},

	setLength: function ( l ) {

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

	},

	lerpSelf: function ( v, alpha ) {

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

		return this;

	},

	equals: function( v ) {

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

	},

	isZero: function ( v ) {

		return this.lengthSq() < ( v !== undefined ? v : 0.0001 );

	},

	clone: function () {

		return new THREE.Vector2( this.x, this.y );

	}

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

THREE.Vector3 = function ( x, y, z ) {

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

};


THREE.Vector3.prototype = {

	constructor: THREE.Vector3,

	set: function ( x, y, z ) {

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

		return this;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( a, b ) {

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

		return this;

	},

	addSelf: function ( v ) {

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	sub: function ( a, b ) {

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

		return this;

	},

	subSelf: function ( v ) {

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

		return this;

	},

	multiply: function ( a, b ) {

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

		return this;

	},

	multiplySelf: function ( v ) {

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

		return this;

	},

	multiplyScalar: function ( s ) {

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

		return this;

	},

	divideSelf: function ( v ) {

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

		return this;

	},

	divideScalar: function ( s ) {

		if ( s ) {

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

		} else {

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

		}

		return this;

	},


	negate: function() {

		return this.multiplyScalar( - 1 );

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

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

	},

	length: function () {

		return Math.sqrt( this.lengthSq() );

	},

	lengthManhattan: function () {

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

	},

	normalize: function () {

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

	},

	setLength: function ( l ) {

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

	},

	lerpSelf: function ( v, alpha ) {

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

		return this;

	},

	cross: function ( a, b ) {

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

		return this;

	},

	crossSelf: function ( v ) {

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

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

		return this;

	},

	angleTo: function ( v ) {

		return Math.acos( this.dot( v ) / this.length() / v.length() );

	},

	distanceTo: function ( v ) {

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

	},

	distanceToSquared: function ( v ) {

		return new THREE.Vector3().sub( this, v ).lengthSq();

	},

	getPositionFromMatrix: function ( m ) {

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

		return this;

	},

	setEulerFromRotationMatrix: function ( m, order ) {

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

		// clamp, to handle numerical problems

		function clamp( x ) {

			return Math.min( Math.max( x, -1 ), 1 );

		}

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

		if ( order === undefined || order === 'XYZ' ) {

			this.y = Math.asin( clamp( m13 ) );

			if ( Math.abs( m13 ) < 0.99999 ) {

				this.x = Math.atan2( - m23, m33 );
				this.z = Math.atan2( - m12, m11 );

			} else {

				this.x = Math.atan2( m32, m22 );
				this.z = 0;

			}

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

			this.x = Math.asin( - clamp( m23 ) );

			if ( Math.abs( m23 ) < 0.99999 ) {

				this.y = Math.atan2( m13, m33 );
				this.z = Math.atan2( m21, m22 );

			} else {

				this.y = Math.atan2( - m31, m11 );
				this.z = 0;

			}

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

			this.x = Math.asin( clamp( m32 ) );

			if ( Math.abs( m32 ) < 0.99999 ) {

				this.y = Math.atan2( - m31, m33 );
				this.z = Math.atan2( - m12, m22 );

			} else {

				this.y = 0;
				this.z = Math.atan2( m21, m11 );

			}

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

			this.y = Math.asin( - clamp( m31 ) );

			if ( Math.abs( m31 ) < 0.99999 ) {

				this.x = Math.atan2( m32, m33 );
				this.z = Math.atan2( m21, m11 );

			} else {

				this.x = 0;
				this.z = Math.atan2( - m12, m22 );

			}

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

			this.z = Math.asin( clamp( m21 ) );

			if ( Math.abs( m21 ) < 0.99999 ) {

				this.x = Math.atan2( - m23, m22 );
				this.y = Math.atan2( - m31, m11 );

			} else {

				this.x = 0;
				this.y = Math.atan2( m13, m33 );

			}

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

			this.z = Math.asin( - clamp( m12 ) );

			if ( Math.abs( m12 ) < 0.99999 ) {

				this.x = Math.atan2( m32, m22 );
				this.y = Math.atan2( m13, m11 );

			} else {

				this.x = Math.atan2( - m23, m33 );
				this.y = 0;

			}

		}

		return this;

	},

	setEulerFromQuaternion: function ( q, order ) {

		// q is assumed to be normalized

		// clamp, to handle numerical problems

		function clamp( x ) {

			return Math.min( Math.max( x, -1 ), 1 );

		}

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

		var sqx = q.x * q.x;
		var sqy = q.y * q.y;
		var sqz = q.z * q.z;
		var sqw = q.w * q.w;

		if ( order === undefined || order === 'XYZ' ) {

			this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
			this.y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );

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

			this.x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );

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

			this.x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
			this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );

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

			this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
			this.y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );

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

			this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
			this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
			this.z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );

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

			this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
			this.z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );

		}

		return this;

	},

	getScaleFromMatrix: function ( m ) {

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

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

		return this;
	},

	equals: function ( v ) {

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

	},

	isZero: function ( v ) {

		return this.lengthSq() < ( v !== undefined ? v : 0.0001 );

	},

	clone: function () {

		return new THREE.Vector3( this.x, this.y, this.z );

	}

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

THREE.Vector4 = function ( x, y, z, w ) {

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

};

THREE.Vector4.prototype = {

	constructor: THREE.Vector4,

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

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

		return this;

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( 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;

	},

	addSelf: function ( v ) {

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

		return this;

	},

	sub: function ( a, b ) {

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

		return this;

	},

	subSelf: function ( v ) {

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

		return this;

	},

	multiplyScalar: function ( s ) {

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

		return this;

	},

	divideScalar: function ( s ) {

		if ( s ) {

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

		} else {

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

		}

		return this;

	},


	negate: function() {

		return this.multiplyScalar( -1 );

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

		return this.dot( this );

	},

	length: function () {

		return Math.sqrt( this.lengthSq() );

	},

	lengthManhattan: function () {

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

	},

	normalize: function () {

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

	},

	setLength: function ( l ) {

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

	},

	lerpSelf: function ( v, alpha ) {

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

		return this;

	},

	clone: function () {

		return new THREE.Vector4( this.x, this.y, this.z, this.w );

	},

	setAxisAngleFromQuaternion: function ( q ) {

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

		// q is assumed to be normalized

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

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

		if ( s < 0.0001 ) {

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

		} else {

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

		}

		return this;

	},

	setAxisAngleFromRotationMatrix: function ( m ) {

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

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

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

			te = m.elements,

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

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

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

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

				// this singularity is identity matrix so angle = 0

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

				return this; // zero angle, arbitrary axis

			}

			// otherwise this singularity is angle = 180

			angle = Math.PI;

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

			if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term

				if ( xx < epsilon ) {

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

				} else {

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

				}

			} else if ( yy > zz ) { // m22 is the largest diagonal term

				if ( yy < epsilon ) {

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

				} else {

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

				}

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

				if ( zz < epsilon ) {

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

				} else {

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

				}

			}

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

			return this; // return 180 deg rotation

		}

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

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

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

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

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

		return this;

	}

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

THREE.Matrix3 = function () {

	this.elements = new Float32Array(9);

};

THREE.Matrix3.prototype = {

	constructor: THREE.Matrix3,

	getInverse: function ( matrix ) {

		// input: THREE.Matrix4
		// ( based on http://code.google.com/p/webgl-mjs/ )

        var me = matrix.elements;
        
		var a11 =   me[10] * me[5] - me[6] * me[9];
		var a21 = - me[10] * me[1] + me[2] * me[9];
		var a31 =   me[6] * me[1] - me[2] * me[5];
		var a12 = - me[10] * me[4] + me[6] * me[8];
		var a22 =   me[10] * me[0] - me[2] * me[8];
		var a32 = - me[6] * me[0] + me[2] * me[4];
		var a13 =   me[9] * me[4] - me[5] * me[8];
		var a23 = - me[9] * me[0] + me[1] * me[8];
		var a33 =   me[5] * me[0] - me[1] * me[4];

		var det = me[0] * a11 + me[1] * a12 + me[2] * a13;

		// no inverse

		if ( det === 0 ) {

			console.warn( "Matrix3.getInverse(): determinant == 0" );

		}

		var idet = 1.0 / det;

		var m = this.elements;

		m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
		m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
		m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;

		return this;

	},

	
	transpose: function () {

		var tmp, m = this.elements;

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

		return this;

	},
	

	transposeIntoArray: function ( r ) {

		var m = this.m;

		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;

	}

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


THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

	this.elements = new Float32Array( 16 );

	this.set(

		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
		n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1

	);

};

THREE.Matrix4.prototype = {

	constructor: THREE.Matrix4,

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

		var te = this.elements;

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

		return this;

	},

	identity: function () {

		this.set(

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

		);

		return this;

	},

	copy: function ( m ) {

		var me = m.elements;

		this.set(

			me[0], me[4], me[8], me[12],
			me[1], me[5], me[9], me[13],
			me[2], me[6], me[10], me[14],
			me[3], me[7], me[11], me[15]

		);

		return this;

	},

	lookAt: function ( eye, target, up ) {

		var te = this.elements;

		var x = THREE.Matrix4.__v1;
		var y = THREE.Matrix4.__v2;
		var z = THREE.Matrix4.__v3;

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

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

			z.z = 1;

		}

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

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

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

		}

		y.cross( z, x );


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

		return this;

	},

	multiply: function ( a, b ) {

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

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

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

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

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

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

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

		return this;

	},

	multiplySelf: function ( m ) {

		return this.multiply( this, m );

	},

	multiplyToArray: function ( a, b, r ) {

		var te = this.elements;

		this.multiply( a, b );

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

		return this;

	},

	multiplyScalar: function ( s ) {

		var te = this.elements;

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

		return this;

	},

	multiplyVector3: function ( v ) {

		var te = this.elements;

		var vx = v.x, vy = v.y, vz = v.z;
		var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );

		v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
		v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
		v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;

		return v;

	},

	multiplyVector4: function ( v ) {

		var te = this.elements;
		var vx = v.x, vy = v.y, vz = v.z, vw = v.w;

		v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
		v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
		v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
		v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;

		return v;

	},

	multiplyVector3Array: function ( a ) {

		var tmp = THREE.Matrix4.__v1;

		for ( var i = 0, il = a.length; i < il; i += 3 ) {

			tmp.x = a[ i ];
			tmp.y = a[ i + 1 ];
			tmp.z = a[ i + 2 ];

			this.multiplyVector3( tmp );

			a[ i ]     = tmp.x;
			a[ i + 1 ] = tmp.y;
			a[ i + 2 ] = tmp.z;

		}

		return a;

	},

	rotateAxis: function ( v ) {

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

		v.x = vx * te[0] + vy * te[4] + vz * te[8];
		v.y = vx * te[1] + vy * te[5] + vz * te[9];
		v.z = vx * te[2] + vy * te[6] + vz * te[10];

		v.normalize();

		return v;

	},

	crossVector: function ( a ) {

		var te = this.elements;
		var v = new THREE.Vector4();

		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;

		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;

		return v;

	},

	determinant: function () {

		var te = this.elements;

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

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

		return (
			n14 * n23 * n32 * n41-
			n13 * n24 * n32 * n41-
			n14 * n22 * n33 * n41+
			n12 * n24 * n33 * n41+

			n13 * n22 * n34 * n41-
			n12 * n23 * n34 * n41-
			n14 * n23 * n31 * n42+
			n13 * n24 * n31 * n42+

			n14 * n21 * n33 * n42-
			n11 * n24 * n33 * n42-
			n13 * n21 * n34 * n42+
			n11 * n23 * n34 * n42+

			n14 * n22 * n31 * n43-
			n12 * n24 * n31 * n43-
			n14 * n21 * n32 * n43+
			n11 * n24 * n32 * n43+

			n12 * n21 * n34 * n43-
			n11 * n22 * n34 * n43-
			n13 * n22 * n31 * n44+
			n12 * n23 * n31 * n44+

			n13 * n21 * n32 * n44-
			n11 * n23 * n32 * n44-
			n12 * n21 * n33 * n44+
			n11 * n22 * n33 * n44
		);

	},

	transpose: function () {

		var te = this.elements;
		var tmp;

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

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

		return this;

	},

	flattenToArray: function ( flat ) {

		var te = this.elements;
		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
		flat[ 8 ]  = te[8]; flat[ 9 ]  = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];

		return flat;

	},

	flattenToArrayOffset: function( flat, offset ) {

		var te = this.elements;
		flat[ offset ] = te[0];
		flat[ offset + 1 ] = te[1];
		flat[ offset + 2 ] = te[2];
		flat[ offset + 3 ] = te[3];

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

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

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

		return flat;

	},

	getPosition: function () {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );

	},

	setPosition: function ( v ) {

		var te = this.elements;

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

		return this;

	},

	getColumnX: function () {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );

	},

	getColumnY: function () {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );

	},

	getColumnZ: function() {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );

	},

	getInverse: function ( m ) {

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

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

		te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
		te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
		te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
		te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
		te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
		te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
		te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
		te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
		te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
		te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
		te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
		te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
		te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
		te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
		te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
		te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
		this.multiplyScalar( 1 / m.determinant() );

		return this;

	},

	setRotationFromEuler: function ( v, order ) {

		var te = this.elements;

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

		if ( order === undefined || order === 'XYZ' ) {

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		}

		return this;

	},


	setRotationFromQuaternion: function ( q ) {

		var te = this.elements;

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

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

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

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

		return this;

	},

	compose: function ( translation, rotation, scale ) {

		var te = this.elements;
		var mRotation = THREE.Matrix4.__m1;
		var mScale = THREE.Matrix4.__m2;

		mRotation.identity();
		mRotation.setRotationFromQuaternion( rotation );

		mScale.makeScale( scale.x, scale.y, scale.z );

		this.multiply( mRotation, mScale );

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

		return this;

	},

	decompose: function ( translation, rotation, scale ) {

		var te = this.elements;

		// grab the axis vectors
		var x = THREE.Matrix4.__v1;
		var y = THREE.Matrix4.__v2;
		var z = THREE.Matrix4.__v3;

		x.set( te[0], te[1], te[2] );
		y.set( te[4], te[5], te[6] );
		z.set( te[8], te[9], te[10] );

		translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
		rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
		scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();

		scale.x = x.length();
		scale.y = y.length();
		scale.z = z.length();

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

		// scale the rotation part

		var matrix = THREE.Matrix4.__m1;

		matrix.copy( this );

		matrix.elements[0] /= scale.x;
		matrix.elements[1] /= scale.x;
		matrix.elements[2] /= scale.x;

		matrix.elements[4] /= scale.y;
		matrix.elements[5] /= scale.y;
		matrix.elements[6] /= scale.y;

		matrix.elements[8] /= scale.z;
		matrix.elements[9] /= scale.z;
		matrix.elements[10] /= scale.z;

		rotation.setFromRotationMatrix( matrix );

		return [ translation, rotation, scale ];

	},

	extractPosition: function ( m ) {

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

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

		return this;

	},

	extractRotation: function ( m ) {

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

		var vector = THREE.Matrix4.__v1;

		var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
		var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
		var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();

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

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

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

		return this;

	},

	//

	translate: function ( v ) {

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

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

		return this;

	},

	rotateX: function ( angle ) {

		var te = this.elements;
		var m12 = te[4];
		var m22 = te[5];
		var m32 = te[6];
		var m42 = te[7];
		var m13 = te[8];
		var m23 = te[9];
		var m33 = te[10];
		var m43 = te[11];
		var c = Math.cos( angle );
		var s = Math.sin( angle );

		te[4] = c * m12 + s * m13;
		te[5] = c * m22 + s * m23;
		te[6] = c * m32 + s * m33;
		te[7] = c * m42 + s * m43;

		te[8] = c * m13 - s * m12;
		te[9] = c * m23 - s * m22;
		te[10] = c * m33 - s * m32;
		te[11] = c * m43 - s * m42;

		return this;

	},

	rotateY: function ( angle ) {

		var te = this.elements;
		var m11 = te[0];
		var m21 = te[1];
		var m31 = te[2];
		var m41 = te[3];
		var m13 = te[8];
		var m23 = te[9];
		var m33 = te[10];
		var m43 = te[11];
		var c = Math.cos( angle );
		var s = Math.sin( angle );

		te[0] = c * m11 - s * m13;
		te[1] = c * m21 - s * m23;
		te[2] = c * m31 - s * m33;
		te[3] = c * m41 - s * m43;

		te[8] = c * m13 + s * m11;
		te[9] = c * m23 + s * m21;
		te[10] = c * m33 + s * m31;
		te[11] = c * m43 + s * m41;

		return this;

	},

	rotateZ: function ( angle ) {

		var te = this.elements;
		var m11 = te[0];
		var m21 = te[1];
		var m31 = te[2];
		var m41 = te[3];
		var m12 = te[4];
		var m22 = te[5];
		var m32 = te[6];
		var m42 = te[7];
		var c = Math.cos( angle );
		var s = Math.sin( angle );

		te[0] = c * m11 + s * m12;
		te[1] = c * m21 + s * m22;
		te[2] = c * m31 + s * m32;
		te[3] = c * m41 + s * m42;

		te[4] = c * m12 - s * m11;
		te[5] = c * m22 - s * m21;
		te[6] = c * m32 - s * m31;
		te[7] = c * m42 - s * m41;

		return this;

	},

	rotateByAxis: function ( axis, angle ) {

		var te = this.elements;

		// optimize by checking axis

		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {

			return this.rotateX( angle );

		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {

			return this.rotateY( angle );

		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {

			return this.rotateZ( angle );

		}

		var x = axis.x, y = axis.y, z = axis.z;
		var n = Math.sqrt(x * x + y * y + z * z);

		x /= n;
		y /= n;
		z /= n;

		var xx = x * x, yy = y * y, zz = z * z;
		var c = Math.cos( angle );
		var s = Math.sin( angle );
		var oneMinusCosine = 1 - c;
		var xy = x * y * oneMinusCosine;
		var xz = x * z * oneMinusCosine;
		var yz = y * z * oneMinusCosine;
		var xs = x * s;
		var ys = y * s;
		var zs = z * s;

		var r11 = xx + (1 - xx) * c;
		var r21 = xy + zs;
		var r31 = xz - ys;
		var r12 = xy - zs;
		var r22 = yy + (1 - yy) * c;
		var r32 = yz + xs;
		var r13 = xz + ys;
		var r23 = yz - xs;
		var r33 = zz + (1 - zz) * c;

		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
		var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];

		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
		te[3] = r11 * m41 + r21 * m42 + r31 * m43;

		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
		te[7] = r12 * m41 + r22 * m42 + r32 * m43;

		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
		te[11] = r13 * m41 + r23 * m42 + r33 * m43;

		return this;

	},

	scale: function ( v ) {

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

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

		return this;

	},

	getMaxScaleOnAxis: function () {

		var te = this.elements;

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

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

	},

	//

	makeTranslation: function ( x, y, z ) {

		this.set(

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

		);

		return this;

	},

	makeRotationX: function ( theta ) {

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

		this.set(

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

		);

		return this;

	},

	makeRotationY: function ( theta ) {

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

		this.set(

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

		);

		return this;

	},

	makeRotationZ: function ( theta ) {

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

		this.set(

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

		);

		return this;

	},

	makeRotationAxis: function ( axis, angle ) {

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

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

		this.set(

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

		);

		 return this;

	},

	makeScale: function ( x, y, z ) {

		this.set(

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

		);

		return this;

	},

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

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

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

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

		return this;

	},

	makePerspective: function ( fov, aspect, near, far ) {

		var ymax = near * Math.tan( fov * Math.PI / 360 );
		var ymin = - ymax;
		var xmin = ymin * aspect;
		var xmax = ymax * aspect;

		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );

	},

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

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

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

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

		return this;

	},


	clone: function () {

		var te = this.elements;

		return new THREE.Matrix4(

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

		);

	}

};

THREE.Matrix4.__v1 = new THREE.Vector3();
THREE.Matrix4.__v2 = new THREE.Vector3();
THREE.Matrix4.__v3 = new THREE.Vector3();

THREE.Matrix4.__m1 = new THREE.Matrix4();
THREE.Matrix4.__m2 = new THREE.Matrix4();
/**
 * https://github.com/mrdoob/eventtarget.js/
 */

THREE.EventTarget = function () {

	var listeners = {};

	this.addEventListener = function ( type, listener ) {

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

			listeners[ type ] = [];

		}

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

			listeners[ type ].push( listener );

		}

	};

	this.dispatchEvent = function ( event ) {

		for ( var listener in listeners[ event.type ] ) {

			listeners[ event.type ][ listener ]( event );

		}

	};

	this.removeEventListener = function ( type, listener ) {

		var index = listeners[ type ].indexOf( listener );

		if ( index !== - 1 ) {

			listeners[ type ].splice( index, 1 );

		}

	};

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

THREE.Frustum = function ( ) {

	this.planes = [

		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4(),
		new THREE.Vector4()

	];

};

THREE.Frustum.prototype.setFromMatrix = function ( m ) {

	var plane;
	var planes = this.planes;

	var me = m.elements;
	var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
	var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
	var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
	var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];

	planes[ 0 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
	planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
	planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
	planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
	planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
	planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );

	for ( var i = 0; i < 6; i ++ ) {

		plane = planes[ i ];
		plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) );

	}

};

THREE.Frustum.prototype.contains = function ( object ) {

	var distance = 0.0;
	var planes = this.planes;
	var matrix = object.matrixWorld;
	var me = matrix.elements;
	var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();

	for ( var i = 0; i < 6; i ++ ) {

		distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w;
		if ( distance <= radius ) return false;

	}

	return true;

};

THREE.Frustum.__v1 = new THREE.Vector3();
/**
 * @author mrdoob / http://mrdoob.com/
 */

( function ( THREE ) {

	THREE.Ray = function ( origin, direction, near, far ) {

		this.origin = origin || new THREE.Vector3();
		this.direction = direction || new THREE.Vector3();
		this.near = near || 0;
		this.far = far || Infinity;

	};

	var originCopy = new THREE.Vector3();

	var localOriginCopy = new THREE.Vector3();
	var localDirectionCopy = new THREE.Vector3();

	var vector = new THREE.Vector3();
	var normal = new THREE.Vector3();
	var intersectPoint = new THREE.Vector3();

	var inverseMatrix = new THREE.Matrix4();

	var descSort = function ( a, b ) {

		return a.distance - b.distance;

	};

	var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();

	var distanceFromIntersection = function ( origin, direction, position ) {

		v0.sub( position, origin );

		var dot = v0.dot( direction );

		var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
		var distance = position.distanceTo( intersect );

		return distance;

	};

	// http://www.blackpawn.com/texts/pointinpoly/default.html

	var pointInFace3 = function ( p, a, b, c ) {

		v0.sub( c, a );
		v1.sub( b, a );
		v2.sub( p, a );

		var dot00 = v0.dot( v0 );
		var dot01 = v0.dot( v1 );
		var dot02 = v0.dot( v2 );
		var dot11 = v1.dot( v1 );
		var dot12 = v1.dot( v2 );

		var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

		return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );

	};

	var intersectObject = function ( object, ray, intersects ) {

		var distance,intersect;

		if ( object instanceof THREE.Particle ) {

			distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );

			if ( distance > object.scale.x ) {

				return intersects;

			}

			intersect = {

				distance: distance,
				point: object.position,
				face: null,
				object: object

			};

			intersects.push( intersect );

		} else if ( object instanceof THREE.Mesh ) {

			// Checking boundingSphere

			var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();

			// Checking distance to ray

			distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );

			if ( distance > scaledRadius) {

				return intersects;

			}

			// Checking faces

			var f, fl, face, dot, scalar,
			geometry = object.geometry,
			vertices = geometry.vertices,
			objMatrix, geometryMaterials,
			isFaceMaterial, material, side, point;

			geometryMaterials = object.geometry.materials;
			isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
			side = object.material.side;

			var a, b, c, d;
			var precision = ray.precision;

			object.matrixRotationWorld.extractRotation( object.matrixWorld );

			originCopy.copy( ray.origin );

			objMatrix = object.matrixWorld;
			inverseMatrix.getInverse( objMatrix );

			localOriginCopy.copy( originCopy );
			inverseMatrix.multiplyVector3( localOriginCopy );

			localDirectionCopy.copy( ray.direction );
			inverseMatrix.rotateAxis( localDirectionCopy ).normalize();

			for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {

				face = geometry.faces[ f ];

				material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;
				if ( material === undefined ) continue;
				side = material.side;

				vector.sub( face.centroid, localOriginCopy );
				normal = face.normal;
				dot = localDirectionCopy.dot( normal );

				// bail if ray and plane are parallel

				if ( Math.abs( dot ) < precision ) continue;

				// calc distance to plane

				scalar = normal.dot( vector ) / dot;

				// if negative distance, then plane is behind ray

				if ( scalar < 0 ) continue;

				if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) {

					intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) );

					if ( face instanceof THREE.Face3 ) {

						a = vertices[ face.a ];
						b = vertices[ face.b ];
						c = vertices[ face.c ];

						if ( pointInFace3( intersectPoint, a, b, c ) ) {

							point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
							distance = originCopy.distanceTo( point );

							if ( distance < ray.near || distance > ray.far ) continue;

							intersect = {

								distance: distance,
								point: point,
								face: face,
								faceIndex: f,
								object: object

							};

							intersects.push( intersect );

						}

					} else if ( face instanceof THREE.Face4 ) {

						a = vertices[ face.a ];
						b = vertices[ face.b ];
						c = vertices[ face.c ];
						d = vertices[ face.d ];

						if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {

							point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
							distance = originCopy.distanceTo( point );

							if ( distance < ray.near || distance > ray.far ) continue;

							intersect = {

								distance: distance,
								point: point,
								face: face,
								faceIndex: f,
								object: object

							};

							intersects.push( intersect );

						}

					}

				}

			}

		}

	};

	var intersectDescendants = function ( object, ray, intersects ) {

		var descendants = object.getDescendants();

		for ( var i = 0, l = descendants.length; i < l; i ++ ) {

			intersectObject( descendants[ i ], ray, intersects );

		}
	};

	//

	THREE.Ray.prototype.precision = 0.0001;

	THREE.Ray.prototype.set = function ( origin, direction ) {

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

	};

	THREE.Ray.prototype.intersectObject = function ( object, recursive ) {

		var intersects = [];

		if ( recursive === true ) {

			intersectDescendants( object, this, intersects );

		}

		intersectObject( object, this, intersects );

		intersects.sort( descSort );

		return intersects;

	};

	THREE.Ray.prototype.intersectObjects = function ( objects, recursive ) {

		var intersects = [];

		for ( var i = 0, l = objects.length; i < l; i ++ ) {

			intersectObject( objects[ i ], this, intersects );

			if ( recursive === true ) {

				intersectDescendants( objects[ i ], this, intersects );

			}
		}

		intersects.sort( descSort );

		return intersects;

	};

}( THREE ) );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Rectangle = function () {

	var _left = 0;
	var _top = 0;
	var _right = 0;
	var _bottom = 0;
	var _width = 0;
	var _height = 0;
	var _isEmpty = true;

	function resize() {

		_width = _right - _left;
		_height = _bottom - _top;

	}

	this.getX = function () {

		return _left;

	};

	this.getY = function () {

		return _top;

	};

	this.getWidth = function () {

		return _width;

	};

	this.getHeight = function () {

		return _height;

	};

	this.getLeft = function() {

		return _left;

	};

	this.getTop = function() {

		return _top;

	};

	this.getRight = function() {

		return _right;

	};

	this.getBottom = function() {

		return _bottom;

	};

	this.set = function ( left, top, right, bottom ) {

		_isEmpty = false;

		_left = left; _top = top;
		_right = right; _bottom = bottom;

		resize();

	};

	this.addPoint = function ( x, y ) {

		if ( _isEmpty === true ) {

			_isEmpty = false;
			_left = x; _top = y;
			_right = x; _bottom = y;

			resize();

		} else {

			_left = _left < x ? _left : x; // Math.min( _left, x );
			_top = _top < y ? _top : y; // Math.min( _top, y );
			_right = _right > x ? _right : x; // Math.max( _right, x );
			_bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y );

			resize();
		}

	};

	this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) {

		if ( _isEmpty === true ) {

			_isEmpty = false;
			_left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 );
			_top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 );
			_right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 );
			_bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 );

			resize();

		} else {

			_left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) );
			_top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) );
			_right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) );
			_bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) );

			resize();

		};

	};

	this.addRectangle = function ( r ) {

		if ( _isEmpty === true ) {

			_isEmpty = false;
			_left = r.getLeft(); _top = r.getTop();
			_right = r.getRight(); _bottom = r.getBottom();

			resize();

		} else {

			_left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() );
			_top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() );
			_right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() );
			_bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() );

			resize();

		}

	};

	this.inflate = function ( v ) {

		_left -= v; _top -= v;
		_right += v; _bottom += v;

		resize();

	};

	this.minSelf = function ( r ) {

		_left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() );
		_top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() );
		_right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() );
		_bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() );

		resize();

	};

	this.intersects = function ( r ) {

		// http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/

		if ( _right < r.getLeft() ) return false;
		if ( _left > r.getRight() ) return false;
		if ( _bottom < r.getTop() ) return false;
		if ( _top > r.getBottom() ) return false;

		return true;

	};

	this.empty = function () {

		_isEmpty = true;

		_left = 0; _top = 0;
		_right = 0; _bottom = 0;

		resize();

	};

	this.isEmpty = function () {

		return _isEmpty;

	};

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

THREE.Math = {

	// Clamp value to range <a, b>

	clamp: function ( x, a, b ) {

		return ( x < a ) ? a : ( ( x > b ) ? b : x );

	},

	// Clamp value to range <a, inf)

	clampBottom: function ( x, a ) {

		return x < a ? a : x;

	},

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

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

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

	},

	// Random float from <0, 1> with 16 bits of randomness
	// (standard Math.random() creates repetitive patterns when applied over larger space)

	random16: function () {

		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;

	},

	// Random integer from <low, high> interval

	randInt: function ( low, high ) {

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

	},

	// Random float from <low, high> interval

	randFloat: function ( low, high ) {

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

	},

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

	randFloatSpread: function ( range ) {

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

	},

	sign: function ( x ) {

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

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Object3D = function () {

	THREE.Object3DLibrary.push( this );

	this.id = THREE.Object3DIdCount ++;

	this.name = '';
	this.properties = {};

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

	this.up = new THREE.Vector3( 0, 1, 0 );

	this.position = new THREE.Vector3();
	this.rotation = new THREE.Vector3();
	this.eulerOrder = THREE.Object3D.defaultEulerOrder;
	this.scale = new THREE.Vector3( 1, 1, 1 );

	this.renderDepth = null;

	this.rotationAutoUpdate = true;

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

	this.matrixAutoUpdate = true;
	this.matrixWorldNeedsUpdate = true;

	this.quaternion = new THREE.Quaternion();
	this.useQuaternion = false;

	this.boundRadius = 0.0;
	this.boundRadiusScale = 1.0;

	this.visible = true;

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

	this.frustumCulled = true;

	this._vector = new THREE.Vector3();

};


THREE.Object3D.prototype = {

	constructor: THREE.Object3D,

	applyMatrix: function ( matrix ) {

		this.matrix.multiply( matrix, this.matrix );

		this.scale.getScaleFromMatrix( this.matrix );

		var mat = new THREE.Matrix4().extractRotation( this.matrix );
		this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );

		this.position.getPositionFromMatrix( this.matrix );

	},

	translate: function ( distance, axis ) {

		this.matrix.rotateAxis( axis );
		this.position.addSelf( axis.multiplyScalar( distance ) );

	},

	translateX: function ( distance ) {

		this.translate( distance, this._vector.set( 1, 0, 0 ) );

	},

	translateY: function ( distance ) {

		this.translate( distance, this._vector.set( 0, 1, 0 ) );

	},

	translateZ: function ( distance ) {

		this.translate( distance, this._vector.set( 0, 0, 1 ) );

	},

	localToWorld: function ( vector ) {

		return this.matrixWorld.multiplyVector3( vector );

	},

	worldToLocal: function ( vector ) {

		return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );

	},

	lookAt: function ( vector ) {

		// TODO: Add hierarchy support.

		this.matrix.lookAt( vector, this.position, this.up );

		if ( this.rotationAutoUpdate ) {

			this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );

		}

	},

	add: function ( object ) {

		if ( object === this ) {

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

		}

		if ( object instanceof THREE.Object3D ) {

			if ( object.parent !== undefined ) {

				object.parent.remove( object );

			}

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

			// add to scene

			var scene = this;

			while ( scene.parent !== undefined ) {

				scene = scene.parent;

			}

			if ( scene !== undefined && scene instanceof THREE.Scene )  {

				scene.__addObject( object );

			}

		}

	},

	remove: function ( object ) {

		var index = this.children.indexOf( object );

		if ( index !== - 1 ) {

			object.parent = undefined;
			this.children.splice( index, 1 );

			// remove from scene

			var scene = this;

			while ( scene.parent !== undefined ) {

				scene = scene.parent;

			}

			if ( scene !== undefined && scene instanceof THREE.Scene ) {

				scene.__removeObject( object );

			}

		}

	},

	traverse: function ( callback ) {

		callback( this );

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

			this.children[ i ].traverse( callback );

		}

	},

	getChildByName: function ( name, recursive ) {

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

			var child = this.children[ i ];

			if ( child.name === name ) {

				return child;

			}

			if ( recursive === true ) {

				child = child.getChildByName( name, recursive );

				if ( child !== undefined ) {

					return child;

				}

			}

		}

		return undefined;

	},

	getDescendants: function ( array ) {

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

		Array.prototype.push.apply( array, this.children );

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

			this.children[ i ].getDescendants( array );

		}

		return array;

	},

	updateMatrix: function () {

		this.matrix.setPosition( this.position );

		if ( this.useQuaternion === false )  {

			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );

		} else {

			this.matrix.setRotationFromQuaternion( this.quaternion );

		}

		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {

			this.matrix.scale( this.scale );
			this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );

		}

		this.matrixWorldNeedsUpdate = true;

	},

	updateMatrixWorld: function ( force ) {

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

		if ( this.matrixWorldNeedsUpdate === true || force === true ) {

			if ( this.parent === undefined ) {

				this.matrixWorld.copy( this.matrix );

			} else {

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

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// update children

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

			this.children[ i ].updateMatrixWorld( force );

		}

	},

	clone: function ( object ) {

		if ( object === undefined ) object = new THREE.Object3D();

		object.name = this.name;

		object.up.copy( this.up );

		object.position.copy( this.position );
		if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
		object.eulerOrder = this.eulerOrder;
		object.scale.copy( this.scale );

		object.renderDepth = this.renderDepth;

		object.rotationAutoUpdate = this.rotationAutoUpdate;

		object.matrix.copy( this.matrix );
		object.matrixWorld.copy( this.matrixWorld );
		object.matrixRotationWorld.copy( this.matrixRotationWorld );

		object.matrixAutoUpdate = this.matrixAutoUpdate;
		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;

		object.quaternion.copy( this.quaternion );
		object.useQuaternion = this.useQuaternion;

		object.boundRadius = this.boundRadius;
		object.boundRadiusScale = this.boundRadiusScale;

		object.visible = this.visible;

		object.castShadow = this.castShadow;
		object.receiveShadow = this.receiveShadow;

		object.frustumCulled = this.frustumCulled;

		return object;

	},

	deallocate: function () {

		var index = THREE.Object3DLibrary.indexOf( this );
		if ( index !== -1 ) THREE.Object3DLibrary.splice( index, 1 );

	}

};

THREE.Object3D.__m1 = new THREE.Matrix4();
THREE.Object3D.defaultEulerOrder = 'XYZ',

THREE.Object3DIdCount = 0;
THREE.Object3DLibrary = [];
/**
 * @author mrdoob / http://mrdoob.com/
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author julianwa / https://github.com/julianwa
 */

THREE.Projector = function() {

	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
	_face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
	_face4Count, _face4Pool = [], _face4PoolLength = 0,
	_line, _lineCount, _linePool = [], _linePoolLength = 0,
	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,

	_renderData = { objects: [], sprites: [], lights: [], elements: [] },

	_vector3 = new THREE.Vector3(),
	_vector4 = new THREE.Vector4(),

	_viewProjectionMatrix = new THREE.Matrix4(),
	_modelViewProjectionMatrix = new THREE.Matrix4(),

	_frustum = new THREE.Frustum(),

	_clippedVertex1PositionScreen = new THREE.Vector4(),
	_clippedVertex2PositionScreen = new THREE.Vector4(),

	_face3VertexNormals;

	this.projectVector = function ( vector, camera ) {

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
		_viewProjectionMatrix.multiplyVector3( vector );

		return vector;

	};

	this.unprojectVector = function ( vector, camera ) {

		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );

		_viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
		_viewProjectionMatrix.multiplyVector3( vector );

		return vector;

	};

	this.pickingRay = function ( vector, camera ) {

		var end, ray, t;

		// set two vectors with opposing z values
		vector.z = -1.0;
		end = new THREE.Vector3( vector.x, vector.y, 1.0 );

		this.unprojectVector( vector, camera );
		this.unprojectVector( end, camera );

		// find direction from vector to end
		end.subSelf( vector ).normalize();

		return new THREE.Ray( vector, end );

	};

	var projectGraph = function ( root, sortObjects ) {

		_objectCount = 0;

		_renderData.objects.length = 0;
		_renderData.sprites.length = 0;
		_renderData.lights.length = 0;

		var projectObject = function ( parent ) {

			for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {

				var object = parent.children[ c ];

				if ( object.visible === false ) continue;

				if ( object instanceof THREE.Light ) {

					_renderData.lights.push( object );

				} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {

					if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {

						_object = getNextObjectInPool();
						_object.object = object;

						if ( object.renderDepth !== null ) {

							_object.z = object.renderDepth;

						} else {

							_vector3.copy( object.matrixWorld.getPosition() );
							_viewProjectionMatrix.multiplyVector3( _vector3 );
							_object.z = _vector3.z;

						}

						_renderData.objects.push( _object );

					}

				} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {

					_object = getNextObjectInPool();
					_object.object = object;

					// TODO: Find an elegant and performant solution and remove this dupe code.

					if ( object.renderDepth !== null ) {

						_object.z = object.renderDepth;

					} else {

						_vector3.copy( object.matrixWorld.getPosition() );
						_viewProjectionMatrix.multiplyVector3( _vector3 );
						_object.z = _vector3.z;

					}

					_renderData.sprites.push( _object );

				} else {

					_object = getNextObjectInPool();
					_object.object = object;

					if ( object.renderDepth !== null ) {

						_object.z = object.renderDepth;

					} else {

						_vector3.copy( object.matrixWorld.getPosition() );
						_viewProjectionMatrix.multiplyVector3( _vector3 );
						_object.z = _vector3.z;

					}

					_renderData.objects.push( _object );

				}

				projectObject( object );

			}

		};

		projectObject( root );

		if ( sortObjects === true ) _renderData.objects.sort( painterSort );

		return _renderData;

	};

	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {

		var near = camera.near, far = camera.far, visible = false,
		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
		modelMatrix, rotationMatrix,
		geometry, geometryMaterials, vertices, vertex, vertexPositionScreen,
		faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
		v1, v2, v3, v4, isFaceMaterial, material, side;

		_face3Count = 0;
		_face4Count = 0;
		_lineCount = 0;
		_particleCount = 0;

		_renderData.elements.length = 0;

		scene.updateMatrixWorld();

		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );

		_frustum.setFromMatrix( _viewProjectionMatrix );

		_renderData = projectGraph( scene, sortObjects );

		for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) {

			object = _renderData.objects[ o ].object;

			modelMatrix = object.matrixWorld;

			_vertexCount = 0;

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;
				geometryMaterials = object.geometry.materials;
				vertices = geometry.vertices;
				faces = geometry.faces;
				faceVertexUvs = geometry.faceVertexUvs;

				rotationMatrix = object.matrixRotationWorld.extractRotation( modelMatrix );

				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
				side = object.material.side;

				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {

					_vertex = getNextVertexInPool();
					_vertex.positionWorld.copy( vertices[ v ] );

					modelMatrix.multiplyVector3( _vertex.positionWorld );

					_vertex.positionScreen.copy( _vertex.positionWorld );
					_viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );

					_vertex.positionScreen.x /= _vertex.positionScreen.w;
					_vertex.positionScreen.y /= _vertex.positionScreen.w;

					_vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;

				}

				for ( f = 0, fl = faces.length; f < fl; f ++ ) {

					face = faces[ f ];

					material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;

					if ( material === undefined ) continue;

					side = material.side;

					if ( face instanceof THREE.Face3 ) {

						v1 = _vertexPool[ face.a ];
						v2 = _vertexPool[ face.b ];
						v3 = _vertexPool[ face.c ];

						if ( v1.visible === true && v2.visible === true && v3.visible === true ) {

							visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
								( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;

							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {

								_face = getNextFace3InPool();

								_face.v1.copy( v1 );
								_face.v2.copy( v2 );
								_face.v3.copy( v3 );

							} else {

								continue;

							}

						} else {

							continue;

						}

					} else if ( face instanceof THREE.Face4 ) {

						v1 = _vertexPool[ face.a ];
						v2 = _vertexPool[ face.b ];
						v3 = _vertexPool[ face.c ];
						v4 = _vertexPool[ face.d ];

						if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {

							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;


							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {

								_face = getNextFace4InPool();

								_face.v1.copy( v1 );
								_face.v2.copy( v2 );
								_face.v3.copy( v3 );
								_face.v4.copy( v4 );

							} else {

								continue;

							}

						} else {

							continue;

						}

					}

					_face.normalWorld.copy( face.normal );

					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
					rotationMatrix.multiplyVector3( _face.normalWorld );

					_face.centroidWorld.copy( face.centroid );
					modelMatrix.multiplyVector3( _face.centroidWorld );

					_face.centroidScreen.copy( _face.centroidWorld );
					_viewProjectionMatrix.multiplyVector3( _face.centroidScreen );

					faceVertexNormals = face.vertexNormals;

					for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {

						normal = _face.vertexNormalsWorld[ n ];
						normal.copy( faceVertexNormals[ n ] );

						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();

						rotationMatrix.multiplyVector3( normal );

					}

					_face.vertexNormalsLength = faceVertexNormals.length;

					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {

						uvs = faceVertexUvs[ c ][ f ];

						if ( uvs === undefined ) continue;

						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {

							_face.uvs[ c ][ u ] = uvs[ u ];

						}

					}

					_face.color = face.color;
					_face.material = material;

					_face.z = _face.centroidScreen.z;

					_renderData.elements.push( _face );

				}

			} else if ( object instanceof THREE.Line ) {

				_modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );

				vertices = object.geometry.vertices;

				v1 = getNextVertexInPool();
				v1.positionScreen.copy( vertices[ 0 ] );
				_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );

				// Handle LineStrip and LinePieces
				var step = object.type === THREE.LinePieces ? 2 : 1;

				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {

					v1 = getNextVertexInPool();
					v1.positionScreen.copy( vertices[ v ] );
					_modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );

					if ( ( v + 1 ) % step > 0 ) continue;

					v2 = _vertexPool[ _vertexCount - 2 ];

					_clippedVertex1PositionScreen.copy( v1.positionScreen );
					_clippedVertex2PositionScreen.copy( v2.positionScreen );

					if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {

						// Perform the perspective divide
						_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
						_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );

						_line = getNextLineInPool();
						_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );

						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );

						_line.material = object.material;

						_renderData.elements.push( _line );

					}

				}

			}

		}

		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {

			object = _renderData.sprites[ o ].object;

			modelMatrix = object.matrixWorld;

			if ( object instanceof THREE.Particle ) {

				_vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
				_viewProjectionMatrix.multiplyVector4( _vector4 );

				_vector4.z /= _vector4.w;

				if ( _vector4.z > 0 && _vector4.z < 1 ) {

					_particle = getNextParticleInPool();
					_particle.object = object;
					_particle.x = _vector4.x / _vector4.w;
					_particle.y = _vector4.y / _vector4.w;
					_particle.z = _vector4.z;

					_particle.rotation = object.rotation.z;

					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );

					_particle.material = object.material;

					_renderData.elements.push( _particle );

				}

			}

		}

		if ( sortElements === true ) _renderData.elements.sort( painterSort );

		return _renderData;

	};

	// Pools

	function getNextObjectInPool() {

		if ( _objectCount === _objectPoolLength ) {

			var object = new THREE.RenderableObject();
			_objectPool.push( object );
			_objectPoolLength ++;
			_objectCount ++;
			return object;

		}

		return _objectPool[ _objectCount ++ ];

	}

	function getNextVertexInPool() {

		if ( _vertexCount === _vertexPoolLength ) {

			var vertex = new THREE.RenderableVertex();
			_vertexPool.push( vertex );
			_vertexPoolLength ++;
			_vertexCount ++;
			return vertex;

		}

		return _vertexPool[ _vertexCount ++ ];

	}

	function getNextFace3InPool() {

		if ( _face3Count === _face3PoolLength ) {

			var face = new THREE.RenderableFace3();
			_face3Pool.push( face );
			_face3PoolLength ++;
			_face3Count ++;
			return face;

		}

		return _face3Pool[ _face3Count ++ ];


	}

	function getNextFace4InPool() {

		if ( _face4Count === _face4PoolLength ) {

			var face = new THREE.RenderableFace4();
			_face4Pool.push( face );
			_face4PoolLength ++;
			_face4Count ++;
			return face;

		}

		return _face4Pool[ _face4Count ++ ];

	}

	function getNextLineInPool() {

		if ( _lineCount === _linePoolLength ) {

			var line = new THREE.RenderableLine();
			_linePool.push( line );
			_linePoolLength ++;
			_lineCount ++
			return line;

		}

		return _linePool[ _lineCount ++ ];

	}

	function getNextParticleInPool() {

		if ( _particleCount === _particlePoolLength ) {

			var particle = new THREE.RenderableParticle();
			_particlePool.push( particle );
			_particlePoolLength ++;
			_particleCount ++
			return particle;

		}

		return _particlePool[ _particleCount ++ ];

	}

	//

	function painterSort( a, b ) {

		return b.z - a.z;

	}

	function clipLine( s1, s2 ) {

		var alpha1 = 0, alpha2 = 1,

		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
		// Z = -1 and Z = +1, respectively.
		bc1near =  s1.z + s1.w,
		bc2near =  s2.z + s2.w,
		bc1far =  - s1.z + s1.w,
		bc2far =  - s2.z + s2.w;

		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {

			// Both vertices lie entirely within all clip planes.
			return true;

		} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {

			// Both vertices lie entirely outside one of the clip planes.
			return false;

		} else {

			// The line segment spans at least one clip plane.

			if ( bc1near < 0 ) {

				// v1 lies outside the near plane, v2 inside
				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );

			} else if ( bc2near < 0 ) {

				// v2 lies outside the near plane, v1 inside
				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );

			}

			if ( bc1far < 0 ) {

				// v1 lies outside the far plane, v2 inside
				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );

			} else if ( bc2far < 0 ) {

				// v2 lies outside the far plane, v2 inside
				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );

			}

			if ( alpha2 < alpha1 ) {

				// The line segment spans two boundaries, but is outside both of them.
				// (This can't happen when we're only clipping against just near/far but good
				//  to leave the check here for future usage if other clip planes are added.)
				return false;

			} else {

				// Update the s1 and s2 vertices to match the clipped line segment.
				s1.lerpSelf( s2, alpha1 );
				s2.lerpSelf( s1, 1 - alpha2 );

				return true;

			}

		}

	}

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Quaternion = function( x, y, z, w ) {

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

};

THREE.Quaternion.prototype = {

	constructor: THREE.Quaternion,

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

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

		return this;

	},

	copy: function ( q ) {

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

		return this;

	},

	setFromEuler: function ( v, order ) {

		// http://www.mathworks.com/matlabcentral/fileexchange/
		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
		//	content/SpinCalc.m
	
		var c1 = Math.cos( v.x / 2 );
		var c2 = Math.cos( v.y / 2 );
		var c3 = Math.cos( v.z / 2 );
		var s1 = Math.sin( v.x / 2 );
		var s2 = Math.sin( v.y / 2 );
		var s3 = Math.sin( v.z / 2 );

		if ( order === undefined || order === 'XYZ' ) {

			this.x = s1 * c2 * c3 + c1 * s2 * s3;
			this.y = c1 * s2 * c3 - s1 * c2 * s3;
			this.z = c1 * c2 * s3 + s1 * s2 * c3;
			this.w = c1 * c2 * c3 - s1 * s2 * s3;

		} else if ( order === 'YXZ' ) {
	
			this.x = s1 * c2 * c3 + c1 * s2 * s3;
			this.y = c1 * s2 * c3 - s1 * c2 * s3;
			this.z = c1 * c2 * s3 - s1 * s2 * c3;
			this.w = c1 * c2 * c3 + s1 * s2 * s3;
				
		} else if ( order === 'ZXY' ) {
	
			this.x = s1 * c2 * c3 - c1 * s2 * s3;
			this.y = c1 * s2 * c3 + s1 * c2 * s3;
			this.z = c1 * c2 * s3 + s1 * s2 * c3;
			this.w = c1 * c2 * c3 - s1 * s2 * s3;
				
		} else if ( order === 'ZYX' ) {
	
			this.x = s1 * c2 * c3 - c1 * s2 * s3;
			this.y = c1 * s2 * c3 + s1 * c2 * s3;
			this.z = c1 * c2 * s3 - s1 * s2 * c3;
			this.w = c1 * c2 * c3 + s1 * s2 * s3;
				
		} else if ( order === 'YZX' ) {
			
			this.x = s1 * c2 * c3 + c1 * s2 * s3;
			this.y = c1 * s2 * c3 + s1 * c2 * s3;
			this.z = c1 * c2 * s3 - s1 * s2 * c3;
			this.w = c1 * c2 * c3 - s1 * s2 * s3;
				
		} else if ( order === 'XZY' ) {
			
			this.x = s1 * c2 * c3 - c1 * s2 * s3;
			this.y = c1 * s2 * c3 - s1 * c2 * s3;
			this.z = c1 * c2 * s3 + s1 * s2 * c3;
			this.w = c1 * c2 * c3 + s1 * s2 * s3;
				
		}
		
		return this;

	},

	setFromAxisAngle: function ( axis, angle ) {

		// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
		// axis have to be normalized

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

		this.x = axis.x * s;
		this.y = axis.y * s;
		this.z = axis.z * s;
		this.w = Math.cos( halfAngle );

		return this;

	},

	setFromRotationMatrix: function ( m ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
		
		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
		
		var te = m.elements,
			
			m11 = te[0], m12 = te[4], m13 = te[8],
			m21 = te[1], m22 = te[5], m23 = te[9],
			m31 = te[2], m32 = te[6], m33 = te[10],
			
			trace = m11 + m22 + m33,
			s;
		
		if( trace > 0 ) {
		
			s = 0.5 / Math.sqrt( trace + 1.0 );
			
			this.w = 0.25 / s;
			this.x = ( m32 - m23 ) * s;
			this.y = ( m13 - m31 ) * s;
			this.z = ( m21 - m12 ) * s;
		
		} else if ( m11 > m22 && m11 > m33 ) {
		
			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
			
			this.w = (m32 - m23 ) / s;
			this.x = 0.25 * s;
			this.y = (m12 + m21 ) / s;
			this.z = (m13 + m31 ) / s;
		
		} else if (m22 > m33) {
		
			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
			
			this.w = (m13 - m31 ) / s;
			this.x = (m12 + m21 ) / s;
			this.y = 0.25 * s;
			this.z = (m23 + m32 ) / s;
		
		} else {
		
			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
			
			this.w = ( m21 - m12 ) / s;
			this.x = ( m13 + m31 ) / s;
			this.y = ( m23 + m32 ) / s;
			this.z = 0.25 * s;
		
		}
	
		return this;

	},

	calculateW : function () {

		this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) );

		return this;

	},

	inverse: function () {

		this.x *= -1;
		this.y *= -1;
		this.z *= -1;

		return this;

	},

	length: function () {

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

	},

	normalize: function () {

		var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );

		if ( l === 0 ) {

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

		} else {

			l = 1 / l;

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

		}

		return this;

	},

	multiply: function ( a, b ) {

		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
		var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w,
		qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;

		this.x =  qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
		this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
		this.z =  qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
		this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;

		return this;

	},

	multiplySelf: function ( b ) {

		var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
		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;

		return this;

	},

	multiplyVector3: function ( vector, dest ) {

		if ( !dest ) { dest = vector; }

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

		// calculate quat * vector

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

		// calculate result * inverse quat

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

		return dest;

	},

	slerpSelf: function ( qb, t ) {

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

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

		var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;

		if ( cosHalfTheta < 0 ) {

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

			cosHalfTheta = -cosHalfTheta;

		} else {

			this.copy( qb );

		}

		if ( cosHalfTheta >= 1.0 ) {

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

			return this;

		}

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

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

			this.w = 0.5 * ( w + this.w );
			this.x = 0.5 * ( x + this.x );
			this.y = 0.5 * ( y + this.y );
			this.z = 0.5 * ( z + this.z );

			return this;

		}

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

		this.w = ( w * ratioA + this.w * ratioB );
		this.x = ( x * ratioA + this.x * ratioB );
		this.y = ( y * ratioA + this.y * ratioB );
		this.z = ( z * ratioA + this.z * ratioB );

		return this;

	},

	clone: function () {

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

	}

}

THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {

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

	var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;

	if ( cosHalfTheta < 0 ) {

		qm.w = -qb.w;
		qm.x = -qb.x;
		qm.y = -qb.y;
		qm.z = -qb.z;

		cosHalfTheta = -cosHalfTheta;

	} else {

		qm.copy( qb );

	}

	if ( Math.abs( cosHalfTheta ) >= 1.0 ) {

		qm.w = qa.w;
		qm.x = qa.x;
		qm.y = qa.y;
		qm.z = qa.z;

		return qm;

	}

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

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

		qm.w = 0.5 * ( qa.w + qm.w );
		qm.x = 0.5 * ( qa.x + qm.x );
		qm.y = 0.5 * ( qa.y + qm.y );
		qm.z = 0.5 * ( qa.z + qm.z );

		return qm;

	}

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

	qm.w = ( qa.w * ratioA + qm.w * ratioB );
	qm.x = ( qa.x * ratioA + qm.x * ratioB );
	qm.y = ( qa.y * ratioA + qm.y * ratioB );
	qm.z = ( qa.z * ratioA + qm.z * ratioB );

	return qm;

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

THREE.Vertex = function ( v ) {

	console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
	return v;

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

THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {

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

	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
	this.vertexNormals = normal instanceof Array ? normal : [ ];

	this.color = color instanceof THREE.Color ? color : new THREE.Color();
	this.vertexColors = color instanceof Array ? color : [];

	this.vertexTangents = [];

	this.materialIndex = materialIndex;

	this.centroid = new THREE.Vector3();

};

THREE.Face3.prototype = {

	constructor: THREE.Face3,

	clone: function () {

		var face = new THREE.Face3( this.a, this.b, this.c );

		face.normal.copy( this.normal );
		face.color.copy( this.color );
		face.centroid.copy( this.centroid );

		face.materialIndex = this.materialIndex;

		var i, il;
		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();

		return face;

	}

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

THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {

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

	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
	this.vertexNormals = normal instanceof Array ? normal : [ ];

	this.color = color instanceof THREE.Color ? color : new THREE.Color();
	this.vertexColors = color instanceof Array ? color : [];

	this.vertexTangents = [];

	this.materialIndex = materialIndex;

	this.centroid = new THREE.Vector3();

};

THREE.Face4.prototype = {

	constructor: THREE.Face4,

	clone: function () {

		var face = new THREE.Face4( this.a, this.b, this.c, this.d );

		face.normal.copy( this.normal );
		face.color.copy( this.color );
		face.centroid.copy( this.centroid );

		face.materialIndex = this.materialIndex;

		var i, il;
		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();

		return face;

	}

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

THREE.UV = function ( u, v ) {

	this.u = u || 0;
	this.v = v || 0;

};

THREE.UV.prototype = {

	constructor: THREE.UV,

	set: function ( u, v ) {

		this.u = u;
		this.v = v;

		return this;

	},

	copy: function ( uv ) {

		this.u = uv.u;
		this.v = uv.v;

		return this;

	},

	lerpSelf: function ( uv, alpha ) {

		this.u += ( uv.u - this.u ) * alpha;
		this.v += ( uv.v - this.v ) * alpha;

		return this;

	},

	clone: function () {

		return new THREE.UV( this.u, this.v );

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author kile / http://kile.stravaganza.org/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 */

THREE.Geometry = function () {

	THREE.GeometryLibrary.push( this );

	this.id = THREE.GeometryIdCount ++;

	this.name = '';

	this.vertices = [];
	this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon

	this.materials = [];

	this.faces = [];

	this.faceUvs = [[]];
	this.faceVertexUvs = [[]];

	this.morphTargets = [];
	this.morphColors = [];
	this.morphNormals = [];

	this.skinWeights = [];
	this.skinIndices = [];

	this.boundingBox = null;
	this.boundingSphere = null;

	this.hasTangents = false;

	this.dynamic = true; // the intermediate typearrays will be deleted when set to false

	// update flags

	this.verticesNeedUpdate = false;
	this.elementsNeedUpdate = false;
	this.uvsNeedUpdate = false;
	this.normalsNeedUpdate = false;
	this.tangentsNeedUpdate = false;
	this.colorsNeedUpdate = false;

};

THREE.Geometry.prototype = {

	constructor : THREE.Geometry,

	applyMatrix: function ( matrix ) {

		var matrixRotation = new THREE.Matrix4();
		matrixRotation.extractRotation( matrix );

		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

			var vertex = this.vertices[ i ];

			matrix.multiplyVector3( vertex );

		}

		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

			var face = this.faces[ i ];

			matrixRotation.multiplyVector3( face.normal );

			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

				matrixRotation.multiplyVector3( face.vertexNormals[ j ] );

			}

			matrix.multiplyVector3( face.centroid );

		}

	},

	computeCentroids: function () {

		var f, fl, face;

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];
			face.centroid.set( 0, 0, 0 );

			if ( face instanceof THREE.Face3 ) {

				face.centroid.addSelf( this.vertices[ face.a ] );
				face.centroid.addSelf( this.vertices[ face.b ] );
				face.centroid.addSelf( this.vertices[ face.c ] );
				face.centroid.divideScalar( 3 );

			} else if ( face instanceof THREE.Face4 ) {

				face.centroid.addSelf( this.vertices[ face.a ] );
				face.centroid.addSelf( this.vertices[ face.b ] );
				face.centroid.addSelf( this.vertices[ face.c ] );
				face.centroid.addSelf( this.vertices[ face.d ] );
				face.centroid.divideScalar( 4 );

			}

		}

	},

	computeFaceNormals: function () {

		var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
		cb = new THREE.Vector3(), ab = new THREE.Vector3();

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			vA = this.vertices[ face.a ];
			vB = this.vertices[ face.b ];
			vC = this.vertices[ face.c ];

			cb.sub( vC, vB );
			ab.sub( vA, vB );
			cb.crossSelf( ab );

			if ( !cb.isZero() ) {

				cb.normalize();

			}

			face.normal.copy( cb );

		}

	},

	computeVertexNormals: function () {

		var v, vl, f, fl, face, vertices;

		// create internal buffers for reuse when calling this method repeatedly
		// (otherwise memory allocation / deallocation every frame is big resource hog)

		if ( this.__tmpVertices === undefined ) {

			this.__tmpVertices = new Array( this.vertices.length );
			vertices = this.__tmpVertices;

			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ] = new THREE.Vector3();

			}

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				if ( face instanceof THREE.Face3 ) {

					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

				} else if ( face instanceof THREE.Face4 ) {

					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

				}

			}

		} else {

			vertices = this.__tmpVertices;

			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ].set( 0, 0, 0 );

			}

		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			if ( face instanceof THREE.Face3 ) {

				vertices[ face.a ].addSelf( face.normal );
				vertices[ face.b ].addSelf( face.normal );
				vertices[ face.c ].addSelf( face.normal );

			} else if ( face instanceof THREE.Face4 ) {

				vertices[ face.a ].addSelf( face.normal );
				vertices[ face.b ].addSelf( face.normal );
				vertices[ face.c ].addSelf( face.normal );
				vertices[ face.d ].addSelf( face.normal );

			}

		}

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			vertices[ v ].normalize();

		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			if ( face instanceof THREE.Face3 ) {

				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );

			} else if ( face instanceof THREE.Face4 ) {

				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
				face.vertexNormals[ 3 ].copy( vertices[ face.d ] );

			}

		}

	},

	computeMorphNormals: function () {

		var i, il, f, fl, face;

		// save original normals
		// - create temp variables on first access
		//   otherwise just copy (for faster repeated calls)

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			if ( ! face.__originalFaceNormal ) {

				face.__originalFaceNormal = face.normal.clone();

			} else {

				face.__originalFaceNormal.copy( face.normal );

			}

			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

				if ( ! face.__originalVertexNormals[ i ] ) {

					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

				} else {

					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

				}

			}

		}

		// use temp geometry to compute face and vertex normals for each morph

		var tmpGeo = new THREE.Geometry();
		tmpGeo.faces = this.faces;

		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

			// create on first access

			if ( ! this.morphNormals[ i ] ) {

				this.morphNormals[ i ] = {};
				this.morphNormals[ i ].faceNormals = [];
				this.morphNormals[ i ].vertexNormals = [];

				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

				var faceNormal, vertexNormals;

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					face = this.faces[ f ];

					faceNormal = new THREE.Vector3();

					if ( face instanceof THREE.Face3 ) {

						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };

					} else {

						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };

					}

					dstNormalsFace.push( faceNormal );
					dstNormalsVertex.push( vertexNormals );

				}

			}

			var morphNormals = this.morphNormals[ i ];

			// set vertices to morph target

			tmpGeo.vertices = this.morphTargets[ i ].vertices;

			// compute morph normals

			tmpGeo.computeFaceNormals();
			tmpGeo.computeVertexNormals();

			// store morph normals

			var faceNormal, vertexNormals;

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				faceNormal = morphNormals.faceNormals[ f ];
				vertexNormals = morphNormals.vertexNormals[ f ];

				faceNormal.copy( face.normal );

				if ( face instanceof THREE.Face3 ) {

					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
					vertexNormals.c.copy( face.vertexNormals[ 2 ] );

				} else {

					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
					vertexNormals.d.copy( face.vertexNormals[ 3 ] );

				}

			}

		}

		// restore original normals

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			face.normal = face.__originalFaceNormal;
			face.vertexNormals = face.__originalVertexNormals;

		}

	},

	computeTangents: function () {

		// based on http://www.terathon.com/code/tangent.html
		// tangents go to vertices

		var f, fl, v, vl, i, il, vertexIndex,
			face, uv, vA, vB, vC, uvA, uvB, uvC,
			x1, x2, y1, y2, z1, z2,
			s1, s2, t1, t2, r, t, test,
			tan1 = [], tan2 = [],
			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
			n = new THREE.Vector3(), w;

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			tan1[ v ] = new THREE.Vector3();
			tan2[ v ] = new THREE.Vector3();

		}

		function handleTriangle( context, a, b, c, ua, ub, uc ) {

			vA = context.vertices[ a ];
			vB = context.vertices[ b ];
			vC = context.vertices[ c ];

			uvA = uv[ ua ];
			uvB = uv[ ub ];
			uvC = uv[ uc ];

			x1 = vB.x - vA.x;
			x2 = vC.x - vA.x;
			y1 = vB.y - vA.y;
			y2 = vC.y - vA.y;
			z1 = vB.z - vA.z;
			z2 = vC.z - vA.z;

			s1 = uvB.u - uvA.u;
			s2 = uvC.u - uvA.u;
			t1 = uvB.v - uvA.v;
			t2 = uvC.v - uvA.v;

			r = 1.0 / ( s1 * t2 - s2 * t1 );
			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
					  ( t2 * y1 - t1 * y2 ) * r,
					  ( t2 * z1 - t1 * z2 ) * r );
			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
					  ( s1 * y2 - s2 * y1 ) * r,
					  ( s1 * z2 - s2 * z1 ) * r );

			tan1[ a ].addSelf( sdir );
			tan1[ b ].addSelf( sdir );
			tan1[ c ].addSelf( sdir );

			tan2[ a ].addSelf( tdir );
			tan2[ b ].addSelf( tdir );
			tan2[ c ].addSelf( tdir );

		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];
			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents

			if ( face instanceof THREE.Face3 ) {

				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );

			} else if ( face instanceof THREE.Face4 ) {

				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
				handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );

			}

		}

		var faceIndex = [ 'a', 'b', 'c', 'd' ];

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			for ( i = 0; i < face.vertexNormals.length; i++ ) {

				n.copy( face.vertexNormals[ i ] );

				vertexIndex = face[ faceIndex[ i ] ];

				t = tan1[ vertexIndex ];

				// Gram-Schmidt orthogonalize

				tmp.copy( t );
				tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();

				// Calculate handedness

				tmp2.cross( face.vertexNormals[ i ], t );
				test = tmp2.dot( tan2[ vertexIndex ] );
				w = (test < 0.0) ? -1.0 : 1.0;

				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );

			}

		}

		this.hasTangents = true;

	},

	computeBoundingBox: function () {

		if ( ! this.boundingBox ) {

			this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() };

		}

		if ( this.vertices.length > 0 ) {

			var position, firstPosition = this.vertices[ 0 ];

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

			var min = this.boundingBox.min,
				max = this.boundingBox.max;

			for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) {

				position = this.vertices[ v ];

				if ( position.x < min.x ) {

					min.x = position.x;

				} else if ( position.x > max.x ) {

					max.x = position.x;

				}

				if ( position.y < min.y ) {

					min.y = position.y;

				} else if ( position.y > max.y ) {

					max.y = position.y;

				}

				if ( position.z < min.z ) {

					min.z = position.z;

				} else if ( position.z > max.z ) {

					max.z = position.z;

				}

			}

		} else {

			this.boundingBox.min.set( 0, 0, 0 );
			this.boundingBox.max.set( 0, 0, 0 );

		}

	},

	computeBoundingSphere: function () {

		var maxRadiusSq = 0;

		if ( this.boundingSphere === null ) this.boundingSphere = { radius: 0 };

		for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {

			var radiusSq = this.vertices[ i ].lengthSq();
			if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;

		}

		this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

	},

	/*
	 * Checks for duplicate vertices with hashmap.
	 * Duplicated vertices are removed
	 * and faces' vertices are updated.
	 */

	mergeVertices: function () {

		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
		var unique = [], changes = [];

		var v, key;
		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
		var precision = Math.pow( 10, precisionPoints );
		var i,il, face;
		var abcd = 'abcd', o, k, j, jl, u;

		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

			v = this.vertices[ i ];
			key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );

			if ( verticesMap[ key ] === undefined ) {

				verticesMap[ key ] = i;
				unique.push( this.vertices[ i ] );
				changes[ i ] = unique.length - 1;

			} else {

				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
				changes[ i ] = changes[ verticesMap[ key ] ];

			}

		};


		// Start to patch face indices

		for( i = 0, il = this.faces.length; i < il; i ++ ) {

			face = this.faces[ i ];

			if ( face instanceof THREE.Face3 ) {

				face.a = changes[ face.a ];
				face.b = changes[ face.b ];
				face.c = changes[ face.c ];

			} else if ( face instanceof THREE.Face4 ) {

				face.a = changes[ face.a ];
				face.b = changes[ face.b ];
				face.c = changes[ face.c ];
				face.d = changes[ face.d ];

				// check dups in (a, b, c, d) and convert to -> face3

				o = [ face.a, face.b, face.c, face.d ];

				for ( k = 3; k > 0; k -- ) {

					if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {

						// console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);

						o.splice( k, 1 );

						this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );

						for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

							u = this.faceVertexUvs[ j ][ i ];
							if ( u ) u.splice( k, 1 );

						}

						this.faces[ i ].vertexColors = face.vertexColors;

						break;
					}

				}

			}

		}

		// Use unique set of vertices

		var diff = this.vertices.length - unique.length;
		this.vertices = unique;
		return diff;

	},

	clone: function () {

		// TODO

	},

	deallocate: function () {

		var index = THREE.GeometryLibrary.indexOf( this );
		if ( index !== -1 ) THREE.GeometryLibrary.splice( index, 1 );

	}

};

THREE.GeometryIdCount = 0;
THREE.GeometryLibrary = [];
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.BufferGeometry = function () {

	THREE.GeometryLibrary.push( this );

	this.id = THREE.GeometryIdCount ++;

	// attributes

	this.attributes = {};

	// attributes typed arrays are kept only if dynamic flag is set

	this.dynamic = false;

	// boundings

	this.boundingBox = null;
	this.boundingSphere = null;

	this.hasTangents = false;

	// for compatibility

	this.morphTargets = [];

};

THREE.BufferGeometry.prototype = {

	constructor : THREE.BufferGeometry,

	applyMatrix: function ( matrix ) {

		var positionArray;
		var normalArray;

		if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
		if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;

		if ( positionArray !== undefined ) {

			matrix.multiplyVector3Array( positionArray );
			this.verticesNeedUpdate = true;

		}

		if ( normalArray !== undefined ) {

			var matrixRotation = new THREE.Matrix4();
			matrixRotation.extractRotation( matrix );

			matrixRotation.multiplyVector3Array( normalArray );
			this.normalsNeedUpdate = true;

		}

	},

	computeBoundingBox: function () {

		if ( ! this.boundingBox ) {

			this.boundingBox = {

				min: new THREE.Vector3( Infinity, Infinity, Infinity ),
				max: new THREE.Vector3( -Infinity, -Infinity, -Infinity )

			};

		}

		var positions = this.attributes[ "position" ].array;

		if ( positions ) {

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

			for ( var i = 0, il = positions.length; i < il; i += 3 ) {

				x = positions[ i ];
				y = positions[ i + 1 ];
				z = positions[ i + 2 ];

				// bounding box

				if ( x < bb.min.x ) {

					bb.min.x = x;

				} else if ( x > bb.max.x ) {

					bb.max.x = x;

				}

				if ( y < bb.min.y ) {

					bb.min.y = y;

				} else if ( y > bb.max.y ) {

					bb.max.y = y;

				}

				if ( z < bb.min.z ) {

					bb.min.z = z;

				} else if ( z > bb.max.z ) {

					bb.max.z = z;

				}

			}

		}

		if ( positions === undefined || positions.length === 0 ) {

			this.boundingBox.min.set( 0, 0, 0 );
			this.boundingBox.max.set( 0, 0, 0 );

		}

	},

	computeBoundingSphere: function () {

		if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 };

		var positions = this.attributes[ "position" ].array;

		if ( positions ) {

			var radiusSq, maxRadiusSq = 0;
			var x, y, z;

			for ( var i = 0, il = positions.length; i < il; i += 3 ) {

				x = positions[ i ];
				y = positions[ i + 1 ];
				z = positions[ i + 2 ];

				radiusSq =  x * x + y * y + z * z;
				if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;

			}

			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

		}

	},

	computeVertexNormals: function () {

		if ( this.attributes[ "position" ] && this.attributes[ "index" ] ) {

			var i, il;
			var j, jl;

			var nVertexElements = this.attributes[ "position" ].array.length;

			if ( this.attributes[ "normal" ] === undefined ) {

				this.attributes[ "normal" ] = {

					itemSize: 3,
					array: new Float32Array( nVertexElements ),
					numItems: nVertexElements

				};

			} else {

				// reset existing normals to zero

				for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {

					this.attributes[ "normal" ].array[ i ] = 0;

				}

			}

			var offsets = this.offsets;

			var indices = this.attributes[ "index" ].array;
			var positions = this.attributes[ "position" ].array;
			var normals = this.attributes[ "normal" ].array;

			var vA, vB, vC, x, y, z,

			pA = new THREE.Vector3(),
			pB = new THREE.Vector3(),
			pC = new THREE.Vector3(),

			cb = new THREE.Vector3(),
			ab = new THREE.Vector3();

			for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

				var start = offsets[ j ].start;
				var count = offsets[ j ].count;
				var index = offsets[ j ].index;

				for ( i = start, il = start + count; i < il; i += 3 ) {

					vA = index + indices[ i ];
					vB = index + indices[ i + 1 ];
					vC = index + indices[ i + 2 ];

					x = positions[ vA * 3 ];
					y = positions[ vA * 3 + 1 ];
					z = positions[ vA * 3 + 2 ];
					pA.set( x, y, z );

					x = positions[ vB * 3 ];
					y = positions[ vB * 3 + 1 ];
					z = positions[ vB * 3 + 2 ];
					pB.set( x, y, z );

					x = positions[ vC * 3 ];
					y = positions[ vC * 3 + 1 ];
					z = positions[ vC * 3 + 2 ];
					pC.set( x, y, z );

					cb.sub( pC, pB );
					ab.sub( pA, pB );
					cb.crossSelf( ab );

					normals[ vA * 3 ] += cb.x;
					normals[ vA * 3 + 1 ] += cb.y;
					normals[ vA * 3 + 2 ] += cb.z;

					normals[ vB * 3 ] += cb.x;
					normals[ vB * 3 + 1 ] += cb.y;
					normals[ vB * 3 + 2 ] += cb.z;

					normals[ vC * 3 ] += cb.x;
					normals[ vC * 3 + 1 ] += cb.y;
					normals[ vC * 3 + 2 ] += cb.z;

				}

			}

			// normalize normals

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

				x = normals[ i ];
				y = normals[ i + 1 ];
				z = normals[ i + 2 ];

				var n = 1.0 / Math.sqrt( x * x + y * y + z * z );

				normals[ i ] *= n;
				normals[ i + 1 ] *= n;
				normals[ i + 2 ] *= n;

			}

			this.normalsNeedUpdate = true;

		}

	},

	computeTangents: function () {

		// based on http://www.terathon.com/code/tangent.html
		// (per vertex tangents)

		if ( this.attributes[ "index" ] === undefined ||
			 this.attributes[ "position" ] === undefined ||
			 this.attributes[ "normal" ] === undefined ||
			 this.attributes[ "uv" ] === undefined ) {

			console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
			return;

		}

		var indices = this.attributes[ "index" ].array;
		var positions = this.attributes[ "position" ].array;
		var normals = this.attributes[ "normal" ].array;
		var uvs = this.attributes[ "uv" ].array;

		var nVertices = positions.length / 3;

		if ( this.attributes[ "tangent" ] === undefined ) {

			var nTangentElements = 4 * nVertices;

			this.attributes[ "tangent" ] = {

				itemSize: 4,
				array: new Float32Array( nTangentElements ),
				numItems: nTangentElements

			};

		}

		var tangents = this.attributes[ "tangent" ].array;

		var tan1 = [], tan2 = [];

		for ( var k = 0; k < nVertices; k ++ ) {

			tan1[ k ] = new THREE.Vector3();
			tan2[ k ] = new THREE.Vector3();

		}

		var xA, yA, zA,
			xB, yB, zB,
			xC, yC, zC,

			uA, vA,
			uB, vB,
			uC, vC,

			x1, x2, y1, y2, z1, z2,
			s1, s2, t1, t2, r;

		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();

		function handleTriangle( a, b, c ) {

			xA = positions[ a * 3 ];
			yA = positions[ a * 3 + 1 ];
			zA = positions[ a * 3 + 2 ];

			xB = positions[ b * 3 ];
			yB = positions[ b * 3 + 1 ];
			zB = positions[ b * 3 + 2 ];

			xC = positions[ c * 3 ];
			yC = positions[ c * 3 + 1 ];
			zC = positions[ c * 3 + 2 ];

			uA = uvs[ a * 2 ];
			vA = uvs[ a * 2 + 1 ];

			uB = uvs[ b * 2 ];
			vB = uvs[ b * 2 + 1 ];

			uC = uvs[ c * 2 ];
			vC = uvs[ c * 2 + 1 ];

			x1 = xB - xA;
			x2 = xC - xA;

			y1 = yB - yA;
			y2 = yC - yA;

			z1 = zB - zA;
			z2 = zC - zA;

			s1 = uB - uA;
			s2 = uC - uA;

			t1 = vB - vA;
			t2 = vC - vA;

			r = 1.0 / ( s1 * t2 - s2 * t1 );

			sdir.set(
				( t2 * x1 - t1 * x2 ) * r,
				( t2 * y1 - t1 * y2 ) * r,
				( t2 * z1 - t1 * z2 ) * r
			);

			tdir.set(
				( s1 * x2 - s2 * x1 ) * r,
				( s1 * y2 - s2 * y1 ) * r,
				( s1 * z2 - s2 * z1 ) * r
			);

			tan1[ a ].addSelf( sdir );
			tan1[ b ].addSelf( sdir );
			tan1[ c ].addSelf( sdir );

			tan2[ a ].addSelf( tdir );
			tan2[ b ].addSelf( tdir );
			tan2[ c ].addSelf( tdir );

		}

		var i, il;
		var j, jl;
		var iA, iB, iC;

		var offsets = this.offsets;

		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

			var start = offsets[ j ].start;
			var count = offsets[ j ].count;
			var index = offsets[ j ].index;

			for ( i = start, il = start + count; i < il; i += 3 ) {

				iA = index + indices[ i ];
				iB = index + indices[ i + 1 ];
				iC = index + indices[ i + 2 ];

				handleTriangle( iA, iB, iC );

			}

		}

		var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
		var n = new THREE.Vector3(), n2 = new THREE.Vector3();
		var w, t, test;
		var nx, ny, nz;

		function handleVertex( v ) {

			n.x = normals[ v * 3 ];
			n.y = normals[ v * 3 + 1 ];
			n.z = normals[ v * 3 + 2 ];

			n2.copy( n );

			t = tan1[ v ];

			// Gram-Schmidt orthogonalize

			tmp.copy( t );
			tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();

			// Calculate handedness

			tmp2.cross( n2, t );
			test = tmp2.dot( tan2[ v ] );
			w = ( test < 0.0 ) ? -1.0 : 1.0;

			tangents[ v * 4 ] 	  = tmp.x;
			tangents[ v * 4 + 1 ] = tmp.y;
			tangents[ v * 4 + 2 ] = tmp.z;
			tangents[ v * 4 + 3 ] = w;

		}

		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

			var start = offsets[ j ].start;
			var count = offsets[ j ].count;
			var index = offsets[ j ].index;

			for ( i = start, il = start + count; i < il; i += 3 ) {

				iA = index + indices[ i ];
				iB = index + indices[ i + 1 ];
				iC = index + indices[ i + 2 ];

				handleVertex( iA );
				handleVertex( iB );
				handleVertex( iC );

			}

		}

		this.hasTangents = true;
		this.tangentsNeedUpdate = true;

	},

	deallocate: function () {

		var index = THREE.GeometryLibrary.indexOf( this );
		if ( index !== -1 ) THREE.GeometryLibrary.splice( index, 1 );

	}

};

/**
 * Spline from Tween.js, slightly optimized (and trashed)
 * http://sole.github.com/tween.js/examples/05_spline.html
 *
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Spline = function ( points ) {

	this.points = points;

	var c = [], v3 = { x: 0, y: 0, z: 0 },
	point, intPoint, weight, w2, w3,
	pa, pb, pc, pd;

	this.initFromArray = function( a ) {

		this.points = [];

		for ( var i = 0; i < a.length; i++ ) {

			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };

		}

	};

	this.getPoint = function ( k ) {

		point = ( this.points.length - 1 ) * k;
		intPoint = Math.floor( point );
		weight = point - intPoint;

		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
		c[ 1 ] = intPoint;
		c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
		c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;

		pa = this.points[ c[ 0 ] ];
		pb = this.points[ c[ 1 ] ];
		pc = this.points[ c[ 2 ] ];
		pd = this.points[ c[ 3 ] ];

		w2 = weight * weight;
		w3 = weight * w2;

		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );

		return v3;

	};

	this.getControlPointsArray = function () {

		var i, p, l = this.points.length,
			coords = [];

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

			p = this.points[ i ];
			coords[ i ] = [ p.x, p.y, p.z ];

		}

		return coords;

	};

	// approximate length by summing linear segments

	this.getLength = function ( nSubDivisions ) {

		var i, index, nSamples, position,
			point = 0, intPoint = 0, oldIntPoint = 0,
			oldPosition = new THREE.Vector3(),
			tmpVec = new THREE.Vector3(),
			chunkLengths = [],
			totalLength = 0;

		// first point has 0 length

		chunkLengths[ 0 ] = 0;

		if ( !nSubDivisions ) nSubDivisions = 100;

		nSamples = this.points.length * nSubDivisions;

		oldPosition.copy( this.points[ 0 ] );

		for ( i = 1; i < nSamples; i ++ ) {

			index = i / nSamples;

			position = this.getPoint( index );
			tmpVec.copy( position );

			totalLength += tmpVec.distanceTo( oldPosition );

			oldPosition.copy( position );

			point = ( this.points.length - 1 ) * index;
			intPoint = Math.floor( point );

			if ( intPoint != oldIntPoint ) {

				chunkLengths[ intPoint ] = totalLength;
				oldIntPoint = intPoint;

			}

		}

		// last point ends with total length

		chunkLengths[ chunkLengths.length ] = totalLength;

		return { chunks: chunkLengths, total: totalLength };

	};

	this.reparametrizeByArcLength = function ( samplingCoef ) {

		var i, j,
			index, indexCurrent, indexNext,
			linearDistance, realDistance,
			sampling, position,
			newpoints = [],
			tmpVec = new THREE.Vector3(),
			sl = this.getLength();

		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );

		for ( i = 1; i < this.points.length; i++ ) {

			//tmpVec.copy( this.points[ i - 1 ] );
			//linearDistance = tmpVec.distanceTo( this.points[ i ] );

			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];

			sampling = Math.ceil( samplingCoef * realDistance / sl.total );

			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
			indexNext = i / ( this.points.length - 1 );

			for ( j = 1; j < sampling - 1; j++ ) {

				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );

				position = this.getPoint( index );
				newpoints.push( tmpVec.copy( position ).clone() );

			}

			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );

		}

		this.points = newpoints;

	};

	// Catmull-Rom

	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {

		var v0 = ( p2 - p0 ) * 0.5,
			v1 = ( p3 - p1 ) * 0.5;

		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;

	};

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */

THREE.Camera = function () {

	THREE.Object3D.call( this );

	this.matrixWorldInverse = new THREE.Matrix4();

	this.projectionMatrix = new THREE.Matrix4();
	this.projectionMatrixInverse = new THREE.Matrix4();

};

THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );

THREE.Camera.prototype.lookAt = function ( vector ) {

	// TODO: Add hierarchy support.

	this.matrix.lookAt( this.position, vector, this.up );

	if ( this.rotationAutoUpdate === true ) {

		this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );

	}

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

THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {

	THREE.Camera.call( this );

	this.left = left;
	this.right = right;
	this.top = top;
	this.bottom = bottom;

	this.near = ( near !== undefined ) ? near : 0.1;
	this.far = ( far !== undefined ) ? far : 2000;

	this.updateProjectionMatrix();

};

THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );

THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {

	this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author greggman / http://games.greggman.com/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 */

THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {

	THREE.Camera.call( this );

	this.fov = fov !== undefined ? fov : 50;
	this.aspect = aspect !== undefined ? aspect : 1;
	this.near = near !== undefined ? near : 0.1;
	this.far = far !== undefined ? far : 2000;

	this.updateProjectionMatrix();

};

THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );


/**
 * Uses Focal Length (in mm) to estimate and set FOV
 * 35mm (fullframe) camera is used if frame size is not specified;
 * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
 */

THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {

	if ( frameHeight === undefined ) frameHeight = 24;

	this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
	this.updateProjectionMatrix();

}


/**
 * Sets an offset in a larger frustum. This is useful for multi-window or
 * multi-monitor/multi-machine setups.
 *
 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
 * the monitors are in grid like this
 *
 *   +---+---+---+
 *   | A | B | C |
 *   +---+---+---+
 *   | D | E | F |
 *   +---+---+---+
 *
 * then for each monitor you would call it like this
 *
 *   var w = 1920;
 *   var h = 1080;
 *   var fullWidth = w * 3;
 *   var fullHeight = h * 2;
 *
 *   --A--
 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
 *   --B--
 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
 *   --C--
 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
 *   --D--
 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
 *   --E--
 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
 *   --F--
 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 *
 *   Note there is no reason monitors have to be the same size or in a grid.
 */

THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {

	this.fullWidth = fullWidth;
	this.fullHeight = fullHeight;
	this.x = x;
	this.y = y;
	this.width = width;
	this.height = height;

	this.updateProjectionMatrix();

};


THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {

	if ( this.fullWidth ) {

		var aspect = this.fullWidth / this.fullHeight;
		var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
		var bottom = -top;
		var left = aspect * bottom;
		var right = aspect * top;
		var width = Math.abs( right - left );
		var height = Math.abs( top - bottom );

		this.projectionMatrix.makeFrustum(
			left + this.x * width / this.fullWidth,
			left + ( this.x + this.width ) * width / this.fullWidth,
			top - ( this.y + this.height ) * height / this.fullHeight,
			top - this.y * height / this.fullHeight,
			this.near,
			this.far
		);

	} else {

		this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */
 
THREE.Light = function ( hex ) {

	THREE.Object3D.call( this );

	this.color = new THREE.Color( hex );

};

THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.AmbientLight = function ( hex ) {

	THREE.Light.call( this, hex );

};

THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.DirectionalLight = function ( hex, intensity, distance ) {

	THREE.Light.call( this, hex );

	this.position = new THREE.Vector3( 0, 1, 0 );
	this.target = new THREE.Object3D();

	this.intensity = ( intensity !== undefined ) ? intensity : 1;
	this.distance = ( distance !== undefined ) ? distance : 0;

	this.castShadow = false;
	this.onlyShadow = false;

	//

	this.shadowCameraNear = 50;
	this.shadowCameraFar = 5000;

	this.shadowCameraLeft = -500;
	this.shadowCameraRight = 500;
	this.shadowCameraTop = 500;
	this.shadowCameraBottom = -500;

	this.shadowCameraVisible = false;

	this.shadowBias = 0;
	this.shadowDarkness = 0.5;

	this.shadowMapWidth = 512;
	this.shadowMapHeight = 512;

	//

	this.shadowCascade = false;

	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
	this.shadowCascadeCount = 2;

	this.shadowCascadeBias = [ 0, 0, 0 ];
	this.shadowCascadeWidth = [ 512, 512, 512 ];
	this.shadowCascadeHeight = [ 512, 512, 512 ];

	this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];

	this.shadowCascadeArray = [];

	//

	this.shadowMap = null;
	this.shadowMapSize = null;
	this.shadowCamera = null;
	this.shadowMatrix = null;

};

THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {

	THREE.Light.call( this, skyColorHex );

	this.groundColor = new THREE.Color( groundColorHex );

	this.position = new THREE.Vector3( 0, 100, 0 );

	this.intensity = ( intensity !== undefined ) ? intensity : 1;

};

THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.PointLight = function ( hex, intensity, distance ) {

	THREE.Light.call( this, hex );

	this.position = new THREE.Vector3( 0, 0, 0 );
	this.intensity = ( intensity !== undefined ) ? intensity : 1;
	this.distance = ( distance !== undefined ) ? distance : 0;

};

THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {

	THREE.Light.call( this, hex );

	this.position = new THREE.Vector3( 0, 1, 0 );
	this.target = new THREE.Object3D();

	this.intensity = ( intensity !== undefined ) ? intensity : 1;
	this.distance = ( distance !== undefined ) ? distance : 0;
	this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
	this.exponent = ( exponent !== undefined ) ? exponent : 10;

	this.castShadow = false;
	this.onlyShadow = false;

	//

	this.shadowCameraNear = 50;
	this.shadowCameraFar = 5000;
	this.shadowCameraFov = 50;

	this.shadowCameraVisible = false;

	this.shadowBias = 0;
	this.shadowDarkness = 0.5;

	this.shadowMapWidth = 512;
	this.shadowMapHeight = 512;

	//

	this.shadowMap = null;
	this.shadowMapSize = null;
	this.shadowCamera = null;
	this.shadowMatrix = null;

};

THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Loader = function ( showStatus ) {

	this.showStatus = showStatus;
	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;

	this.onLoadStart = function () {};
	this.onLoadProgress = function () {};
	this.onLoadComplete = function () {};

};

THREE.Loader.prototype = {

	constructor: THREE.Loader,

	crossOrigin: 'anonymous',

	addStatusElement: function () {

		var e = document.createElement( "div" );

		e.style.position = "absolute";
		e.style.right = "0px";
		e.style.top = "0px";
		e.style.fontSize = "0.8em";
		e.style.textAlign = "left";
		e.style.background = "rgba(0,0,0,0.25)";
		e.style.color = "#fff";
		e.style.width = "120px";
		e.style.padding = "0.5em 0.5em 0.5em 0.5em";
		e.style.zIndex = 1000;

		e.innerHTML = "Loading ...";

		return e;

	},

	updateProgress: function ( progress ) {

		var message = "Loaded ";

		if ( progress.total ) {

			message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";


		} else {

			message += ( progress.loaded / 1000 ).toFixed(2) + " KB";

		}

		this.statusDomElement.innerHTML = message;

	},

	extractUrlBase: function ( url ) {

		var parts = url.split( '/' );
		parts.pop();
		return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';

	},

	initMaterials: function ( scope, materials, texturePath ) {

		scope.materials = [];

		for ( var i = 0; i < materials.length; ++ i ) {

			scope.materials[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );

		}

	},

	hasNormals: function ( scope ) {

		var m, i, il = scope.materials.length;

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

			m = scope.materials[ i ];

			if ( m instanceof THREE.ShaderMaterial ) return true;

		}

		return false;

	},

	createMaterial: function ( m, texturePath ) {

		var _this = this;

		function is_pow2( n ) {

			var l = Math.log( n ) / Math.LN2;
			return Math.floor( l ) == l;

		}

		function nearest_pow2( n ) {

			var l = Math.log( n ) / Math.LN2;
			return Math.pow( 2, Math.round(  l ) );

		}

		function load_image( where, url ) {

			var image = new Image();

			image.onload = function () {

				if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {

					var width = nearest_pow2( this.width );
					var height = nearest_pow2( this.height );

					where.image.width = width;
					where.image.height = height;
					where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );

				} else {

					where.image = this;

				}

				where.needsUpdate = true;

			};

			image.crossOrigin = _this.crossOrigin;
			image.src = url;

		}

		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {

			var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
			var fullPath = texturePath + "/" + sourceFile;

			if ( isCompressed ) {

				var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );

				where[ name ] = texture;

			} else {

				var texture = document.createElement( 'canvas' );

				where[ name ] = new THREE.Texture( texture );

			}

			where[ name ].sourceFile = sourceFile;

			if( repeat ) {

				where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );

				if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
				if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;

			}

			if ( offset ) {

				where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );

			}

			if ( wrap ) {

				var wrapMap = {
					"repeat": THREE.RepeatWrapping,
					"mirror": THREE.MirroredRepeatWrapping
				}

				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];

			}

			if ( anisotropy ) {

				where[ name ].anisotropy = anisotropy;

			}

			if ( ! isCompressed ) {

				load_image( where[ name ], fullPath );

			}

		}

		function rgb2hex( rgb ) {

			return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;

		}

		// defaults

		var mtype = "MeshLambertMaterial";
		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };

		// parameters from model file

		if ( m.shading ) {

			var shading = m.shading.toLowerCase();

			if ( shading === "phong" ) mtype = "MeshPhongMaterial";
			else if ( shading === "basic" ) mtype = "MeshBasicMaterial";

		}

		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {

			mpars.blending = THREE[ m.blending ];

		}

		if ( m.transparent !== undefined || m.opacity < 1.0 ) {

			mpars.transparent = m.transparent;

		}

		if ( m.depthTest !== undefined ) {

			mpars.depthTest = m.depthTest;

		}

		if ( m.depthWrite !== undefined ) {

			mpars.depthWrite = m.depthWrite;

		}

		if ( m.visible !== undefined ) {

			mpars.visible = m.visible;

		}

		if ( m.flipSided !== undefined ) {

			mpars.side = THREE.BackSide;

		}

		if ( m.doubleSided !== undefined ) {

			mpars.side = THREE.DoubleSide;

		}

		if ( m.wireframe !== undefined ) {

			mpars.wireframe = m.wireframe;

		}

		if ( m.vertexColors !== undefined ) {

			if ( m.vertexColors === "face" ) {

				mpars.vertexColors = THREE.FaceColors;

			} else if ( m.vertexColors ) {

				mpars.vertexColors = THREE.VertexColors;

			}

		}

		// colors

		if ( m.colorDiffuse ) {

			mpars.color = rgb2hex( m.colorDiffuse );

		} else if ( m.DbgColor ) {

			mpars.color = m.DbgColor;

		}

		if ( m.colorSpecular ) {

			mpars.specular = rgb2hex( m.colorSpecular );

		}

		if ( m.colorAmbient ) {

			mpars.ambient = rgb2hex( m.colorAmbient );

		}

		// modifiers

		if ( m.transparency ) {

			mpars.opacity = m.transparency;

		}

		if ( m.specularCoef ) {

			mpars.shininess = m.specularCoef;

		}

		// textures

		if ( m.mapDiffuse && texturePath ) {

			create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );

		}

		if ( m.mapLight && texturePath ) {

			create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );

		}

		if ( m.mapBump && texturePath ) {

			create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );

		}

		if ( m.mapNormal && texturePath ) {

			create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );

		}

		if ( m.mapSpecular && texturePath ) {

			create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );

		}

		//

		if ( m.mapBumpScale ) {

			mpars.bumpScale = m.mapBumpScale;

		}

		// special case for normal mapped material

		if ( m.mapNormal ) {

			var shader = THREE.ShaderUtils.lib[ "normal" ];
			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

			uniforms[ "tNormal" ].value = mpars.normalMap;

			if ( m.mapNormalFactor ) {

				uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );

			}

			if ( mpars.map ) {

				uniforms[ "tDiffuse" ].value = mpars.map;
				uniforms[ "enableDiffuse" ].value = true;

			}

			if ( mpars.specularMap ) {

				uniforms[ "tSpecular" ].value = mpars.specularMap;
				uniforms[ "enableSpecular" ].value = true;

			}

			if ( mpars.lightMap ) {

				uniforms[ "tAO" ].value = mpars.lightMap;
				uniforms[ "enableAO" ].value = true;

			}

			// for the moment don't handle displacement texture

			uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
			uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
			uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );

			uniforms[ "uShininess" ].value = mpars.shininess;

			if ( mpars.opacity !== undefined ) {

				uniforms[ "uOpacity" ].value = mpars.opacity;

			}

			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
			var material = new THREE.ShaderMaterial( parameters );

		} else {

			var material = new THREE[ mtype ]( mpars );

		}

		if ( m.DbgName !== undefined ) material.name = m.DbgName;

		return material;

	}

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

THREE.BinaryLoader = function ( showStatus ) {

	THREE.Loader.call( this, showStatus );

};

THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );

// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
//  - binary models consist of two files: JS and BIN
//  - parameters
//		- url (required)
//		- callback (required)
//		- texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
//		- binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)

THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {

	texturePath = texturePath ? texturePath : this.extractUrlBase( url );
	binaryPath = binaryPath ? binaryPath : this.extractUrlBase( url );

	var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;

	this.onLoadStart();

	// #1 load JS part via web worker

	this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );

};

THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {

	var xhr = new XMLHttpRequest();

	xhr.onreadystatechange = function () {

		if ( xhr.readyState == 4 ) {

			if ( xhr.status == 200 || xhr.status == 0 ) {

				var json = JSON.parse( xhr.responseText );
				context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );

			} else {

				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );

			}

		}

	};

	xhr.open( "GET", url, true );
	xhr.send( null );

};

THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {

	var xhr = new XMLHttpRequest(),
		url = binaryPath + "/" + json.buffers;

	var length = 0;

	xhr.onreadystatechange = function () {

		if ( xhr.readyState == 4 ) {

			if ( xhr.status == 200 || xhr.status == 0 ) {

				var buffer = xhr.response;
				if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
				THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );

			} else {

				console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );

			}

		} else if ( xhr.readyState == 3 ) {

			if ( callbackProgress ) {

				if ( length == 0 ) {

					length = xhr.getResponseHeader( "Content-Length" );

				}

				callbackProgress( { total: length, loaded: xhr.responseText.length } );

			}

		} else if ( xhr.readyState == 2 ) {

			length = xhr.getResponseHeader( "Content-Length" );

		}

	};

	xhr.open( "GET", url, true );
	xhr.responseType = "arraybuffer";
	xhr.send( null );

};

// Binary AJAX parser

THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, materials ) {

	var Model = function ( texturePath ) {

		var scope = this,
			currentOffset = 0,
			md,
			normals = [],
			uvs = [],
			start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
			start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
			tri_size, quad_size,
			len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
			len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;


		THREE.Geometry.call( this );

		THREE.Loader.prototype.initMaterials( scope, materials, texturePath );

		md = parseMetaData( data, currentOffset );

		currentOffset += md.header_bytes;
/*
		md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
		md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
		md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
		md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
*/
		// buffers sizes

		tri_size =  md.vertex_index_bytes * 3 + md.material_index_bytes;
		quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;

		len_tri_flat      = md.ntri_flat      * ( tri_size );
		len_tri_smooth    = md.ntri_smooth    * ( tri_size + md.normal_index_bytes * 3 );
		len_tri_flat_uv   = md.ntri_flat_uv   * ( tri_size + md.uv_index_bytes * 3 );
		len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );

		len_quad_flat      = md.nquad_flat      * ( quad_size );
		len_quad_smooth    = md.nquad_smooth    * ( quad_size + md.normal_index_bytes * 4 );
		len_quad_flat_uv   = md.nquad_flat_uv   * ( quad_size + md.uv_index_bytes * 4 );
		len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );

		// read buffers

		currentOffset += init_vertices( currentOffset );

		currentOffset += init_normals( currentOffset );
		currentOffset += handlePadding( md.nnormals * 3 );

		currentOffset += init_uvs( currentOffset );

		start_tri_flat 		= currentOffset;
		start_tri_smooth    = start_tri_flat    + len_tri_flat    + handlePadding( md.ntri_flat * 2 );
		start_tri_flat_uv   = start_tri_smooth  + len_tri_smooth  + handlePadding( md.ntri_smooth * 2 );
		start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );

		start_quad_flat     = start_tri_smooth_uv + len_tri_smooth_uv  + handlePadding( md.ntri_smooth_uv * 2 );
		start_quad_smooth   = start_quad_flat     + len_quad_flat	   + handlePadding( md.nquad_flat * 2 );
		start_quad_flat_uv  = start_quad_smooth   + len_quad_smooth    + handlePadding( md.nquad_smooth * 2 );
		start_quad_smooth_uv= start_quad_flat_uv  + len_quad_flat_uv   + handlePadding( md.nquad_flat_uv * 2 );

		// have to first process faces with uvs
		// so that face and uv indices match

		init_triangles_flat_uv( start_tri_flat_uv );
		init_triangles_smooth_uv( start_tri_smooth_uv );

		init_quads_flat_uv( start_quad_flat_uv );
		init_quads_smooth_uv( start_quad_smooth_uv );

		// now we can process untextured faces

		init_triangles_flat( start_tri_flat );
		init_triangles_smooth( start_tri_smooth );

		init_quads_flat( start_quad_flat );
		init_quads_smooth( start_quad_smooth );

		this.computeCentroids();
		this.computeFaceNormals();

		if ( THREE.Loader.prototype.hasNormals( this ) ) this.computeTangents();

		function handlePadding( n ) {

			return ( n % 4 ) ? ( 4 - n % 4 ) : 0;

		};

		function parseMetaData( data, offset ) {

			var metaData = {

				'signature'               :parseString( data, offset,  12 ),
				'header_bytes'            :parseUChar8( data, offset + 12 ),

				'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
				'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
				'uv_coordinate_bytes'     :parseUChar8( data, offset + 15 ),

				'vertex_index_bytes'      :parseUChar8( data, offset + 16 ),
				'normal_index_bytes'      :parseUChar8( data, offset + 17 ),
				'uv_index_bytes'          :parseUChar8( data, offset + 18 ),
				'material_index_bytes'    :parseUChar8( data, offset + 19 ),

				'nvertices'    :parseUInt32( data, offset + 20 ),
				'nnormals'     :parseUInt32( data, offset + 20 + 4*1 ),
				'nuvs'         :parseUInt32( data, offset + 20 + 4*2 ),

				'ntri_flat'      :parseUInt32( data, offset + 20 + 4*3 ),
				'ntri_smooth'    :parseUInt32( data, offset + 20 + 4*4 ),
				'ntri_flat_uv'   :parseUInt32( data, offset + 20 + 4*5 ),
				'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),

				'nquad_flat'      :parseUInt32( data, offset + 20 + 4*7 ),
				'nquad_smooth'    :parseUInt32( data, offset + 20 + 4*8 ),
				'nquad_flat_uv'   :parseUInt32( data, offset + 20 + 4*9 ),
				'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )

			};
/*
			console.log( "signature: " + metaData.signature );

			console.log( "header_bytes: " + metaData.header_bytes );
			console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
			console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
			console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );

			console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
			console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
			console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
			console.log( "material_index_bytes: " + metaData.material_index_bytes );

			console.log( "nvertices: " + metaData.nvertices );
			console.log( "nnormals: " + metaData.nnormals );
			console.log( "nuvs: " + metaData.nuvs );

			console.log( "ntri_flat: " + metaData.ntri_flat );
			console.log( "ntri_smooth: " + metaData.ntri_smooth );
			console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
			console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );

			console.log( "nquad_flat: " + metaData.nquad_flat );
			console.log( "nquad_smooth: " + metaData.nquad_smooth );
			console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
			console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );

			var total = metaData.header_bytes
					  + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
					  + metaData.nnormals * metaData.normal_coordinate_bytes * 3
					  + metaData.nuvs * metaData.uv_coordinate_bytes * 2
					  + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
					  + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
					  + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
					  + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
					  + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
					  + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
					  + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
					  + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
			console.log( "total bytes: " + total );
*/

			return metaData;

		};

		function parseString( data, offset, length ) {

			var charArray = new Uint8Array( data, offset, length );

			var text = "";

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

				text += String.fromCharCode( charArray[ offset + i ] );

			}

			return text;

		};

		function parseUChar8( data, offset ) {

			var charArray = new Uint8Array( data, offset, 1 );

			return charArray[ 0 ];

		};

		function parseUInt32( data, offset ) {

			var intArray = new Uint32Array( data, offset, 1 );

			return intArray[ 0 ];

		};

		function init_vertices( start ) {

			var nElements = md.nvertices;

			var coordArray = new Float32Array( data, start, nElements * 3 );

			var i, x, y, z;

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

				x = coordArray[ i * 3 ];
				y = coordArray[ i * 3 + 1 ];
				z = coordArray[ i * 3 + 2 ];

				vertex( scope, x, y, z );

			}

			return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;

		};

		function init_normals( start ) {

			var nElements = md.nnormals;

			if ( nElements ) {

				var normalArray = new Int8Array( data, start, nElements * 3 );

				var i, x, y, z;

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

					x = normalArray[ i * 3 ];
					y = normalArray[ i * 3 + 1 ];
					z = normalArray[ i * 3 + 2 ];

					normals.push( x/127, y/127, z/127 );

				}

			}

			return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;

		};

		function init_uvs( start ) {

			var nElements = md.nuvs;

			if ( nElements ) {

				var uvArray = new Float32Array( data, start, nElements * 2 );

				var i, u, v;

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

					u = uvArray[ i * 2 ];
					v = uvArray[ i * 2 + 1 ];

					uvs.push( u, v );

				}

			}

			return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;

		};

		function init_uvs3( nElements, offset ) {

			var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;

			var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );

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

				uva = uvIndexBuffer[ i * 3 ];
				uvb = uvIndexBuffer[ i * 3 + 1 ];
				uvc = uvIndexBuffer[ i * 3 + 2 ];

				u1 = uvs[ uva*2 ];
				v1 = uvs[ uva*2 + 1 ];

				u2 = uvs[ uvb*2 ];
				v2 = uvs[ uvb*2 + 1 ];

				u3 = uvs[ uvc*2 ];
				v3 = uvs[ uvc*2 + 1 ];

				uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );

			}

		};

		function init_uvs4( nElements, offset ) {

			var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;

			var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );

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

				uva = uvIndexBuffer[ i * 4 ];
				uvb = uvIndexBuffer[ i * 4 + 1 ];
				uvc = uvIndexBuffer[ i * 4 + 2 ];
				uvd = uvIndexBuffer[ i * 4 + 3 ];

				u1 = uvs[ uva*2 ];
				v1 = uvs[ uva*2 + 1 ];

				u2 = uvs[ uvb*2 ];
				v2 = uvs[ uvb*2 + 1 ];

				u3 = uvs[ uvc*2 ];
				v3 = uvs[ uvc*2 + 1 ];

				u4 = uvs[ uvd*2 ];
				v4 = uvs[ uvd*2 + 1 ];

				uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );

			}

		};

		function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {

			var i, a, b, c, m;

			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

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

				a = vertexIndexBuffer[ i * 3 ];
				b = vertexIndexBuffer[ i * 3 + 1 ];
				c = vertexIndexBuffer[ i * 3 + 2 ];

				m = materialIndexBuffer[ i ];

				f3( scope, a, b, c, m );

			}

		};

		function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {

			var i, a, b, c, d, m;

			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

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

				a = vertexIndexBuffer[ i * 4 ];
				b = vertexIndexBuffer[ i * 4 + 1 ];
				c = vertexIndexBuffer[ i * 4 + 2 ];
				d = vertexIndexBuffer[ i * 4 + 3 ];

				m = materialIndexBuffer[ i ];

				f4( scope, a, b, c, d, m );

			}

		};

		function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {

			var i, a, b, c, m;
			var na, nb, nc;

			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

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

				a = vertexIndexBuffer[ i * 3 ];
				b = vertexIndexBuffer[ i * 3 + 1 ];
				c = vertexIndexBuffer[ i * 3 + 2 ];

				na = normalIndexBuffer[ i * 3 ];
				nb = normalIndexBuffer[ i * 3 + 1 ];
				nc = normalIndexBuffer[ i * 3 + 2 ];

				m = materialIndexBuffer[ i ];

				f3n( scope, normals, a, b, c, m, na, nb, nc );

			}

		};

		function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {

			var i, a, b, c, d, m;
			var na, nb, nc, nd;

			var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
			var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
			var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

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

				a = vertexIndexBuffer[ i * 4 ];
				b = vertexIndexBuffer[ i * 4 + 1 ];
				c = vertexIndexBuffer[ i * 4 + 2 ];
				d = vertexIndexBuffer[ i * 4 + 3 ];

				na = normalIndexBuffer[ i * 4 ];
				nb = normalIndexBuffer[ i * 4 + 1 ];
				nc = normalIndexBuffer[ i * 4 + 2 ];
				nd = normalIndexBuffer[ i * 4 + 3 ];

				m = materialIndexBuffer[ i ];

				f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );

			}

		};

		function init_triangles_flat( start ) {

			var nElements = md.ntri_flat;

			if ( nElements ) {

				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
				init_faces3_flat( nElements, start, offsetMaterials );

			}

		};

		function init_triangles_flat_uv( start ) {

			var nElements = md.ntri_flat_uv;

			if ( nElements ) {

				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;

				init_faces3_flat( nElements, start, offsetMaterials );
				init_uvs3( nElements, offsetUvs );

			}

		};

		function init_triangles_smooth( start ) {

			var nElements = md.ntri_smooth;

			if ( nElements ) {

				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;

				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );

			}

		};

		function init_triangles_smooth_uv( start ) {

			var nElements = md.ntri_smooth_uv;

			if ( nElements ) {

				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;

				init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
				init_uvs3( nElements, offsetUvs );

			}

		};

		function init_quads_flat( start ) {

			var nElements = md.nquad_flat;

			if ( nElements ) {

				var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
				init_faces4_flat( nElements, start, offsetMaterials );

			}

		};

		function init_quads_flat_uv( start ) {

			var nElements = md.nquad_flat_uv;

			if ( nElements ) {

				var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;

				init_faces4_flat( nElements, start, offsetMaterials );
				init_uvs4( nElements, offsetUvs );

			}

		};

		function init_quads_smooth( start ) {

			var nElements = md.nquad_smooth;

			if ( nElements ) {

				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
				var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;

				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );

			}

		};

		function init_quads_smooth_uv( start ) {

			var nElements = md.nquad_smooth_uv;

			if ( nElements ) {

				var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
				var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
				var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;

				init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
				init_uvs4( nElements, offsetUvs );

			}

		};

	};

	function vertex ( scope, x, y, z ) {

		scope.vertices.push( new THREE.Vector3( x, y, z ) );

	};

	function f3 ( scope, a, b, c, mi ) {

		scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );

	};

	function f4 ( scope, a, b, c, d, mi ) {

		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );

	};

	function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {

		var nax = normals[ na*3     ],
			nay = normals[ na*3 + 1 ],
			naz = normals[ na*3 + 2 ],

			nbx = normals[ nb*3     ],
			nby = normals[ nb*3 + 1 ],
			nbz = normals[ nb*3 + 2 ],

			ncx = normals[ nc*3     ],
			ncy = normals[ nc*3 + 1 ],
			ncz = normals[ nc*3 + 2 ];

		scope.faces.push( new THREE.Face3( a, b, c,
						  [new THREE.Vector3( nax, nay, naz ),
						   new THREE.Vector3( nbx, nby, nbz ),
						   new THREE.Vector3( ncx, ncy, ncz )],
						  null,
						  mi ) );

	};

	function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {

		var nax = normals[ na*3     ],
			nay = normals[ na*3 + 1 ],
			naz = normals[ na*3 + 2 ],

			nbx = normals[ nb*3     ],
			nby = normals[ nb*3 + 1 ],
			nbz = normals[ nb*3 + 2 ],

			ncx = normals[ nc*3     ],
			ncy = normals[ nc*3 + 1 ],
			ncz = normals[ nc*3 + 2 ],

			ndx = normals[ nd*3     ],
			ndy = normals[ nd*3 + 1 ],
			ndz = normals[ nd*3 + 2 ];

		scope.faces.push( new THREE.Face4( a, b, c, d,
						  [new THREE.Vector3( nax, nay, naz ),
						   new THREE.Vector3( nbx, nby, nbz ),
						   new THREE.Vector3( ncx, ncy, ncz ),
						   new THREE.Vector3( ndx, ndy, ndz )],
						  null,
						  mi ) );

	};

	function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {

		var uv = [];
		uv.push( new THREE.UV( u1, v1 ) );
		uv.push( new THREE.UV( u2, v2 ) );
		uv.push( new THREE.UV( u3, v3 ) );
		where.push( uv );

	};

	function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {

		var uv = [];
		uv.push( new THREE.UV( u1, v1 ) );
		uv.push( new THREE.UV( u2, v2 ) );
		uv.push( new THREE.UV( u3, v3 ) );
		uv.push( new THREE.UV( u4, v4 ) );
		where.push( uv );

	};

	Model.prototype = Object.create( THREE.Geometry.prototype );

	callback( new Model( texturePath ) );

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

THREE.ImageLoader = function () {

	THREE.EventTarget.call( this );

	this.crossOrigin = null;

};

THREE.ImageLoader.prototype = {

	constructor: THREE.ImageLoader,

	load: function ( url, image ) {

		var scope = this;

		if ( image === undefined ) image = new Image();

		image.addEventListener( 'load', function () {

			scope.dispatchEvent( { type: 'load', content: image } );

		}, false );

		image.addEventListener( 'error', function () {

			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

		}, false );

		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;

		image.src = url;

	}

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

THREE.JSONLoader = function ( showStatus ) {

	THREE.Loader.call( this, showStatus );

};

THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );

THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {

	var scope = this;

	texturePath = texturePath ? texturePath : this.extractUrlBase( url );

	this.onLoadStart();
	this.loadAjaxJSON( this, url, callback, texturePath );

};

THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {

	var xhr = new XMLHttpRequest();

	var length = 0;

	xhr.onreadystatechange = function () {

		if ( xhr.readyState === xhr.DONE ) {

			if ( xhr.status === 200 || xhr.status === 0 ) {

				if ( xhr.responseText ) {

					var json = JSON.parse( xhr.responseText );
					context.createModel( json, callback, texturePath );

				} else {

					console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );

				}

				// in context of more complex asset initialization
				// do not block on single failed file
				// maybe should go even one more level up

				context.onLoadComplete();

			} else {

				console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );

			}

		} else if ( xhr.readyState === xhr.LOADING ) {

			if ( callbackProgress ) {

				if ( length === 0 ) {

					length = xhr.getResponseHeader( "Content-Length" );

				}

				callbackProgress( { total: length, loaded: xhr.responseText.length } );

			}

		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {

			length = xhr.getResponseHeader( "Content-Length" );

		}

	};

	xhr.open( "GET", url, true );
	xhr.send( null );

};

THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {

	var scope = this,
	geometry = new THREE.Geometry(),
	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;

	this.initMaterials( geometry, json.materials, texturePath );

	parseModel( scale );

	parseSkin();
	parseMorphing( scale );

	geometry.computeCentroids();
	geometry.computeFaceNormals();

	if ( this.hasNormals( geometry ) ) geometry.computeTangents();


	function parseModel( scale ) {

		function isBitSet( value, position ) {

			return value & ( 1 << position );

		}

		var i, j, fi,

		offset, zLength, nVertices,

		colorIndex, normalIndex, uvIndex, materialIndex,

		type,
		isQuad,
		hasMaterial,
		hasFaceUv, hasFaceVertexUv,
		hasFaceNormal, hasFaceVertexNormal,
		hasFaceColor, hasFaceVertexColor,

		vertex, face, color, normal,

		uvLayer, uvs, u, v,

		faces = json.faces,
		vertices = json.vertices,
		normals = json.normals,
		colors = json.colors,

		nUvLayers = 0;

		// disregard empty arrays

		for ( i = 0; i < json.uvs.length; i++ ) {

			if ( json.uvs[ i ].length ) nUvLayers ++;

		}

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

			geometry.faceUvs[ i ] = [];
			geometry.faceVertexUvs[ i ] = [];

		}

		offset = 0;
		zLength = vertices.length;

		while ( offset < zLength ) {

			vertex = new THREE.Vector3();

			vertex.x = vertices[ offset ++ ] * scale;
			vertex.y = vertices[ offset ++ ] * scale;
			vertex.z = vertices[ offset ++ ] * scale;

			geometry.vertices.push( vertex );

		}

		offset = 0;
		zLength = faces.length;

		while ( offset < zLength ) {

			type = faces[ offset ++ ];


			isQuad          	= isBitSet( type, 0 );
			hasMaterial         = isBitSet( type, 1 );
			hasFaceUv           = isBitSet( type, 2 );
			hasFaceVertexUv     = isBitSet( type, 3 );
			hasFaceNormal       = isBitSet( type, 4 );
			hasFaceVertexNormal = isBitSet( type, 5 );
			hasFaceColor	    = isBitSet( type, 6 );
			hasFaceVertexColor  = isBitSet( type, 7 );

			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

			if ( isQuad ) {

				face = new THREE.Face4();

				face.a = faces[ offset ++ ];
				face.b = faces[ offset ++ ];
				face.c = faces[ offset ++ ];
				face.d = faces[ offset ++ ];

				nVertices = 4;

			} else {

				face = new THREE.Face3();

				face.a = faces[ offset ++ ];
				face.b = faces[ offset ++ ];
				face.c = faces[ offset ++ ];

				nVertices = 3;

			}

			if ( hasMaterial ) {

				materialIndex = faces[ offset ++ ];
				face.materialIndex = materialIndex;

			}

			// to get face <=> uv index correspondence

			fi = geometry.faces.length;

			if ( hasFaceUv ) {

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

					uvLayer = json.uvs[ i ];

					uvIndex = faces[ offset ++ ];

					u = uvLayer[ uvIndex * 2 ];
					v = uvLayer[ uvIndex * 2 + 1 ];

					geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v );

				}

			}

			if ( hasFaceVertexUv ) {

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

					uvLayer = json.uvs[ i ];

					uvs = [];

					for ( j = 0; j < nVertices; j ++ ) {

						uvIndex = faces[ offset ++ ];

						u = uvLayer[ uvIndex * 2 ];
						v = uvLayer[ uvIndex * 2 + 1 ];

						uvs[ j ] = new THREE.UV( u, v );

					}

					geometry.faceVertexUvs[ i ][ fi ] = uvs;

				}

			}

			if ( hasFaceNormal ) {

				normalIndex = faces[ offset ++ ] * 3;

				normal = new THREE.Vector3();

				normal.x = normals[ normalIndex ++ ];
				normal.y = normals[ normalIndex ++ ];
				normal.z = normals[ normalIndex ];

				face.normal = normal;

			}

			if ( hasFaceVertexNormal ) {

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

					normalIndex = faces[ offset ++ ] * 3;

					normal = new THREE.Vector3();

					normal.x = normals[ normalIndex ++ ];
					normal.y = normals[ normalIndex ++ ];
					normal.z = normals[ normalIndex ];

					face.vertexNormals.push( normal );

				}

			}


			if ( hasFaceColor ) {

				colorIndex = faces[ offset ++ ];

				color = new THREE.Color( colors[ colorIndex ] );
				face.color = color;

			}


			if ( hasFaceVertexColor ) {

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

					colorIndex = faces[ offset ++ ];

					color = new THREE.Color( colors[ colorIndex ] );
					face.vertexColors.push( color );

				}

			}

			geometry.faces.push( face );

		}

	};

	function parseSkin() {

		var i, l, x, y, z, w, a, b, c, d;

		if ( json.skinWeights ) {

			for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {

				x = json.skinWeights[ i     ];
				y = json.skinWeights[ i + 1 ];
				z = 0;
				w = 0;

				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );

			}

		}

		if ( json.skinIndices ) {

			for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {

				a = json.skinIndices[ i     ];
				b = json.skinIndices[ i + 1 ];
				c = 0;
				d = 0;

				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );

			}

		}

		geometry.bones = json.bones;
		geometry.animation = json.animation;

	};

	function parseMorphing( scale ) {

		if ( json.morphTargets !== undefined ) {

			var i, l, v, vl, dstVertices, srcVertices;

			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {

				geometry.morphTargets[ i ] = {};
				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
				geometry.morphTargets[ i ].vertices = [];

				dstVertices = geometry.morphTargets[ i ].vertices;
				srcVertices = json.morphTargets [ i ].vertices;

				for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

					var vertex = new THREE.Vector3();
					vertex.x = srcVertices[ v ] * scale;
					vertex.y = srcVertices[ v + 1 ] * scale;
					vertex.z = srcVertices[ v + 2 ] * scale;

					dstVertices.push( vertex );

				}

			}

		}

		if ( json.morphColors !== undefined ) {

			var i, l, c, cl, dstColors, srcColors, color;

			for ( i = 0, l = json.morphColors.length; i < l; i++ ) {

				geometry.morphColors[ i ] = {};
				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
				geometry.morphColors[ i ].colors = [];

				dstColors = geometry.morphColors[ i ].colors;
				srcColors = json.morphColors [ i ].colors;

				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {

					color = new THREE.Color( 0xffaa00 );
					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
					dstColors.push( color );

				}

			}

		}

	};

	callback( geometry );

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

THREE.LoadingMonitor = function () {

	THREE.EventTarget.call( this );

	var scope = this;

	var loaded = 0;
	var total = 0;

	var onLoad = function ( event ) {

		loaded ++;

		scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );

		if ( loaded === total ) {

			scope.dispatchEvent( { type: 'load' } );

		}

	};

	this.add = function ( loader ) {

		total ++;

		loader.addEventListener( 'load', onLoad, false );

	};

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

THREE.GeometryLoader = function () {

	THREE.EventTarget.call( this );

	this.crossOrigin = null;
	this.path = null;


};

THREE.GeometryLoader.prototype = {

	constructor: THREE.GeometryLoader,

	load: function ( url ) {

		var scope = this;
		var geometry = null;

		if ( scope.path === null ) {

			var parts = url.split( '/' ); parts.pop();
			scope.path = ( parts.length < 1 ? '.' : parts.join( '/' ) );

		}

		//

		var xhr = new XMLHttpRequest();

		xhr.addEventListener( 'load', function ( event ) {

			if ( event.target.responseText ) {

				geometry = scope.parse( JSON.parse( event.target.responseText ), monitor );

			} else {

				scope.dispatchEvent( { type: 'error', message: 'Invalid file [' + url + ']' } );

			}

		}, false );

		xhr.addEventListener( 'error', function () {

			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

		}, false );

		xhr.open( 'GET', url, true );
		xhr.send( null );

		//

		var monitor = new THREE.LoadingMonitor();

		monitor.addEventListener( 'load', function ( event ) {

			scope.dispatchEvent( { type: 'load', content: geometry } );

		} );

		monitor.add( xhr );

	},

	parse: function ( data, monitor ) {

		var scope = this;
		var geometry = new THREE.Geometry();

		var scale = ( data.scale !== undefined ) ? 1 / data.scale : 1;

		// materials

		if ( data.materials ) {

			geometry.materials = [];

			for ( var i = 0; i < data.materials.length; ++ i ) {

				var m = data.materials[ i ];

				function isPow2( n ) {

					var l = Math.log( n ) / Math.LN2;
					return Math.floor( l ) == l;

				}

				function nearestPow2( n ) {

					var l = Math.log( n ) / Math.LN2;
					return Math.pow( 2, Math.round(  l ) );

				}

				function createTexture( where, name, sourceFile, repeat, offset, wrap ) {

					where[ name ] = new THREE.Texture();
					where[ name ].sourceFile = sourceFile;

					if ( repeat ) {

						where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );

						if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
						if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;

					}

					if ( offset ) {

						where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );

					}

					if ( wrap ) {

						var wrapMap = {

							"repeat": THREE.RepeatWrapping,
							"mirror": THREE.MirroredRepeatWrapping

						}

						if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
						if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];

					}

					// load image

					var texture = where[ name ];

					var loader = new THREE.ImageLoader();
					loader.addEventListener( 'load', function ( event ) {

						var image = event.content;

						if ( !isPow2( image.width ) || !isPow2( image.height ) ) {

							var width = nearestPow2( image.width );
							var height = nearestPow2( image.height );

							texture.image = document.createElement( 'canvas' );
							texture.image.width = width;
							texture.image.height = height;
							texture.image.getContext( '2d' ).drawImage( image, 0, 0, width, height );

						} else {

							texture.image = image;

						}

						texture.needsUpdate = true;

					} );
					loader.crossOrigin = scope.crossOrigin;
					loader.load( scope.path + '/' + sourceFile );

					if ( monitor ) monitor.add( loader );

				}

				function rgb2hex( rgb ) {

					return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;

				}

				// defaults

				var mtype = "MeshLambertMaterial";
				var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };

				// parameters from model file

				if ( m.shading ) {

					var shading = m.shading.toLowerCase();

					if ( shading === "phong" ) mtype = "MeshPhongMaterial";
					else if ( shading === "basic" ) mtype = "MeshBasicMaterial";

				}

				if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {

					mpars.blending = THREE[ m.blending ];

				}

				if ( m.transparent !== undefined || m.opacity < 1.0 ) {

					mpars.transparent = m.transparent;

				}

				if ( m.depthTest !== undefined ) {

					mpars.depthTest = m.depthTest;

				}

				if ( m.depthWrite !== undefined ) {

					mpars.depthWrite = m.depthWrite;

				}

				if ( m.vertexColors !== undefined ) {

					if ( m.vertexColors == "face" ) {

						mpars.vertexColors = THREE.FaceColors;

					} else if ( m.vertexColors ) {

						mpars.vertexColors = THREE.VertexColors;

					}

				}

				// colors

				if ( m.colorDiffuse ) {

					mpars.color = rgb2hex( m.colorDiffuse );

				} else if ( m.DbgColor ) {

					mpars.color = m.DbgColor;

				}

				if ( m.colorSpecular ) {

					mpars.specular = rgb2hex( m.colorSpecular );

				}

				if ( m.colorAmbient ) {

					mpars.ambient = rgb2hex( m.colorAmbient );

				}

				// modifiers

				if ( m.transparency ) {

					mpars.opacity = m.transparency;

				}

				if ( m.specularCoef ) {

					mpars.shininess = m.specularCoef;

				}

				if ( m.visible !== undefined ) {

					mpars.visible = m.visible;

				}

				if ( m.flipSided !== undefined ) {

					mpars.side = THREE.BackSide;

				}

				if ( m.doubleSided !== undefined ) {

					mpars.side = THREE.DoubleSide;

				}

				if ( m.wireframe !== undefined ) {

					mpars.wireframe = m.wireframe;

				}

				// textures

				if ( m.mapDiffuse ) {

					createTexture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap );

				}

				if ( m.mapLight ) {

					createTexture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap );

				}

				if ( m.mapBump ) {

					createTexture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap );

				}

				if ( m.mapNormal ) {

					createTexture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap );

				}

				if ( m.mapSpecular ) {

					createTexture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap );

				}

				// special case for normal mapped material

				if ( m.mapNormal ) {

					var shader = THREE.ShaderUtils.lib[ "normal" ];
					var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

					uniforms[ "tNormal" ].value = mpars.normalMap;

					if ( m.mapNormalFactor ) {

						uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );

					}

					if ( mpars.map ) {

						uniforms[ "tDiffuse" ].value = mpars.map;
						uniforms[ "enableDiffuse" ].value = true;

					}

					if ( mpars.specularMap ) {

						uniforms[ "tSpecular" ].value = mpars.specularMap;
						uniforms[ "enableSpecular" ].value = true;

					}

					if ( mpars.lightMap ) {

						uniforms[ "tAO" ].value = mpars.lightMap;
						uniforms[ "enableAO" ].value = true;

					}

					// for the moment don't handle displacement texture

					uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
					uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
					uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );

					uniforms[ "uShininess" ].value = mpars.shininess;

					if ( mpars.opacity !== undefined ) {

						uniforms[ "uOpacity" ].value = mpars.opacity;

					}

					var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
					var material = new THREE.ShaderMaterial( parameters );

				} else {

					var material = new THREE[ mtype ]( mpars );

				}

				if ( m.DbgName !== undefined ) material.name = m.DbgName;

				geometry.materials[ i ] = material;

			}

		}

		// geometry

		function isBitSet( value, position ) {

			return value & ( 1 << position );

		}

		var faces = data.faces;
		var vertices = data.vertices;
		var normals = data.normals;
		var colors = data.colors;
		var nUvLayers = 0;

		// disregard empty arrays

		if ( data.uvs ) {

			for ( var i = 0; i < data.uvs.length; i ++ ) {

				if ( data.uvs[ i ].length ) nUvLayers ++;

			}

		}

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

			geometry.faceUvs[ i ] = [];
			geometry.faceVertexUvs[ i ] = [];

		}

		var offset = 0;
		var zLength = vertices.length;

		while ( offset < zLength ) {

			var vertex = new THREE.Vector3();

			vertex.x = vertices[ offset ++ ] * scale;
			vertex.y = vertices[ offset ++ ] * scale;
			vertex.z = vertices[ offset ++ ] * scale;

			geometry.vertices.push( vertex );

		}

		offset = 0;
		zLength = faces.length;

		while ( offset < zLength ) {

			var type = faces[ offset ++ ];

			var isQuad = isBitSet( type, 0 );

			var hasMaterial = isBitSet( type, 1 );
			var hasFaceUv = isBitSet( type, 2 );
			var hasFaceVertexUv = isBitSet( type, 3 );
			var hasFaceNormal = isBitSet( type, 4 );
			var hasFaceVertexNormal = isBitSet( type, 5 );
			var hasFaceColor = isBitSet( type, 6 );
			var hasFaceVertexColor = isBitSet( type, 7 );

			// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

			if ( isQuad ) {

				var face = new THREE.Face4();

				face.a = faces[ offset ++ ];
				face.b = faces[ offset ++ ];
				face.c = faces[ offset ++ ];
				face.d = faces[ offset ++ ];

				var nVertices = 4;

			} else {

				var face = new THREE.Face3();

				face.a = faces[ offset ++ ];
				face.b = faces[ offset ++ ];
				face.c = faces[ offset ++ ];

				var nVertices = 3;

			}

			if ( hasMaterial ) {

				var materialIndex = faces[ offset ++ ];
				face.materialIndex = materialIndex;

			}

			// to get face <=> uv index correspondence

			var fi = geometry.faces.length;

			if ( hasFaceUv ) {

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

					var uvLayer = data.uvs[ i ];

					var uvIndex = faces[ offset ++ ];

					var u = uvLayer[ uvIndex * 2 ];
					var v = uvLayer[ uvIndex * 2 + 1 ];

					geometry.faceUvs[ i ][ fi ] = new THREE.UV( u, v );

				}

			}

			if ( hasFaceVertexUv ) {

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

					var uvLayer = data.uvs[ i ];

					var uvs = [];

					for ( var j = 0; j < nVertices; j ++ ) {

						var uvIndex = faces[ offset ++ ];

						var u = uvLayer[ uvIndex * 2 ];
						var v = uvLayer[ uvIndex * 2 + 1 ];

						uvs[ j ] = new THREE.UV( u, v );

					}

					geometry.faceVertexUvs[ i ][ fi ] = uvs;

				}

			}

			if ( hasFaceNormal ) {

				var normalIndex = faces[ offset ++ ] * 3;

				var normal = new THREE.Vector3();

				normal.x = normals[ normalIndex ++ ];
				normal.y = normals[ normalIndex ++ ];
				normal.z = normals[ normalIndex ];

				face.normal = normal;

			}

			if ( hasFaceVertexNormal ) {

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

					var normalIndex = faces[ offset ++ ] * 3;

					var normal = new THREE.Vector3();

					normal.x = normals[ normalIndex ++ ];
					normal.y = normals[ normalIndex ++ ];
					normal.z = normals[ normalIndex ];

					face.vertexNormals.push( normal );

				}

			}


			if ( hasFaceColor ) {

				var colorIndex = faces[ offset ++ ];

				face.color = new THREE.Color( colors[ colorIndex ] );

			}


			if ( hasFaceVertexColor ) {

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

					var colorIndex = faces[ offset ++ ];

					face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );

				}

			}

			geometry.faces.push( face );

		}


		// skin

		if ( data.skinWeights ) {

			for ( var i = 0, l = data.skinWeights.length; i < l; i += 2 ) {

				var x = data.skinWeights[ i ];
				var y = data.skinWeights[ i + 1 ];
				var z = 0;
				var w = 0;

				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );

			}

		}

		if ( data.skinIndices ) {

			for ( var i = 0, l = data.skinIndices.length; i < l; i += 2 ) {

				var a = data.skinIndices[ i ];
				var b = data.skinIndices[ i + 1 ];
				var c = 0;
				var d = 0;

				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );

			}

		}

		geometry.bones = data.bones;
		geometry.animation = data.animation;


		// morphing

		if ( data.morphTargets ) {

			for ( var i = 0, l = data.morphTargets.length; i < l; i ++ ) {

				geometry.morphTargets[ i ] = {};
				geometry.morphTargets[ i ].name = data.morphTargets[ i ].name;
				geometry.morphTargets[ i ].vertices = [];

				var dstVertices = geometry.morphTargets[ i ].vertices;
				var srcVertices = data.morphTargets [ i ].vertices;

				for( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

					var vertex = new THREE.Vector3();
					vertex.x = srcVertices[ v ] * scale;
					vertex.y = srcVertices[ v + 1 ] * scale;
					vertex.z = srcVertices[ v + 2 ] * scale;

					dstVertices.push( vertex );

				}

			}

		}

		if ( data.morphColors ) {

			for ( var i = 0, l = data.morphColors.length; i < l; i++ ) {

				geometry.morphColors[ i ] = {};
				geometry.morphColors[ i ].name = data.morphColors[ i ].name;
				geometry.morphColors[ i ].colors = [];

				var dstColors = geometry.morphColors[ i ].colors;
				var srcColors = data.morphColors [ i ].colors;

				for ( var c = 0, cl = srcColors.length; c < cl; c += 3 ) {

					var color = new THREE.Color( 0xffaa00 );
					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );

					dstColors.push( color );

				}

			}

		}

		geometry.computeCentroids();
		geometry.computeFaceNormals();

		return geometry;

	}

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

THREE.SceneLoader = function () {

	this.onLoadStart = function () {};
	this.onLoadProgress = function() {};
	this.onLoadComplete = function () {};

	this.callbackSync = function () {};
	this.callbackProgress = function () {};

	this.geometryHandlerMap = {};

	this.addGeometryHandler( "ascii", THREE.JSONLoader );
	this.addGeometryHandler( "binary", THREE.BinaryLoader );

};

THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;

THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {

	var scope = this;

	var xhr = new XMLHttpRequest();

	xhr.onreadystatechange = function () {

		if ( xhr.readyState === 4 ) {

			if ( xhr.status === 200 || xhr.status === 0 ) {

				var json = JSON.parse( xhr.responseText );
				scope.parse( json, callbackFinished, url );

			} else {

				console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );

			}

		}

	};

	xhr.open( "GET", url, true );
	xhr.send( null );

};

THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {

	this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };

};

THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {

	var scope = this;

	var urlBase = THREE.Loader.prototype.extractUrlBase( url );

	var dg, dm, dl, dc, df, dt,
		g, m, l, d, p, r, q, s, c, t, f, tt, pp, u,
		geometry, material, camera, fog,
		texture, images,
		light,
		counter_models, counter_textures,
		total_models, total_textures,
		result;

	var data = json;

	// async geometry loaders

	for ( var typeID in this.geometryHandlerMap ) {

		var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
		this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();

	}

	counter_models = 0;
	counter_textures = 0;

	result = {

		scene: new THREE.Scene(),
		geometries: {},
		materials: {},
		textures: {},
		objects: {},
		cameras: {},
		lights: {},
		fogs: {},
		empties: {}

	};

	if ( data.transform ) {

		var position = data.transform.position,
			rotation = data.transform.rotation,
			scale = data.transform.scale;

		if ( position )
			result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );

		if ( rotation )
			result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );

		if ( scale )
			result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );

		if ( position || rotation || scale ) {

			result.scene.updateMatrix();
			result.scene.updateMatrixWorld();

		}

	}

	function get_url( source_url, url_type ) {

		if ( url_type == "relativeToHTML" ) {

			return source_url;

		} else {

			return urlBase + "/" + source_url;

		}

	};

	// toplevel loader function, delegates to handle_children

	function handle_objects() {

		handle_children( result.scene, data.objects );

	}

	// handle all the children from the loaded json and attach them to given parent

	function handle_children( parent, children ) {

		for ( var dd in children ) {

			// check by id if child has already been handled,
			// if not, create new object

			if ( result.objects[ dd ] === undefined ) {

				var o = children[ dd ];

				var object = null;

				if ( o.geometry !== undefined ) {

					geometry = result.geometries[ o.geometry ];

					// geometry already loaded

					if ( geometry ) {

						var hasNormals = false;

						// not anymore support for multiple materials
						// shouldn't really be array

						material = result.materials[ o.materials[ 0 ] ];
						hasNormals = material instanceof THREE.ShaderMaterial;

						if ( hasNormals ) {

							geometry.computeTangents();

						}

						p = o.position;
						r = o.rotation;
						q = o.quaternion;
						s = o.scale;
						m = o.matrix;

						// turn off quaternions, for the moment

						q = 0;

						if ( o.materials.length === 0 ) {

							material = new THREE.MeshFaceMaterial();

						}

						// dirty hack to handle meshes with multiple materials
						// just use face materials defined in model

						if ( o.materials.length > 1 ) {

							material = new THREE.MeshFaceMaterial();

						}

						if ( o.morph ) {

							object = new THREE.MorphAnimMesh( geometry, material );

							if ( o.duration !== undefined ) {

								object.duration = o.duration;

							}

							if ( o.time !== undefined ) {

								object.time = o.time;

							}

							if ( o.mirroredLoop !== undefined ) {

								object.mirroredLoop = o.mirroredLoop;

							}

							if ( material.morphNormals ) {

								geometry.computeMorphNormals();

							}

						} else {

							object = new THREE.Mesh( geometry, material );

						}

						object.name = dd;

						if ( m ) {

							object.matrixAutoUpdate = false;
							object.matrix.set(
								m[0], m[1], m[2], m[3],
								m[4], m[5], m[6], m[7],
								m[8], m[9], m[10], m[11],
								m[12], m[13], m[14], m[15]
							);

						} else {

							object.position.set( p[0], p[1], p[2] );

							if ( q ) {

								object.quaternion.set( q[0], q[1], q[2], q[3] );
								object.useQuaternion = true;

							} else {

								object.rotation.set( r[0], r[1], r[2] );

							}

							object.scale.set( s[0], s[1], s[2] );

						}

						object.visible = o.visible;
						object.castShadow = o.castShadow;
						object.receiveShadow = o.receiveShadow;

						parent.add( object );

						result.objects[ dd ] = object;

					}

				// pure Object3D

				} else {

					p = o.position;
					r = o.rotation;
					q = o.quaternion;
					s = o.scale;

					// turn off quaternions, for the moment

					q = 0;

					object = new THREE.Object3D();
					object.name = dd;
					object.position.set( p[0], p[1], p[2] );

					if ( q ) {

						object.quaternion.set( q[0], q[1], q[2], q[3] );
						object.useQuaternion = true;

					} else {

						object.rotation.set( r[0], r[1], r[2] );

					}

					object.scale.set( s[0], s[1], s[2] );
					object.visible = ( o.visible !== undefined ) ? o.visible : false;

					parent.add( object );

					result.objects[ dd ] = object;
					result.empties[ dd ] = object;

				}

				if ( object ) {

					if ( o.properties !== undefined )  {

						for ( var key in o.properties ) {

							var value = o.properties[ key ];
							object.properties[ key ] = value;

						}

					}

					if ( o.children !== undefined ) {

						handle_children( object, o.children );

					}

				}

			}

		}

	};

	function handle_mesh( geo, id ) {

		result.geometries[ id ] = geo;
		handle_objects();

	};

	function create_callback( id ) {

		return function( geo ) {

			handle_mesh( geo, id );

			counter_models -= 1;

			scope.onLoadComplete();

			async_callback_gate();

		}

	};

	function create_callback_embed( id ) {

		return function( geo ) {

			result.geometries[ id ] = geo;

		}

	};

	function async_callback_gate() {

		var progress = {

			totalModels : total_models,
			totalTextures : total_textures,
			loadedModels : total_models - counter_models,
			loadedTextures : total_textures - counter_textures

		};

		scope.callbackProgress( progress, result );

		scope.onLoadProgress();

		if ( counter_models === 0 && counter_textures === 0 ) {

			callbackFinished( result );

		}

	};

	var callbackTexture = function ( count ) {

		counter_textures -= count;
		async_callback_gate();

		scope.onLoadComplete();

	};

	// must use this instead of just directly calling callbackTexture
	// because of closure in the calling context loop

	var generateTextureCallback = function ( count ) {

		return function() {

			callbackTexture( count );

		};

	};

	// first go synchronous elements

	// cameras

	for( dc in data.cameras ) {

		c = data.cameras[ dc ];

		if ( c.type === "perspective" ) {

			camera = new THREE.PerspectiveCamera( c.fov, c.aspect, c.near, c.far );

		} else if ( c.type === "ortho" ) {

			camera = new THREE.OrthographicCamera( c.left, c.right, c.top, c.bottom, c.near, c.far );

		}

		p = c.position;
		t = c.target;
		u = c.up;

		camera.position.set( p[0], p[1], p[2] );
		camera.target = new THREE.Vector3( t[0], t[1], t[2] );
		if ( u ) camera.up.set( u[0], u[1], u[2] );

		result.cameras[ dc ] = camera;

	}

	// lights

	var hex, intensity;

	for ( dl in data.lights ) {

		l = data.lights[ dl ];

		hex = ( l.color !== undefined ) ? l.color : 0xffffff;
		intensity = ( l.intensity !== undefined ) ? l.intensity : 1;

		if ( l.type === "directional" ) {

			p = l.direction;

			light = new THREE.DirectionalLight( hex, intensity );
			light.position.set( p[0], p[1], p[2] );
			light.position.normalize();

		} else if ( l.type === "point" ) {

			p = l.position;
			d = l.distance;

			light = new THREE.PointLight( hex, intensity, d );
			light.position.set( p[0], p[1], p[2] );

		} else if ( l.type === "ambient" ) {

			light = new THREE.AmbientLight( hex );

		}

		result.scene.add( light );

		result.lights[ dl ] = light;

	}

	// fogs

	for( df in data.fogs ) {

		f = data.fogs[ df ];

		if ( f.type === "linear" ) {

			fog = new THREE.Fog( 0x000000, f.near, f.far );

		} else if ( f.type === "exp2" ) {

			fog = new THREE.FogExp2( 0x000000, f.density );

		}

		c = f.color;
		fog.color.setRGB( c[0], c[1], c[2] );

		result.fogs[ df ] = fog;

	}

	// defaults

	if ( result.cameras && data.defaults.camera ) {

		result.currentCamera = result.cameras[ data.defaults.camera ];

	}

	if ( result.fogs && data.defaults.fog ) {

		result.scene.fog = result.fogs[ data.defaults.fog ];

	}

	c = data.defaults.bgcolor;
	result.bgColor = new THREE.Color();
	result.bgColor.setRGB( c[0], c[1], c[2] );

	result.bgColorAlpha = data.defaults.bgalpha;

	// now come potentially asynchronous elements

	// geometries

	// count how many models will be loaded asynchronously

	for( dg in data.geometries ) {

		g = data.geometries[ dg ];

		if ( g.type in this.geometryHandlerMap ) {

			counter_models += 1;

			scope.onLoadStart();

		}

	}

	total_models = counter_models;

	for ( dg in data.geometries ) {

		g = data.geometries[ dg ];

		if ( g.type === "cube" ) {

			geometry = new THREE.CubeGeometry( g.width, g.height, g.depth, g.segmentsWidth, g.segmentsHeight, g.segmentsDepth, null, g.flipped, g.sides );
			result.geometries[ dg ] = geometry;

		} else if ( g.type === "plane" ) {

			geometry = new THREE.PlaneGeometry( g.width, g.height, g.segmentsWidth, g.segmentsHeight );
			result.geometries[ dg ] = geometry;

		} else if ( g.type === "sphere" ) {

			geometry = new THREE.SphereGeometry( g.radius, g.segmentsWidth, g.segmentsHeight );
			result.geometries[ dg ] = geometry;

		} else if ( g.type === "cylinder" ) {

			geometry = new THREE.CylinderGeometry( g.topRad, g.botRad, g.height, g.radSegs, g.heightSegs );
			result.geometries[ dg ] = geometry;

		} else if ( g.type === "torus" ) {

			geometry = new THREE.TorusGeometry( g.radius, g.tube, g.segmentsR, g.segmentsT );
			result.geometries[ dg ] = geometry;

		} else if ( g.type === "icosahedron" ) {

			geometry = new THREE.IcosahedronGeometry( g.radius, g.subdivisions );
			result.geometries[ dg ] = geometry;

		} else if ( g.type in this.geometryHandlerMap ) {

			var loaderParameters = {};
			for ( var parType in g ) {

				if ( parType !== "type" && parType !== "url" ) {

					loaderParameters[ parType ] = g[ parType ];

				}

			}

			var loader = this.geometryHandlerMap[ g.type ][ "loaderObject" ];
			loader.load( get_url( g.url, data.urlBaseType ), create_callback( dg ), loaderParameters );

		} else if ( g.type === "embedded" ) {

			var modelJson = data.embeds[ g.id ],
				texture_path = "";

			// pass metadata along to jsonLoader so it knows the format version

			modelJson.metadata = data.metadata;

			if ( modelJson ) {

				var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
				jsonLoader.createModel( modelJson, create_callback_embed( dg ), texture_path );

			}

		}

	}

	// textures

	// count how many textures will be loaded asynchronously

	for( dt in data.textures ) {

		tt = data.textures[ dt ];

		if( tt.url instanceof Array ) {

			counter_textures += tt.url.length;

			for( var n = 0; n < tt.url.length; n ++ ) {

				scope.onLoadStart();

			}

		} else {

			counter_textures += 1;

			scope.onLoadStart();

		}

	}

	total_textures = counter_textures;

	for ( dt in data.textures ) {

		tt = data.textures[ dt ];

		if ( tt.mapping !== undefined && THREE[ tt.mapping ] !== undefined  ) {

			tt.mapping = new THREE[ tt.mapping ]();

		}

		if ( tt.url instanceof Array ) {

			var count = tt.url.length;
			var url_array = [];

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

				url_array[ i ] = get_url( tt.url[ i ], data.urlBaseType );

			}

			var isCompressed = url_array[ 0 ].endsWith( ".dds" );

			if ( isCompressed ) {

				texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, tt.mapping, generateTextureCallback( count ) );

			} else {

				texture = THREE.ImageUtils.loadTextureCube( url_array, tt.mapping, generateTextureCallback( count ) );

			}

		} else {

			var isCompressed = tt.url.toLowerCase().endsWith( ".dds" );
			var fullUrl = get_url( tt.url, data.urlBaseType );
			var textureCallback = generateTextureCallback( 1 );

			if ( isCompressed ) {

				texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, tt.mapping, textureCallback );

			} else {

				texture = THREE.ImageUtils.loadTexture( fullUrl, tt.mapping, textureCallback );

			}

			if ( THREE[ tt.minFilter ] !== undefined )
				texture.minFilter = THREE[ tt.minFilter ];

			if ( THREE[ tt.magFilter ] !== undefined )
				texture.magFilter = THREE[ tt.magFilter ];

			if ( tt.anisotropy ) texture.anisotropy = tt.anisotropy;

			if ( tt.repeat ) {

				texture.repeat.set( tt.repeat[ 0 ], tt.repeat[ 1 ] );

				if ( tt.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
				if ( tt.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;

			}

			if ( tt.offset ) {

				texture.offset.set( tt.offset[ 0 ], tt.offset[ 1 ] );

			}

			// handle wrap after repeat so that default repeat can be overriden

			if ( tt.wrap ) {

				var wrapMap = {
				"repeat" 	: THREE.RepeatWrapping,
				"mirror"	: THREE.MirroredRepeatWrapping
				}

				if ( wrapMap[ tt.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ tt.wrap[ 0 ] ];
				if ( wrapMap[ tt.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ tt.wrap[ 1 ] ];

			}

		}

		result.textures[ dt ] = texture;

	}

	// materials

	for ( dm in data.materials ) {

		m = data.materials[ dm ];

		for ( pp in m.parameters ) {

			if ( pp === "envMap" || pp === "map" || pp === "lightMap" || pp === "bumpMap" ) {

				m.parameters[ pp ] = result.textures[ m.parameters[ pp ] ];

			} else if ( pp === "shading" ) {

				m.parameters[ pp ] = ( m.parameters[ pp ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;

			} else if ( pp === "side" ) {

				if (  m.parameters[ pp ] == "double" ) {

					m.parameters[ pp ] = THREE.DoubleSide;

				} else if ( m.parameters[ pp ] == "back" ) {

					m.parameters[ pp ] = THREE.BackSide;

				} else {

					m.parameters[ pp ] = THREE.FrontSide;

				}

			} else if ( pp === "blending" ) {

				m.parameters[ pp ] = m.parameters[ pp ] in THREE ? THREE[ m.parameters[ pp ] ] : THREE.NormalBlending;

			} else if ( pp === "combine" ) {

				m.parameters[ pp ] = ( m.parameters[ pp ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation;

			} else if ( pp === "vertexColors" ) {

				if ( m.parameters[ pp ] == "face" ) {

					m.parameters[ pp ] = THREE.FaceColors;

				// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false

				} else if ( m.parameters[ pp ] )   {

					m.parameters[ pp ] = THREE.VertexColors;

				}

			} else if ( pp === "wrapRGB" ) {

				var v3 = m.parameters[ pp ];
				m.parameters[ pp ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );

			}

		}

		if ( m.parameters.opacity !== undefined && m.parameters.opacity < 1.0 ) {

			m.parameters.transparent = true;

		}

		if ( m.parameters.normalMap ) {

			var shader = THREE.ShaderUtils.lib[ "normal" ];
			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

			var diffuse = m.parameters.color;
			var specular = m.parameters.specular;
			var ambient = m.parameters.ambient;
			var shininess = m.parameters.shininess;

			uniforms[ "tNormal" ].value = result.textures[ m.parameters.normalMap ];

			if ( m.parameters.normalScale ) {

				uniforms[ "uNormalScale" ].value.set( m.parameters.normalScale[ 0 ], m.parameters.normalScale[ 1 ] );

			}

			if ( m.parameters.map ) {

				uniforms[ "tDiffuse" ].value = m.parameters.map;
				uniforms[ "enableDiffuse" ].value = true;

			}

			if ( m.parameters.envMap ) {

				uniforms[ "tCube" ].value = m.parameters.envMap;
				uniforms[ "enableReflection" ].value = true;
				uniforms[ "uReflectivity" ].value = m.parameters.reflectivity;

			}

			if ( m.parameters.lightMap ) {

				uniforms[ "tAO" ].value = m.parameters.lightMap;
				uniforms[ "enableAO" ].value = true;

			}

			if ( m.parameters.specularMap ) {

				uniforms[ "tSpecular" ].value = result.textures[ m.parameters.specularMap ];
				uniforms[ "enableSpecular" ].value = true;

			}

			if ( m.parameters.displacementMap ) {

				uniforms[ "tDisplacement" ].value = result.textures[ m.parameters.displacementMap ];
				uniforms[ "enableDisplacement" ].value = true;

				uniforms[ "uDisplacementBias" ].value = m.parameters.displacementBias;
				uniforms[ "uDisplacementScale" ].value = m.parameters.displacementScale;

			}

			uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
			uniforms[ "uSpecularColor" ].value.setHex( specular );
			uniforms[ "uAmbientColor" ].value.setHex( ambient );

			uniforms[ "uShininess" ].value = shininess;

			if ( m.parameters.opacity ) {

				uniforms[ "uOpacity" ].value = m.parameters.opacity;

			}

			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };

			material = new THREE.ShaderMaterial( parameters );

		} else {

			material = new THREE[ m.type ]( m.parameters );

		}

		result.materials[ dm ] = material;

	}

	// objects ( synchronous init of procedural primitives )

	handle_objects();

	// synchronous callback

	scope.callbackSync( result );

	// just in case there are no async elements

	async_callback_gate();

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

THREE.TextureLoader = function () {

	THREE.EventTarget.call( this );

	this.crossOrigin = null;

};

THREE.TextureLoader.prototype = {

	constructor: THREE.TextureLoader,

	load: function ( url ) {

		var scope = this;

		var image = new Image();

		image.addEventListener( 'load', function () {

			var texture = new THREE.Texture( image );
			texture.needsUpdate = true;

			scope.dispatchEvent( { type: 'load', content: texture } );

		}, false );

		image.addEventListener( 'error', function () {

			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

		}, false );

		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;

		image.src = url;

	}

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

THREE.Material = function () {

	THREE.MaterialLibrary.push( this );

	this.id = THREE.MaterialIdCount ++;

	this.name = '';

	this.side = THREE.FrontSide;

	this.opacity = 1;
	this.transparent = false;

	this.blending = THREE.NormalBlending;

	this.blendSrc = THREE.SrcAlphaFactor;
	this.blendDst = THREE.OneMinusSrcAlphaFactor;
	this.blendEquation = THREE.AddEquation;

	this.depthTest = true;
	this.depthWrite = true;

	this.polygonOffset = false;
	this.polygonOffsetFactor = 0;
	this.polygonOffsetUnits = 0;

	this.alphaTest = 0;

	this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer

	this.visible = true;

	this.needsUpdate = true;

};

THREE.Material.prototype.setValues = function ( values ) {

	if ( values === undefined ) return;

	for ( var key in values ) {

		var newValue = values[ key ];

		if ( newValue === undefined ) {

			console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
			continue;

		}

		if ( key in this ) {

			var currentValue = this[ key ];

			if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {

				currentValue.copy( newValue );

			} else if ( currentValue instanceof THREE.Color && typeof( newValue ) === "number" ) {

				currentValue.setHex( newValue );

			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {

				currentValue.copy( newValue );

			} else {

				this[ key ] = newValue;

			}

		}

	}

};

THREE.Material.prototype.clone = function ( material ) {

	if ( material === undefined ) material = new THREE.Material();

	material.name = this.name;

	material.side = this.side;

	material.opacity = this.opacity;
	material.transparent = this.transparent;

	material.blending = this.blending;

	material.blendSrc = this.blendSrc;
	material.blendDst = this.blendDst;
	material.blendEquation = this.blendEquation;

	material.depthTest = this.depthTest;
	material.depthWrite = this.depthWrite;

	material.polygonOffset = this.polygonOffset;
	material.polygonOffsetFactor = this.polygonOffsetFactor;
	material.polygonOffsetUnits = this.polygonOffsetUnits;

	material.alphaTest = this.alphaTest;

	material.overdraw = this.overdraw;

	material.visible = this.visible;

	return material;

};

THREE.Material.prototype.deallocate = function () {

	var index = THREE.MaterialLibrary.indexOf( this );
	if ( index !== -1 ) THREE.MaterialLibrary.splice( index, 1 );

};

THREE.MaterialIdCount = 0;
THREE.MaterialLibrary = [];
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *
 *  linewidth: <float>,
 *  linecap: "round",
 *  linejoin: "round",
 *
 *  vertexColors: <bool>
 *
 *  fog: <bool>
 * }
 */

THREE.LineBasicMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );

	this.linewidth = 1;
	this.linecap = 'round';
	this.linejoin = 'round';

	this.vertexColors = false;

	this.fog = true;

	this.setValues( parameters );

};

THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.LineBasicMaterial.prototype.clone = function () {

	var material = new THREE.LineBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.linewidth = this.linewidth;
	material.linecap = this.linecap;
	material.linejoin = this.linejoin;

	material.vertexColors = this.vertexColors;

	material.fog = this.fog;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.MeshBasicMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff ); // emissive

	this.map = null;

	this.lightMap = null;

	this.specularMap = null;

	this.envMap = null;
	this.combine = THREE.MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.fog = true;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.vertexColors = THREE.NoColors;

	this.skinning = false;
	this.morphTargets = false;

	this.setValues( parameters );

};

THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshBasicMaterial.prototype.clone = function () {

	var material = new THREE.MeshBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.map = this.map;

	material.lightMap = this.lightMap;

	material.specularMap = this.specularMap;

	material.envMap = this.envMap;
	material.combine = this.combine;
	material.reflectivity = this.reflectivity;
	material.refractionRatio = this.refractionRatio;

	material.fog = this.fog;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;
	material.wireframeLinecap = this.wireframeLinecap;
	material.wireframeLinejoin = this.wireframeLinejoin;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;
	material.morphTargets = this.morphTargets;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  ambient: <hex>,
 *  emissive: <hex>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *	fog: <bool>
 * }
 */

THREE.MeshLambertMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff ); // diffuse
	this.ambient = new THREE.Color( 0xffffff );
	this.emissive = new THREE.Color( 0x000000 );

	this.wrapAround = false;
	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );

	this.map = null;

	this.lightMap = null;

	this.specularMap = null;

	this.envMap = null;
	this.combine = THREE.MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.fog = true;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.vertexColors = THREE.NoColors;

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

};

THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshLambertMaterial.prototype.clone = function () {

	var material = new THREE.MeshLambertMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.ambient.copy( this.ambient );
	material.emissive.copy( this.emissive );

	material.wrapAround = this.wrapAround;
	material.wrapRGB.copy( this.wrapRGB );

	material.map = this.map;

	material.lightMap = this.lightMap;

	material.specularMap = this.specularMap;

	material.envMap = this.envMap;
	material.combine = this.combine;
	material.reflectivity = this.reflectivity;
	material.refractionRatio = this.refractionRatio;

	material.fog = this.fog;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;
	material.wireframeLinecap = this.wireframeLinecap;
	material.wireframeLinejoin = this.wireframeLinejoin;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;
	material.morphTargets = this.morphTargets;
	material.morphNormals = this.morphNormals;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  ambient: <hex>,
 *  emissive: <hex>,
 *  specular: <hex>,
 *  shininess: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalScale: <Vector2>,
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *	fog: <bool>
 * }
 */

THREE.MeshPhongMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff ); // diffuse
	this.ambient = new THREE.Color( 0xffffff );
	this.emissive = new THREE.Color( 0x000000 );
	this.specular = new THREE.Color( 0x111111 );
	this.shininess = 30;

	this.metal = false;
	this.perPixel = false;

	this.wrapAround = false;
	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );

	this.map = null;

	this.lightMap = null;

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalScale = new THREE.Vector2( 1, 1 );

	this.specularMap = null;

	this.envMap = null;
	this.combine = THREE.MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.fog = true;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.vertexColors = THREE.NoColors;

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

};

THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshPhongMaterial.prototype.clone = function () {

	var material = new THREE.MeshPhongMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.ambient.copy( this.ambient );
	material.emissive.copy( this.emissive );
	material.specular.copy( this.specular );
	material.shininess = this.shininess;

	material.metal = this.metal;
	material.perPixel = this.perPixel;

	material.wrapAround = this.wrapAround;
	material.wrapRGB.copy( this.wrapRGB );

	material.map = this.map;

	material.lightMap = this.lightMap;

	material.bumpMap = this.bumpMap;
	material.bumpScale = this.bumpScale;

	material.normalMap = this.normalMap;
	material.normalScale.copy( this.normalScale );

	material.specularMap = this.specularMap;

	material.envMap = this.envMap;
	material.combine = this.combine;
	material.reflectivity = this.reflectivity;
	material.refractionRatio = this.refractionRatio;

	material.fog = this.fog;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;
	material.wireframeLinecap = this.wireframeLinecap;
	material.wireframeLinejoin = this.wireframeLinejoin;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;
	material.morphTargets = this.morphTargets;
	material.morphNormals = this.morphNormals;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  opacity: <float>,
 
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * } 
 */

THREE.MeshDepthMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.setValues( parameters );

};

THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshDepthMaterial.prototype.clone = function () {

	var material = new THREE.LineBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  opacity: <float>,
 
 *  shading: THREE.FlatShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

THREE.MeshNormalMaterial = function ( parameters ) {

	THREE.Material.call( this, parameters );

	this.shading = THREE.FlatShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.setValues( parameters );

};

THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshNormalMaterial.prototype.clone = function () {

	var material = new THREE.MeshNormalMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;

	return material;

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

THREE.MeshFaceMaterial = function () {};

THREE.MeshFaceMaterial.prototype.clone = function () {

	return new THREE.MeshFaceMaterial();

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  size: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *
 *  vertexColors: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.ParticleBasicMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );

	this.map = null;

	this.size = 1;
	this.sizeAttenuation = true;

	this.vertexColors = false;

	this.fog = true;

	this.setValues( parameters );

};

THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ParticleBasicMaterial.prototype.clone = function () {

	var material = new THREE.ParticleBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.map = this.map;

	material.size = this.size;
	material.sizeAttenuation = this.sizeAttenuation;

	material.vertexColors = this.vertexColors;

	material.fog = this.fog;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  color: <hex>,
 *  program: <function>,
 *  opacity: <float>,
 *  blending: THREE.NormalBlending
 * }
 */

THREE.ParticleCanvasMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );
	this.program = function ( context, color ) {};

	this.setValues( parameters );

};

THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ParticleCanvasMaterial.prototype.clone = function () {

	var material = new THREE.ParticleCanvasMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.program = this.program;

	return material;

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

THREE.ParticleDOMMaterial = function ( element ) {

	this.element = element;

};

THREE.ParticleDOMMaterial.prototype.clone = function(){

	return new THREE.ParticleDOMMaterial( this.element );

};
/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  fragmentShader: <string>,
 *  vertexShader: <string>,
 *
 *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
 *
 *  defines: { "label" : "value" },
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  lights: <bool>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *	fog: <bool>
 * }
 */

THREE.ShaderMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.fragmentShader = "void main() {}";
	this.vertexShader = "void main() {}";
	this.uniforms = {};
	this.defines = {};
	this.attributes = null;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.fog = false; // set to use scene fog

	this.lights = false; // set to use scene lights

	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream

	this.skinning = false; // set to use skinning attribute streams

	this.morphTargets = false; // set to use morph targets
	this.morphNormals = false; // set to use morph normals

	this.setValues( parameters );

};

THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ShaderMaterial.prototype.clone = function () {

	var material = new THREE.ShaderMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.fragmentShader = this.fragmentShader;
	material.vertexShader = this.vertexShader;
	material.uniforms = this.uniforms;
	material.attributes = this.attributes;
	material.defines = this.defines;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;

	material.fog = this.fog;

	material.lights = this.lights;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;

	material.morphTargets = this.morphTargets;
	material.morphNormals = this.morphNormals;

	return material;

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

THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

	THREE.TextureLibrary.push( this );

	this.id = THREE.TextureIdCount ++;

	this.image = image;

	this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();

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

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

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

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

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

	this.generateMipmaps = true;
	this.premultiplyAlpha = false;
	this.flipY = true;

	this.needsUpdate = false;
	this.onUpdate = null;

};

THREE.Texture.prototype = {

	constructor: THREE.Texture,

	clone: function () {

		var texture = new THREE.Texture();

		texture.image = this.image;

		texture.mapping = this.mapping;

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

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

		texture.anisotropy = this.anisotropy;

		texture.format = this.format;
		texture.type = this.type;

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

		texture.generateMipmaps = this.generateMipmaps;
		texture.premultiplyAlpha = this.premultiplyAlpha;
		texture.flipY = this.flipY;

		return texture;

	},

	deallocate: function () {

		var index = THREE.TextureLibrary.indexOf( this );
		if ( index !== -1 ) THREE.TextureLibrary.splice( index, 1 );

	}

};

THREE.TextureIdCount = 0;
THREE.TextureLibrary = [];
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {

	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );

	this.image = { width: width, height: height };
	this.mipmaps = mipmaps;

};

THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.CompressedTexture.prototype.clone = function () {

	var texture = new THREE.CompressedTexture();

	texture.image = this.image;
	texture.mipmaps = this.mipmaps;

	texture.format = this.format;
	texture.type = this.type;

	texture.mapping = this.mapping;

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

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

	texture.anisotropy = this.anisotropy;

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

	return texture;

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

THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) {

	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type );

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

};

THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.DataTexture.prototype.clone = function () {

	var clonedTexture = new THREE.DataTexture( this.image.data,  this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter );

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

	return clonedTexture;

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

THREE.Particle = function ( material ) {

	THREE.Object3D.call( this );

	this.material = material;

};

THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );

THREE.Particle.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Particle( this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

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

THREE.ParticleSystem = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );

	this.sortParticles = false;

	if ( this.geometry ) {

		// calc bound radius

		if( this.geometry.boundingSphere === null ) {

			this.geometry.computeBoundingSphere();

		}

		this.boundRadius = geometry.boundingSphere.radius;

	}

	this.frustumCulled = false;

};

THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );

THREE.ParticleSystem.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
	object.sortParticles = this.sortParticles;

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

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

THREE.Line = function ( geometry, material, type ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
	this.type = ( type !== undefined ) ? type : THREE.LineStrip;

	if ( this.geometry ) {

		if ( ! this.geometry.boundingSphere ) {

			this.geometry.computeBoundingSphere();

		}

	}

};

THREE.LineStrip = 0;
THREE.LinePieces = 1;

THREE.Line.prototype = Object.create( THREE.Object3D.prototype );

THREE.Line.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 */

THREE.Mesh = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );

	if ( this.geometry ) {

		// calc bound radius

		if ( this.geometry.boundingSphere === null ) {

			this.geometry.computeBoundingSphere();

		}

		this.boundRadius = geometry.boundingSphere.radius;


		// setup morph targets

		if ( this.geometry.morphTargets.length ) {

			this.morphTargetBase = -1;
			this.morphTargetForcedOrder = [];
			this.morphTargetInfluences = [];
			this.morphTargetDictionary = {};

			for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {

				this.morphTargetInfluences.push( 0 );
				this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;

			}

		}

	}

}

THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );

THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {

	if ( this.morphTargetDictionary[ name ] !== undefined ) {

		return this.morphTargetDictionary[ name ];

	}

	console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );

	return 0;

};

THREE.Mesh.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Bone = function( belongsToSkin ) {

	THREE.Object3D.call( this );

	this.skin = belongsToSkin;
	this.skinMatrix = new THREE.Matrix4();

};

THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );

THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {

	// update local

	if ( this.matrixAutoUpdate ) {

		forceUpdate |= this.updateMatrix();

	}

	// update skin matrix

	if ( forceUpdate || this.matrixWorldNeedsUpdate ) {

		if( parentSkinMatrix ) {

			this.skinMatrix.multiply( parentSkinMatrix, this.matrix );

		} else {

			this.skinMatrix.copy( this.matrix );

		}

		this.matrixWorldNeedsUpdate = false;
		forceUpdate = true;

	}

	// update children

	var child, i, l = this.children.length;

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

		this.children[ i ].update( this.skinMatrix, forceUpdate );

	}

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {

	THREE.Mesh.call( this, geometry, material );

	//

	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;

	// init bones

	this.identityMatrix = new THREE.Matrix4();

	this.bones = [];
	this.boneMatrices = [];

	var b, bone, gbone, p, q, s;

	if ( this.geometry.bones !== undefined ) {

		for ( b = 0; b < this.geometry.bones.length; b ++ ) {

			gbone = this.geometry.bones[ b ];

			p = gbone.pos;
			q = gbone.rotq;
			s = gbone.scl;

			bone = this.addBone();

			bone.name = gbone.name;
			bone.position.set( p[0], p[1], p[2] );
			bone.quaternion.set( q[0], q[1], q[2], q[3] );
			bone.useQuaternion = true;

			if ( s !== undefined ) {

				bone.scale.set( s[0], s[1], s[2] );

			} else {

				bone.scale.set( 1, 1, 1 );

			}

		}

		for ( b = 0; b < this.bones.length; b ++ ) {

			gbone = this.geometry.bones[ b ];
			bone = this.bones[ b ];

			if ( gbone.parent === -1 ) {

				this.add( bone );

			} else {

				this.bones[ gbone.parent ].add( bone );

			}

		}

		//

		var nBones = this.bones.length;

		if ( this.useVertexTexture ) {

			// layout (1 matrix = 4 pixels)
			//	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
			//  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
			//  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
			//  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)

			var size;

			if ( nBones > 256 )
				size = 64;
			else if ( nBones > 64 )
				size = 32;
			else if ( nBones > 16 )
				size = 16;
			else
				size = 8;

			this.boneTextureWidth = size;
			this.boneTextureHeight = size;

			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
			this.boneTexture.minFilter = THREE.NearestFilter;
			this.boneTexture.magFilter = THREE.NearestFilter;
			this.boneTexture.generateMipmaps = false;
			this.boneTexture.flipY = false;

		} else {

			this.boneMatrices = new Float32Array( 16 * nBones );

		}

		this.pose();

	}

};

THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.SkinnedMesh.prototype.addBone = function( bone ) {

	if ( bone === undefined ) {

		bone = new THREE.Bone( this );

	}

	this.bones.push( bone );

	return bone;

};

THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {

	this.matrixAutoUpdate && this.updateMatrix();

	// update matrixWorld

	if ( this.matrixWorldNeedsUpdate || force ) {

		if ( this.parent ) {

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

		} else {

			this.matrixWorld.copy( this.matrix );

		}

		this.matrixWorldNeedsUpdate = false;

		force = true;

	}

	// update children

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

		var child = this.children[ i ];

		if ( child instanceof THREE.Bone ) {

			child.update( this.identityMatrix, false );

		} else {

			child.updateMatrixWorld( true );

		}

	}

	// make a snapshot of the bones' rest position

	if ( this.boneInverses == undefined ) {

		this.boneInverses = [];

		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

			var inverse = new THREE.Matrix4();

			inverse.getInverse( this.bones[ b ].skinMatrix );

			this.boneInverses.push( inverse );

		}

	}

	// flatten bone matrices to array

	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

		// compute the offset between the current and the original transform;

		//TODO: we could get rid of this multiplication step if the skinMatrix
		// was already representing the offset; however, this requires some
		// major changes to the animation system

		THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );

		THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );

	}

	if ( this.useVertexTexture ) {

		this.boneTexture.needsUpdate = true;

	}

};

THREE.SkinnedMesh.prototype.pose = function() {

	this.updateMatrixWorld( true );

	for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {

		// normalize weights

		var sw = this.geometry.skinWeights[ i ];

		var scale = 1.0 / sw.lengthManhattan();

		if ( scale !== Infinity ) {

			sw.multiplyScalar( scale );

		} else {

			sw.set( 1 ); // this will be normalized by the shader anyway

		}

	}

};

THREE.SkinnedMesh.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );

	THREE.Mesh.prototype.clone.call( this, object );

	return object;

};

THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.MorphAnimMesh = function ( geometry, material ) {

	THREE.Mesh.call( this, geometry, material );

	// API

	this.duration = 1000; // milliseconds
	this.mirroredLoop = false;
	this.time = 0;

	// internals

	this.lastKeyframe = 0;
	this.currentKeyframe = 0;

	this.direction = 1;
	this.directionBackwards = false;

	this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );

};

THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {

	this.startKeyframe = start;
	this.endKeyframe = end;

	this.length = this.endKeyframe - this.startKeyframe + 1;

};

THREE.MorphAnimMesh.prototype.setDirectionForward = function () {

	this.direction = 1;
	this.directionBackwards = false;

};

THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {

	this.direction = -1;
	this.directionBackwards = true;

};

THREE.MorphAnimMesh.prototype.parseAnimations = function () {

	var geometry = this.geometry;

	if ( ! geometry.animations ) geometry.animations = {};

	var firstAnimation, animations = geometry.animations;

	var pattern = /([a-z]+)(\d+)/;

	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {

		var morph = geometry.morphTargets[ i ];
		var parts = morph.name.match( pattern );

		if ( parts && parts.length > 1 ) {

			var label = parts[ 1 ];
			var num = parts[ 2 ];

			if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };

			var animation = animations[ label ];

			if ( i < animation.start ) animation.start = i;
			if ( i > animation.end ) animation.end = i;

			if ( ! firstAnimation ) firstAnimation = label;

		}

	}

	geometry.firstAnimation = firstAnimation;

};

THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {

	if ( ! this.geometry.animations ) this.geometry.animations = {};

	this.geometry.animations[ label ] = { start: start, end: end };

};

THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {

	var animation = this.geometry.animations[ label ];

	if ( animation ) {

		this.setFrameRange( animation.start, animation.end );
		this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
		this.time = 0;

	} else {

		console.warn( "animation[" + label + "] undefined" );

	}

};

THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {

	var frameTime = this.duration / this.length;

	this.time += this.direction * delta;

	if ( this.mirroredLoop ) {

		if ( this.time > this.duration || this.time < 0 ) {

			this.direction *= -1;

			if ( this.time > this.duration ) {

				this.time = this.duration;
				this.directionBackwards = true;

			}

			if ( this.time < 0 ) {

				this.time = 0;
				this.directionBackwards = false;

			}

		}

	} else {

		this.time = this.time % this.duration;

		if ( this.time < 0 ) this.time += this.duration;

	}

	var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );

	if ( keyframe !== this.currentKeyframe ) {

		this.morphTargetInfluences[ this.lastKeyframe ] = 0;
		this.morphTargetInfluences[ this.currentKeyframe ] = 1;

		this.morphTargetInfluences[ keyframe ] = 0;

		this.lastKeyframe = this.currentKeyframe;
		this.currentKeyframe = keyframe;

	}

	var mix = ( this.time % frameTime ) / frameTime;

	if ( this.directionBackwards ) {

		mix = 1 - mix;

	}

	this.morphTargetInfluences[ this.currentKeyframe ] = mix;
	this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;

};

THREE.MorphAnimMesh.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );

	object.duration = this.duration;
	object.mirroredLoop = this.mirroredLoop;
	object.time = this.time;

	object.lastKeyframe = this.lastKeyframe;
	object.currentKeyframe = this.currentKeyframe;

	object.direction = this.direction;
	object.directionBackwards = this.directionBackwards;

	THREE.Mesh.prototype.clone.call( this, object );

	return object;

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

THREE.Ribbon = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = material;

};

THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );

THREE.Ribbon.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.LOD = function () {

	THREE.Object3D.call( this );

	this.LODs = [];

};


THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );

THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {

	if ( visibleAtDistance === undefined ) {

		visibleAtDistance = 0;

	}

	visibleAtDistance = Math.abs( visibleAtDistance );

	for ( var l = 0; l < this.LODs.length; l ++ ) {

		if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {

			break;

		}

	}

	this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
	this.add( object3D );

};

THREE.LOD.prototype.update = function ( camera ) {

	if ( this.LODs.length > 1 ) {

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		var inverse  = camera.matrixWorldInverse;
		var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );

		this.LODs[ 0 ].object3D.visible = true;

		for ( var l = 1; l < this.LODs.length; l ++ ) {

			if( distance >= this.LODs[ l ].visibleAtDistance ) {

				this.LODs[ l - 1 ].object3D.visible = false;
				this.LODs[ l     ].object3D.visible = true;

			} else {

				break;

			}

		}

		for( ; l < this.LODs.length; l ++ ) {

			this.LODs[ l ].object3D.visible = false;

		}

	}

};

THREE.LOD.prototype.clone = function () {

	// TODO

};
/**
 * @author mikael emtinger / http://gomo.se/
 */

THREE.Sprite = function ( parameters ) {

	THREE.Object3D.call( this );

	this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff );
	this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture();

	this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending;

	this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor;
	this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor;
	this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation;

	this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true;
	this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates;
	this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates;
	this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance;
	this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center;

	this.rotation3d = this.rotation;
	this.rotation = 0;
	this.opacity = 1;

	this.uvOffset = new THREE.Vector2( 0, 0 );
	this.uvScale  = new THREE.Vector2( 1, 1 );

};

THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );

/*
 * Custom update matrix
 */

THREE.Sprite.prototype.updateMatrix = function () {

	this.matrix.setPosition( this.position );

	this.rotation3d.set( 0, 0, this.rotation );
	this.matrix.setRotationFromEuler( this.rotation3d );

	if ( this.scale.x !== 1 || this.scale.y !== 1 ) {

		this.matrix.scale( this.scale );
		this.boundRadiusScale = Math.max( this.scale.x, this.scale.y );

	}

	this.matrixWorldNeedsUpdate = true;

};

THREE.Sprite.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Sprite( {} );

	object.color.copy( this.color );
	object.map = this.map;
	object.blending = this.blending;

	object.useScreenCoordinates = this.useScreenCoordinates;
	object.mergeWith3D = this.mergeWith3D;
	object.affectedByDistance = this.affectedByDistance;
	object.scaleByViewport = this.scaleByViewport;
	object.alignment = this.alignment;

	object.rotation3d.copy( this.rotation3d );
	object.rotation = this.rotation;
	object.opacity = this.opacity;

	object.uvOffset.copy( this.uvOffset );
	object.uvScale.copy( this.uvScale);

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};

/*
 * Alignment
 */

THREE.SpriteAlignment = {};
THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Scene = function () {

	THREE.Object3D.call( this );

	this.fog = null;
	this.overrideMaterial = null;

	this.matrixAutoUpdate = false;

	this.__objects = [];
	this.__lights = [];

	this.__objectsAdded = [];
	this.__objectsRemoved = [];

};

THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );

THREE.Scene.prototype.__addObject = function ( object ) {

	if ( object instanceof THREE.Light ) {

		if ( this.__lights.indexOf( object ) === - 1 ) {

			this.__lights.push( object );

		}

		if ( object.target && object.target.parent === undefined ) {

			this.add( object.target );

		}

	} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {

		if ( this.__objects.indexOf( object ) === - 1 ) {

			this.__objects.push( object );
			this.__objectsAdded.push( object );

			// check if previously removed

			var i = this.__objectsRemoved.indexOf( object );

			if ( i !== -1 ) {

				this.__objectsRemoved.splice( i, 1 );

			}

		}

	}

	for ( var c = 0; c < object.children.length; c ++ ) {

		this.__addObject( object.children[ c ] );

	}

};

THREE.Scene.prototype.__removeObject = function ( object ) {

	if ( object instanceof THREE.Light ) {

		var i = this.__lights.indexOf( object );

		if ( i !== -1 ) {

			this.__lights.splice( i, 1 );

		}

	} else if ( !( object instanceof THREE.Camera ) ) {

		var i = this.__objects.indexOf( object );

		if( i !== -1 ) {

			this.__objects.splice( i, 1 );
			this.__objectsRemoved.push( object );

			// check if previously added

			var ai = this.__objectsAdded.indexOf( object );

			if ( ai !== -1 ) {

				this.__objectsAdded.splice( ai, 1 );

			}

		}

	}

	for ( var c = 0; c < object.children.length; c ++ ) {

		this.__removeObject( object.children[ c ] );

	}

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

THREE.Fog = function ( hex, near, far ) {

	this.color = new THREE.Color( hex );

	this.near = ( near !== undefined ) ? near : 1;
	this.far = ( far !== undefined ) ? far : 1000;

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

THREE.FogExp2 = function ( hex, density ) {

	this.color = new THREE.Color( hex );
	this.density = ( density !== undefined ) ? density : 0.00025;

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

THREE.CanvasRenderer = function ( parameters ) {

	console.log( 'THREE.CanvasRenderer', THREE.REVISION );

	parameters = parameters || {};

	var _this = this,
	_renderData, _elements, _lights,
	_projector = new THREE.Projector(),

	_canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),

	_canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
	_context = _canvas.getContext( '2d' ),

	_clearColor = new THREE.Color( 0x000000 ),
	_clearOpacity = 0,

	_contextGlobalAlpha = 1,
	_contextGlobalCompositeOperation = 0,
	_contextStrokeStyle = null,
	_contextFillStyle = null,
	_contextLineWidth = null,
	_contextLineCap = null,
	_contextLineJoin = null,

	_v1, _v2, _v3, _v4,
	_v5 = new THREE.RenderableVertex(),
	_v6 = new THREE.RenderableVertex(),

	_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
	_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,

	_color = new THREE.Color(),
	_color1 = new THREE.Color(),
	_color2 = new THREE.Color(),
	_color3 = new THREE.Color(),
	_color4 = new THREE.Color(),

	_diffuseColor = new THREE.Color(),
	_emissiveColor = new THREE.Color(),

	_patterns = {}, _imagedatas = {},

	_near, _far,

	_image, _uvs,
	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,

	_clipRect = new THREE.Rectangle(),
	_clearRect = new THREE.Rectangle(),
	_bboxRect = new THREE.Rectangle(),

	_enableLighting = false,
	_ambientLight = new THREE.Color(),
	_directionalLights = new THREE.Color(),
	_pointLights = new THREE.Color(),

	_pi2 = Math.PI * 2,
	_vector3 = new THREE.Vector3(), // Needed for PointLight

	_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
	_gradientMap, _gradientMapContext, _gradientMapQuality = 16;

	_pixelMap = document.createElement( 'canvas' );
	_pixelMap.width = _pixelMap.height = 2;

	_pixelMapContext = _pixelMap.getContext( '2d' );
	_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
	_pixelMapContext.fillRect( 0, 0, 2, 2 );

	_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
	_pixelMapData = _pixelMapImage.data;

	_gradientMap = document.createElement( 'canvas' );
	_gradientMap.width = _gradientMap.height = _gradientMapQuality;

	_gradientMapContext = _gradientMap.getContext( '2d' );
	_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
	_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );

	_gradientMapQuality --; // Fix UVs

	this.domElement = _canvas;

	this.autoClear = true;
	this.sortObjects = true;
	this.sortElements = true;

	this.info = {

		render: {

			vertices: 0,
			faces: 0

		}

	}

	this.setSize = function ( width, height ) {

		_canvasWidth = width;
		_canvasHeight = height;
		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );

		_canvas.width = _canvasWidth;
		_canvas.height = _canvasHeight;

		_clipRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );
		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );

		_contextGlobalAlpha = 1;
		_contextGlobalCompositeOperation = 0;
		_contextStrokeStyle = null;
		_contextFillStyle = null;
		_contextLineWidth = null;
		_contextLineCap = null;
		_contextLineJoin = null;

	};

	this.setClearColor = function ( color, opacity ) {

		_clearColor.copy( color );
		_clearOpacity = opacity !== undefined ? opacity : 1;

		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );

	};

	this.setClearColorHex = function ( hex, opacity ) {

		_clearColor.setHex( hex );
		_clearOpacity = opacity !== undefined ? opacity : 1;

		_clearRect.set( - _canvasWidthHalf, - _canvasHeightHalf, _canvasWidthHalf, _canvasHeightHalf );

	};

	this.getMaxAnisotropy  = function () {

		return 0;

	};

	this.clear = function () {

		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );

		if ( _clearRect.isEmpty() === false ) {

			_clearRect.minSelf( _clipRect );
			_clearRect.inflate( 2 );

			if ( _clearOpacity < 1 ) {

				_context.clearRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );

			}

			if ( _clearOpacity > 0 ) {

				setBlending( THREE.NormalBlending );
				setOpacity( 1 );

				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );

				_context.fillRect( Math.floor( _clearRect.getX() ), Math.floor( _clearRect.getY() ), Math.floor( _clearRect.getWidth() ), Math.floor( _clearRect.getHeight() ) );

			}

			_clearRect.empty();

		}


	};

	this.render = function ( scene, camera ) {

		if ( camera instanceof THREE.Camera === false ) {

			console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		var e, el, element, material;

		this.autoClear === true
			? this.clear()
			: _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );

		_this.info.render.vertices = 0;
		_this.info.render.faces = 0;

		_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
		_elements = _renderData.elements;
		_lights = _renderData.lights;

		/* DEBUG
		_context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
		_context.fillRect( _clipRect.getX(), _clipRect.getY(), _clipRect.getWidth(), _clipRect.getHeight() );
		*/

		_enableLighting = _lights.length > 0;

		if ( _enableLighting === true ) {

			 calculateLights();

		}

		for ( e = 0, el = _elements.length; e < el; e++ ) {

			element = _elements[ e ];

			material = element.material;

			if ( material === undefined || material.visible === false ) continue;

			_bboxRect.empty();

			if ( element instanceof THREE.RenderableParticle ) {

				_v1 = element;
				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;

				renderParticle( _v1, element, material, scene );

			} else if ( element instanceof THREE.RenderableLine ) {

				_v1 = element.v1; _v2 = element.v2;

				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;

				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );

				if ( _clipRect.intersects( _bboxRect ) === true ) {

					renderLine( _v1, _v2, element, material, scene );

				}


			} else if ( element instanceof THREE.RenderableFace3 ) {

				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;

				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;

				if ( material.overdraw === true ) {

					expand( _v1.positionScreen, _v2.positionScreen );
					expand( _v2.positionScreen, _v3.positionScreen );
					expand( _v3.positionScreen, _v1.positionScreen );

				}

				_bboxRect.add3Points( _v1.positionScreen.x, _v1.positionScreen.y,
						      _v2.positionScreen.x, _v2.positionScreen.y,
						      _v3.positionScreen.x, _v3.positionScreen.y );

				if ( _clipRect.intersects( _bboxRect ) === true ) {

					renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );

				}

			} else if ( element instanceof THREE.RenderableFace4 ) {

				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;

				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
				_v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;

				_v5.positionScreen.copy( _v2.positionScreen );
				_v6.positionScreen.copy( _v4.positionScreen );

				if ( material.overdraw === true ) {

					expand( _v1.positionScreen, _v2.positionScreen );
					expand( _v2.positionScreen, _v4.positionScreen );
					expand( _v4.positionScreen, _v1.positionScreen );

					expand( _v3.positionScreen, _v5.positionScreen );
					expand( _v3.positionScreen, _v6.positionScreen );

				}

				_bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y );
				_bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y );
				_bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y );
				_bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y );

				if ( _clipRect.intersects( _bboxRect ) === true ) {

					renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );

				}

			}

			/* DEBUG
			_context.lineWidth = 1;
			_context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )';
			_context.strokeRect( _bboxRect.getX(), _bboxRect.getY(), _bboxRect.getWidth(), _bboxRect.getHeight() );
			*/

			_clearRect.addRectangle( _bboxRect );


		}

		/* DEBUG
		_context.lineWidth = 1;
		_context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )';
		_context.strokeRect( _clearRect.getX(), _clearRect.getY(), _clearRect.getWidth(), _clearRect.getHeight() );
		*/

		_context.setTransform( 1, 0, 0, 1, 0, 0 );

		//

		function calculateLights() {

			_ambientLight.setRGB( 0, 0, 0 );
			_directionalLights.setRGB( 0, 0, 0 );
			_pointLights.setRGB( 0, 0, 0 );

			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {

				var light = _lights[ l ];
				var lightColor = light.color;

				if ( light instanceof THREE.AmbientLight ) {

					_ambientLight.r += lightColor.r;
					_ambientLight.g += lightColor.g;
					_ambientLight.b += lightColor.b;

				} else if ( light instanceof THREE.DirectionalLight ) {

					// for particles

					_directionalLights.r += lightColor.r;
					_directionalLights.g += lightColor.g;
					_directionalLights.b += lightColor.b;

				} else if ( light instanceof THREE.PointLight ) {

					// for particles

					_pointLights.r += lightColor.r;
					_pointLights.g += lightColor.g;
					_pointLights.b += lightColor.b;

				}

			}

		}

		function calculateLight( position, normal, color ) {

			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {

				var light = _lights[ l ];
				var lightColor = light.color;

				if ( light instanceof THREE.DirectionalLight ) {

					var lightPosition = light.matrixWorld.getPosition().normalize();

					var amount = normal.dot( lightPosition );

					if ( amount <= 0 ) continue;

					amount *= light.intensity;

					color.r += lightColor.r * amount;
					color.g += lightColor.g * amount;
					color.b += lightColor.b * amount;

				} else if ( light instanceof THREE.PointLight ) {

					var lightPosition = light.matrixWorld.getPosition();

					var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );

					if ( amount <= 0 ) continue;

					amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );

					if ( amount == 0 ) continue;

					amount *= light.intensity;

					color.r += lightColor.r * amount;
					color.g += lightColor.g * amount;
					color.b += lightColor.b * amount;

				}

			}

		}

		function renderParticle( v1, element, material, scene ) {

			setOpacity( material.opacity );
			setBlending( material.blending );

			var width, height, scaleX, scaleY,
			bitmap, bitmapWidth, bitmapHeight;

			if ( material instanceof THREE.ParticleBasicMaterial ) {

				if ( material.map === null ) {

					scaleX = element.object.scale.x;
					scaleY = element.object.scale.y;

					// TODO: Be able to disable this

					scaleX *= element.scale.x * _canvasWidthHalf;
					scaleY *= element.scale.y * _canvasHeightHalf;

					_bboxRect.set( v1.x - scaleX, v1.y - scaleY, v1.x  + scaleX, v1.y + scaleY );

					if ( _clipRect.intersects( _bboxRect ) === false ) {

						return;

					}

					setFillStyle( material.color.getContextStyle() );

					_context.save();
					_context.translate( v1.x, v1.y );
					_context.rotate( - element.rotation );
					_context.scale( scaleX, scaleY );
					_context.fillRect( -1, -1, 2, 2 );
					_context.restore();

				} else {

					bitmap = material.map.image;
					bitmapWidth = bitmap.width >> 1;
					bitmapHeight = bitmap.height >> 1;

					scaleX = element.scale.x * _canvasWidthHalf;
					scaleY = element.scale.y * _canvasHeightHalf;

					width = scaleX * bitmapWidth;
					height = scaleY * bitmapHeight;

					// TODO: Rotations break this...

					_bboxRect.set( v1.x - width, v1.y - height, v1.x  + width, v1.y + height );

					if ( _clipRect.intersects( _bboxRect ) === false ) {

						return;

					}

					_context.save();
					_context.translate( v1.x, v1.y );
					_context.rotate( - element.rotation );
					_context.scale( scaleX, - scaleY );

					_context.translate( - bitmapWidth, - bitmapHeight );
					_context.drawImage( bitmap, 0, 0 );
					_context.restore();

				}

				/* DEBUG
				setStrokeStyle( 'rgb(255,255,0)' );
				_context.beginPath();
				_context.moveTo( v1.x - 10, v1.y );
				_context.lineTo( v1.x + 10, v1.y );
				_context.moveTo( v1.x, v1.y - 10 );
				_context.lineTo( v1.x, v1.y + 10 );
				_context.stroke();
				*/

			} else if ( material instanceof THREE.ParticleCanvasMaterial ) {

				width = element.scale.x * _canvasWidthHalf;
				height = element.scale.y * _canvasHeightHalf;

				_bboxRect.set( v1.x - width, v1.y - height, v1.x + width, v1.y + height );

				if ( _clipRect.intersects( _bboxRect ) === false ) {

					return;

				}

				setStrokeStyle( material.color.getContextStyle() );
				setFillStyle( material.color.getContextStyle() );

				_context.save();
				_context.translate( v1.x, v1.y );
				_context.rotate( - element.rotation );
				_context.scale( width, height );

				material.program( _context );

				_context.restore();

			}

		}

		function renderLine( v1, v2, element, material, scene ) {

			setOpacity( material.opacity );
			setBlending( material.blending );

			_context.beginPath();
			_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
			_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );

			if ( material instanceof THREE.LineBasicMaterial ) {

				setLineWidth( material.linewidth );
				setLineCap( material.linecap );
				setLineJoin( material.linejoin );
				setStrokeStyle( material.color.getContextStyle() );

				_context.stroke();
				_bboxRect.inflate( material.linewidth * 2 );

			}

		}

		function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {

			_this.info.render.vertices += 3;
			_this.info.render.faces ++;

			setOpacity( material.opacity );
			setBlending( material.blending );

			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;

			drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );

			if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) {

				_diffuseColor.copy( material.color );
				_emissiveColor.copy( material.emissive );

				if ( material.vertexColors === THREE.FaceColors ) {

					_diffuseColor.r *= element.color.r;
					_diffuseColor.g *= element.color.g;
					_diffuseColor.b *= element.color.b;

				}

				if ( _enableLighting === true ) {

					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {

						_color1.r = _color2.r = _color3.r = _ambientLight.r;
						_color1.g = _color2.g = _color3.g = _ambientLight.g;
						_color1.b = _color2.b = _color3.b = _ambientLight.b;

						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );

						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;

						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;

						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;

						_color4.r = ( _color2.r + _color3.r ) * 0.5;
						_color4.g = ( _color2.g + _color3.g ) * 0.5;
						_color4.b = ( _color2.b + _color3.b ) * 0.5;

						_image = getGradientTexture( _color1, _color2, _color3, _color4 );

						clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

					} else {

						_color.r = _ambientLight.r;
						_color.g = _ambientLight.g;
						_color.b = _ambientLight.b;

						calculateLight( element.centroidWorld, element.normalWorld, _color );

						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;

						material.wireframe === true
							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
							: fillPath( _color );

					}

				} else {

					material.wireframe === true
						? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( material.color );

				}

			} else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {

				if ( material.map !== null ) {

					if ( material.map.mapping instanceof THREE.UVMapping ) {

						_uvs = element.uvs[ 0 ];
						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].u, _uvs[ uv1 ].v, _uvs[ uv2 ].u, _uvs[ uv2 ].v, _uvs[ uv3 ].u, _uvs[ uv3 ].v, material.map );

					}


				} else if ( material.envMap !== null ) {

					if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {

						var cameraMatrix = camera.matrixWorldInverse;

						_vector3.copy( element.vertexNormalsWorld[ uv1 ] );
						_uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
						_uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;

						_vector3.copy( element.vertexNormalsWorld[ uv2 ] );
						_uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
						_uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;

						_vector3.copy( element.vertexNormalsWorld[ uv3 ] );
						_uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
						_uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;

						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );

					}/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {



					}*/


				} else {

					_color.copy( material.color );

					if ( material.vertexColors === THREE.FaceColors ) {

						_color.r *= element.color.r;
						_color.g *= element.color.g;
						_color.b *= element.color.b;

					}

					material.wireframe === true
						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( _color );

				}

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				_near = camera.near;
				_far = camera.far;

				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );

				_color4.r = ( _color2.r + _color3.r ) * 0.5;
				_color4.g = ( _color2.g + _color3.g ) * 0.5;
				_color4.b = ( _color2.b + _color3.b ) * 0.5;

				_image = getGradientTexture( _color1, _color2, _color3, _color4 );

				clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				_color.r = normalToComponent( element.normalWorld.x );
				_color.g = normalToComponent( element.normalWorld.y );
				_color.b = normalToComponent( element.normalWorld.z );

				material.wireframe === true
					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
					: fillPath( _color );

			}

		}

		function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {

			_this.info.render.vertices += 4;
			_this.info.render.faces ++;

			setOpacity( material.opacity );
			setBlending( material.blending );

			if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {

				// Let renderFace3() handle this

				renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
				renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );

				return;

			}

			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
			_v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
			_v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
			_v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;

			if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {

				_diffuseColor.copy( material.color );
				_emissiveColor.copy( material.emissive );

				if ( material.vertexColors === THREE.FaceColors ) {

					_diffuseColor.r *= element.color.r;
					_diffuseColor.g *= element.color.g;
					_diffuseColor.b *= element.color.b;

				}

				if ( _enableLighting === true ) {

					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {

						_color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r;
						_color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
						_color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;

						calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
						calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
						calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
						calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );

						_color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
						_color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
						_color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;

						_color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
						_color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
						_color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;

						_color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
						_color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
						_color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;

						_color4.r = _color4.r * _diffuseColor.r + _emissiveColor.r;
						_color4.g = _color4.g * _diffuseColor.g + _emissiveColor.g;
						_color4.b = _color4.b * _diffuseColor.b + _emissiveColor.b;

						_image = getGradientTexture( _color1, _color2, _color3, _color4 );

						// TODO: UVs are incorrect, v4->v3?

						drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
						clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

						drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
						clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

					} else {

						_color.r = _ambientLight.r;
						_color.g = _ambientLight.g;
						_color.b = _ambientLight.b;

						calculateLight( element.centroidWorld, element.normalWorld, _color );

						_color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
						_color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
						_color.b = _color.b * _diffuseColor.b + _emissiveColor.b;

						drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

						material.wireframe === true
							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
							: fillPath( _color );

					}

				} else {

					_color.r = _diffuseColor.r + _emissiveColor.r;
					_color.g = _diffuseColor.g + _emissiveColor.g;
					_color.b = _diffuseColor.b + _emissiveColor.b;

					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

					material.wireframe === true
						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( _color );

				}

			} else if ( material instanceof THREE.MeshBasicMaterial ) {

				_color.copy( material.color );

				if ( material.vertexColors === THREE.FaceColors ) {

					_color.r *= element.color.r;
					_color.g *= element.color.g;
					_color.b *= element.color.b;

				}

				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

				material.wireframe === true
					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
					: fillPath( _color );

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				_color.r = normalToComponent( element.normalWorld.x );
				_color.g = normalToComponent( element.normalWorld.y );
				_color.b = normalToComponent( element.normalWorld.z );

				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

				material.wireframe === true
					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
					: fillPath( _color );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				_near = camera.near;
				_far = camera.far;

				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
				_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );

				_image = getGradientTexture( _color1, _color2, _color3, _color4 );

				// TODO: UVs are incorrect, v4->v3?

				drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
				clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

				drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
				clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

			}

		}

		//

		function drawTriangle( x0, y0, x1, y1, x2, y2 ) {

			_context.beginPath();
			_context.moveTo( x0, y0 );
			_context.lineTo( x1, y1 );
			_context.lineTo( x2, y2 );
			_context.closePath();

		}

		function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {

			_context.beginPath();
			_context.moveTo( x0, y0 );
			_context.lineTo( x1, y1 );
			_context.lineTo( x2, y2 );
			_context.lineTo( x3, y3 );
			_context.closePath();

		}

		function strokePath( color, linewidth, linecap, linejoin ) {

			setLineWidth( linewidth );
			setLineCap( linecap );
			setLineJoin( linejoin );
			setStrokeStyle( color.getContextStyle() );

			_context.stroke();

			_bboxRect.inflate( linewidth * 2 );

		}

		function fillPath( color ) {

			setFillStyle( color.getContextStyle() );
			_context.fill();

		}

		function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {

			if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;

			if ( texture.needsUpdate === true ) {

				var repeatX = texture.wrapS == THREE.RepeatWrapping;
				var repeatY = texture.wrapT == THREE.RepeatWrapping;

				_patterns[ texture.id ] = _context.createPattern(
					texture.image, repeatX === true && repeatY === true
						? 'repeat'
						: repeatX === true && repeatY === false
							? 'repeat-x'
							: repeatX === false && repeatY === true
								? 'repeat-y'
								: 'no-repeat'
				);

				texture.needsUpdate = false;

			}

			_patterns[ texture.id ] === undefined
				? setFillStyle( 'rgba(0,0,0,1)' )
				: setFillStyle( _patterns[ texture.id ] );

			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120

			var a, b, c, d, e, f, det, idet,
			offsetX = texture.offset.x / texture.repeat.x,
			offsetY = texture.offset.y / texture.repeat.y,
			width = texture.image.width * texture.repeat.x,
			height = texture.image.height * texture.repeat.y;

			u0 = ( u0 + offsetX ) * width;
			v0 = ( 1.0 - v0 + offsetY ) * height;

			u1 = ( u1 + offsetX ) * width;
			v1 = ( 1.0 - v1 + offsetY ) * height;

			u2 = ( u2 + offsetX ) * width;
			v2 = ( 1.0 - v2 + offsetY ) * height;

			x1 -= x0; y1 -= y0;
			x2 -= x0; y2 -= y0;

			u1 -= u0; v1 -= v0;
			u2 -= u0; v2 -= v0;

			det = u1 * v2 - u2 * v1;

			if ( det === 0 ) {

				if ( _imagedatas[ texture.id ] === undefined ) {

					var canvas = document.createElement( 'canvas' )
					canvas.width = texture.image.width;
					canvas.height = texture.image.height;

					var context = canvas.getContext( '2d' );
					context.drawImage( texture.image, 0, 0 );

					_imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;

				}

				var data = _imagedatas[ texture.id ];
				var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;

				_color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
				fillPath( _color );

				return;

			}

			idet = 1 / det;

			a = ( v2 * x1 - v1 * x2 ) * idet;
			b = ( v2 * y1 - v1 * y2 ) * idet;
			c = ( u1 * x2 - u2 * x1 ) * idet;
			d = ( u1 * y2 - u2 * y1 ) * idet;

			e = x0 - a * u0 - c * v0;
			f = y0 - b * u0 - d * v0;

			_context.save();
			_context.transform( a, b, c, d, e, f );
			_context.fill();
			_context.restore();

		}

		function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {

			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120

			var a, b, c, d, e, f, det, idet,
			width = image.width - 1,
			height = image.height - 1;

			u0 *= width; v0 *= height;
			u1 *= width; v1 *= height;
			u2 *= width; v2 *= height;

			x1 -= x0; y1 -= y0;
			x2 -= x0; y2 -= y0;

			u1 -= u0; v1 -= v0;
			u2 -= u0; v2 -= v0;

			det = u1 * v2 - u2 * v1;

			idet = 1 / det;

			a = ( v2 * x1 - v1 * x2 ) * idet;
			b = ( v2 * y1 - v1 * y2 ) * idet;
			c = ( u1 * x2 - u2 * x1 ) * idet;
			d = ( u1 * y2 - u2 * y1 ) * idet;

			e = x0 - a * u0 - c * v0;
			f = y0 - b * u0 - d * v0;

			_context.save();
			_context.transform( a, b, c, d, e, f );
			_context.clip();
			_context.drawImage( image, 0, 0 );
			_context.restore();

		}

		function getGradientTexture( color1, color2, color3, color4 ) {

			// http://mrdoob.com/blog/post/710

			_pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
			_pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
			_pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;

			_pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
			_pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
			_pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;

			_pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
			_pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
			_pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;

			_pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
			_pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
			_pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;

			_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
			_gradientMapContext.drawImage( _pixelMap, 0, 0 );

			return _gradientMap;

		}

		function smoothstep( value, min, max ) {

			var x = ( value - min ) / ( max - min );
			return x * x * ( 3 - 2 * x );

		}

		function normalToComponent( normal ) {

			var component = ( normal + 1 ) * 0.5;
			return component < 0 ? 0 : ( component > 1 ? 1 : component );

		}

		// Hide anti-alias gaps

		function expand( v1, v2 ) {

			var x = v2.x - v1.x, y =  v2.y - v1.y,
			det = x * x + y * y, idet;

			if ( det === 0 ) return;

			idet = 1 / Math.sqrt( det );

			x *= idet; y *= idet;

			v2.x += x; v2.y += y;
			v1.x -= x; v1.y -= y;

		}
	};

	// Context cached methods.

	function setOpacity( value ) {

		if ( _contextGlobalAlpha !== value ) {

			_context.globalAlpha = value;
			_contextGlobalAlpha = value;

		}

	}

	function setBlending( value ) {

		if ( _contextGlobalCompositeOperation !== value ) {

			if ( value === THREE.NormalBlending ) {

				_context.globalCompositeOperation = 'source-over';

			} else if ( value === THREE.AdditiveBlending ) {

				_context.globalCompositeOperation = 'lighter';

			} else if ( value === THREE.SubtractiveBlending ) {

				_context.globalCompositeOperation = 'darker';

			}

			_contextGlobalCompositeOperation = value;

		}

	}

	function setLineWidth( value ) {

		if ( _contextLineWidth !== value ) {

			_context.lineWidth = value;
			_contextLineWidth = value;

		}

	}

	function setLineCap( value ) {

		// "butt", "round", "square"

		if ( _contextLineCap !== value ) {

			_context.lineCap = value;
			_contextLineCap = value;

		}

	}

	function setLineJoin( value ) {

		// "round", "bevel", "miter"

		if ( _contextLineJoin !== value ) {

			_context.lineJoin = value;
			_contextLineJoin = value;

		}

	}

	function setStrokeStyle( value ) {

		if ( _contextStrokeStyle !== value ) {

			_context.strokeStyle = value;
			_contextStrokeStyle = value;

		}

	}

	function setFillStyle( value ) {

		if ( _contextFillStyle !== value ) {

			_context.fillStyle = value;
			_contextFillStyle = value;

		}

	}

};
/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */

THREE.ShaderChunk = {

	// FOG

	fog_pars_fragment: [

		"#ifdef USE_FOG",

			"uniform vec3 fogColor;",

			"#ifdef FOG_EXP2",

				"uniform float fogDensity;",

			"#else",

				"uniform float fogNear;",
				"uniform float fogFar;",

			"#endif",

		"#endif"

	].join("\n"),

	fog_fragment: [

		"#ifdef USE_FOG",

			"float depth = gl_FragCoord.z / gl_FragCoord.w;",

			"#ifdef FOG_EXP2",

				"const float LOG2 = 1.442695;",
				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",

			"#else",

				"float fogFactor = smoothstep( fogNear, fogFar, depth );",

			"#endif",

			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",

		"#endif"

	].join("\n"),

	// ENVIRONMENT MAP

	envmap_pars_fragment: [

		"#ifdef USE_ENVMAP",

			"uniform float reflectivity;",
			"uniform samplerCube envMap;",
			"uniform float flipEnvMap;",
			"uniform int combine;",

			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",

				"uniform bool useRefract;",
				"uniform float refractionRatio;",

			"#else",

				"varying vec3 vReflect;",

			"#endif",

		"#endif"

	].join("\n"),

	envmap_fragment: [

		"#ifdef USE_ENVMAP",

			"vec3 reflectVec;",

			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",

				"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

				"if ( useRefract ) {",

					"reflectVec = refract( cameraToVertex, normal, refractionRatio );",

				"} else { ",

					"reflectVec = reflect( cameraToVertex, normal );",

				"}",

			"#else",

				"reflectVec = vReflect;",

			"#endif",

			"#ifdef DOUBLE_SIDED",

				"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
				"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",

			"#else",

				"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",

			"#endif",

			"#ifdef GAMMA_INPUT",

				"cubeColor.xyz *= cubeColor.xyz;",

			"#endif",

			"if ( combine == 1 ) {",

				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",

			"} else {",

				"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",

			"}",

		"#endif"

	].join("\n"),

	envmap_pars_vertex: [

		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",

			"varying vec3 vReflect;",

			"uniform float refractionRatio;",
			"uniform bool useRefract;",

		"#endif"

	].join("\n"),

	worldpos_vertex : [

		"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",

			"#ifdef USE_SKINNING",

				"vec4 mPosition = modelMatrix * skinned;",

			"#endif",

			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

				"vec4 mPosition = modelMatrix * vec4( morphed, 1.0 );",

			"#endif",

			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

				"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",

			"#endif",

		"#endif"

	].join("\n"),

	envmap_vertex : [

		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",

			"vec3 nWorld = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",

			"if ( useRefract ) {",

				"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",

			"} else {",

				"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",

			"}",

		"#endif"

	].join("\n"),

	// COLOR MAP (particles)

	map_particle_pars_fragment: [

		"#ifdef USE_MAP",

			"uniform sampler2D map;",

		"#endif"

	].join("\n"),


	map_particle_fragment: [

		"#ifdef USE_MAP",

			"gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",

		"#endif"

	].join("\n"),

	// COLOR MAP (triangles)

	map_pars_vertex: [

		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

			"varying vec2 vUv;",
			"uniform vec4 offsetRepeat;",

		"#endif"

	].join("\n"),

	map_pars_fragment: [

		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

			"varying vec2 vUv;",

		"#endif",

		"#ifdef USE_MAP",

			"uniform sampler2D map;",

		"#endif",

	].join("\n"),

	map_vertex: [

		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",

		"#endif"

	].join("\n"),

	map_fragment: [

		"#ifdef USE_MAP",

			"#ifdef GAMMA_INPUT",

				"vec4 texelColor = texture2D( map, vUv );",
				"texelColor.xyz *= texelColor.xyz;",

				"gl_FragColor = gl_FragColor * texelColor;",

			"#else",

				"gl_FragColor = gl_FragColor * texture2D( map, vUv );",

			"#endif",

		"#endif"

	].join("\n"),

	// LIGHT MAP

	lightmap_pars_fragment: [

		"#ifdef USE_LIGHTMAP",

			"varying vec2 vUv2;",
			"uniform sampler2D lightMap;",

		"#endif"

	].join("\n"),

	lightmap_pars_vertex: [

		"#ifdef USE_LIGHTMAP",

			"varying vec2 vUv2;",

		"#endif"

	].join("\n"),

	lightmap_fragment: [

		"#ifdef USE_LIGHTMAP",

			"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",

		"#endif"

	].join("\n"),

	lightmap_vertex: [

		"#ifdef USE_LIGHTMAP",

			"vUv2 = uv2;",

		"#endif"

	].join("\n"),

	// BUMP MAP

	bumpmap_pars_fragment: [

		"#ifdef USE_BUMPMAP",

			"uniform sampler2D bumpMap;",
			"uniform float bumpScale;",

			// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
			//	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html

			// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)

			"vec2 dHdxy_fwd() {",

				"vec2 dSTdx = dFdx( vUv );",
				"vec2 dSTdy = dFdy( vUv );",

				"float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
				"float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
				"float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",

				"return vec2( dBx, dBy );",

			"}",

			"vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",

				"vec3 vSigmaX = dFdx( surf_pos );",
				"vec3 vSigmaY = dFdy( surf_pos );",
				"vec3 vN = surf_norm;",		// normalized

				"vec3 R1 = cross( vSigmaY, vN );",
				"vec3 R2 = cross( vN, vSigmaX );",

				"float fDet = dot( vSigmaX, R1 );",

				"vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
				"return normalize( abs( fDet ) * surf_norm - vGrad );",

			"}",

		"#endif"

	].join("\n"),

	// NORMAL MAP

	normalmap_pars_fragment: [

		"#ifdef USE_NORMALMAP",

			"uniform sampler2D normalMap;",
			"uniform vec2 normalScale;",

			// Per-Pixel Tangent Space Normal Mapping
			// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html

			"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",

				"vec3 q0 = dFdx( eye_pos.xyz );",
				"vec3 q1 = dFdy( eye_pos.xyz );",
				"vec2 st0 = dFdx( vUv.st );",
				"vec2 st1 = dFdy( vUv.st );",

				"vec3 S = normalize(  q0 * st1.t - q1 * st0.t );",
				"vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
				"vec3 N = normalize( surf_norm );",

				"vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
				"mapN.xy = normalScale * mapN.xy;",
				"mat3 tsn = mat3( S, T, N );",
				"return normalize( tsn * mapN );",

			"}",

		"#endif"

	].join("\n"),

	// SPECULAR MAP

	specularmap_pars_fragment: [

		"#ifdef USE_SPECULARMAP",

			"uniform sampler2D specularMap;",

		"#endif"

	].join("\n"),

	specularmap_fragment: [

		"float specularStrength;",

		"#ifdef USE_SPECULARMAP",

			"vec4 texelSpecular = texture2D( specularMap, vUv );",
			"specularStrength = texelSpecular.r;",

		"#else",

			"specularStrength = 1.0;",

		"#endif"

	].join("\n"),

	// LIGHTS LAMBERT

	lights_lambert_pars_vertex: [

		"uniform vec3 ambient;",
		"uniform vec3 diffuse;",
		"uniform vec3 emissive;",

		"uniform vec3 ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",

			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",

		"#endif",

		"#ifdef WRAP_AROUND",

			"uniform vec3 wrapRGB;",

		"#endif"

	].join("\n"),

	lights_lambert_vertex: [

		"vLightFront = vec3( 0.0 );",

		"#ifdef DOUBLE_SIDED",

			"vLightBack = vec3( 0.0 );",

		"#endif",

		"transformedNormal = normalize( transformedNormal );",

		"#if MAX_DIR_LIGHTS > 0",

		"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",

			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"vec3 dirVector = normalize( lDirection.xyz );",

			"float dotProduct = dot( transformedNormal, dirVector );",
			"vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",

			"#ifdef DOUBLE_SIDED",

				"vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

				"#ifdef WRAP_AROUND",

					"vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

				"#endif",

			"#endif",

			"#ifdef WRAP_AROUND",

				"vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
				"directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",

				"#ifdef DOUBLE_SIDED",

					"directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",

				"#endif",

			"#endif",

			"vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",

			"#ifdef DOUBLE_SIDED",

				"vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",

			"#endif",

		"}",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float lDistance = 1.0;",
				"if ( pointLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

				"lVector = normalize( lVector );",
				"float dotProduct = dot( transformedNormal, lVector );",

				"vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",

				"#ifdef DOUBLE_SIDED",

					"vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

					"#ifdef WRAP_AROUND",

						"vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

					"#endif",

				"#endif",

				"#ifdef WRAP_AROUND",

					"vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
					"pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",

					"#ifdef DOUBLE_SIDED",

						"pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",

					"#endif",

				"#endif",

				"vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",

				"#ifdef DOUBLE_SIDED",

					"vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",

				"#endif",

			"}",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"lVector = normalize( lVector );",

				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - mPosition.xyz ) );",

				"if ( spotEffect > spotLightAngle[ i ] ) {",

					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",

					"float lDistance = 1.0;",
					"if ( spotLightDistance[ i ] > 0.0 )",
						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

					"float dotProduct = dot( transformedNormal, lVector );",
					"vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",

					"#ifdef DOUBLE_SIDED",

						"vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

						"#ifdef WRAP_AROUND",

							"vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

						"#endif",

					"#endif",

					"#ifdef WRAP_AROUND",

						"vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
						"spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",

						"#ifdef DOUBLE_SIDED",

							"spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",

						"#endif",

					"#endif",

					"vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",

					"#ifdef DOUBLE_SIDED",

						"vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",

					"#endif",

				"}",

			"}",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"lVector = normalize( lVector );",

				"float dotProduct = dot( transformedNormal, lVector );",

				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
				"float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",

				"vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

				"#ifdef DOUBLE_SIDED",

					"vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",

				"#endif",

			"}",

		"#endif",

		"vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",

		"#ifdef DOUBLE_SIDED",

			"vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",

		"#endif"

	].join("\n"),

	// LIGHTS PHONG

	lights_phong_pars_vertex: [

		"#ifndef PHONG_PER_PIXEL",

		"#if MAX_POINT_LIGHTS > 0",

			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

			"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",

		"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

			"varying vec3 vWorldPosition;",

		"#endif"

	].join("\n"),


	lights_phong_vertex: [

		"#ifndef PHONG_PER_PIXEL",

		"#if MAX_POINT_LIGHTS > 0",

			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float lDistance = 1.0;",
				"if ( pointLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

				"vPointLight[ i ] = vec4( lVector, lDistance );",

			"}",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float lDistance = 1.0;",
				"if ( spotLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

				"vSpotLight[ i ] = vec4( lVector, lDistance );",

			"}",

		"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

			"vWorldPosition = mPosition.xyz;",

		"#endif"

	].join("\n"),

	lights_phong_pars_fragment: [

		"uniform vec3 ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",

			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",

			"#ifdef PHONG_PER_PIXEL",

				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"#else",

				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

			"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",

			"#ifdef PHONG_PER_PIXEL",

				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

			"#else",

				"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",

			"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

			"varying vec3 vWorldPosition;",

		"#endif",

		"#ifdef WRAP_AROUND",

			"uniform vec3 wrapRGB;",

		"#endif",

		"varying vec3 vViewPosition;",
		"varying vec3 vNormal;"

	].join("\n"),

	lights_phong_fragment: [

		"vec3 normal = normalize( vNormal );",
		"vec3 viewPosition = normalize( vViewPosition );",

		"#ifdef DOUBLE_SIDED",

			"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",

		"#endif",

		"#ifdef USE_NORMALMAP",

			"normal = perturbNormal2Arb( -viewPosition, normal );",

		"#elif defined( USE_BUMPMAP )",

			"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"vec3 pointDiffuse  = vec3( 0.0 );",
			"vec3 pointSpecular = vec3( 0.0 );",

			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

				"#ifdef PHONG_PER_PIXEL",

					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",

					"float lDistance = 1.0;",
					"if ( pointLightDistance[ i ] > 0.0 )",
						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

					"lVector = normalize( lVector );",

				"#else",

					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
					"float lDistance = vPointLight[ i ].w;",

				"#endif",

				// diffuse

				"float dotProduct = dot( normal, lVector );",

				"#ifdef WRAP_AROUND",

					"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
					"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

				"#else",

					"float pointDiffuseWeight = max( dotProduct, 0.0 );",

				"#endif",

				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",

				// specular

				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
				"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",

				"#ifdef PHYSICALLY_BASED_SHADING",

					// 2.0 => 2.0001 is hack to work around ANGLE bug

					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",

				"#else",

					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",

				"#endif",

			"}",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"vec3 spotDiffuse  = vec3( 0.0 );",
			"vec3 spotSpecular = vec3( 0.0 );",

			"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

				"#ifdef PHONG_PER_PIXEL",

					"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",

					"float lDistance = 1.0;",
					"if ( spotLightDistance[ i ] > 0.0 )",
						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

					"lVector = normalize( lVector );",

				"#else",

					"vec3 lVector = normalize( vSpotLight[ i ].xyz );",
					"float lDistance = vSpotLight[ i ].w;",

				"#endif",

				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

				"if ( spotEffect > spotLightAngle[ i ] ) {",

					"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",

					// diffuse

					"float dotProduct = dot( normal, lVector );",

					"#ifdef WRAP_AROUND",

						"float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
						"float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

						"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",

					"#else",

						"float spotDiffuseWeight = max( dotProduct, 0.0 );",

					"#endif",

					"spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",

					// specular

					"vec3 spotHalfVector = normalize( lVector + viewPosition );",
					"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
					"float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",

					"#ifdef PHYSICALLY_BASED_SHADING",

						// 2.0 => 2.0001 is hack to work around ANGLE bug

						"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

						"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
						"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",

					"#else",

						"spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",

					"#endif",

				"}",

			"}",

		"#endif",

		"#if MAX_DIR_LIGHTS > 0",

			"vec3 dirDiffuse  = vec3( 0.0 );",
			"vec3 dirSpecular = vec3( 0.0 );" ,

			"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",

				"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
				"vec3 dirVector = normalize( lDirection.xyz );",

				// diffuse

				"float dotProduct = dot( normal, dirVector );",

				"#ifdef WRAP_AROUND",

					"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
					"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",

				"#else",

					"float dirDiffuseWeight = max( dotProduct, 0.0 );",

				"#endif",

				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",

				// specular

				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
				"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",

				"#ifdef PHYSICALLY_BASED_SHADING",

					/*
					// fresnel term from skin shader
					"const float F0 = 0.128;",

					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
					"float exponential = pow( base, 5.0 );",

					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
					*/

					/*
					// fresnel term from fresnel shader
					"const float mFresnelBias = 0.08;",
					"const float mFresnelScale = 0.3;",
					"const float mFresnelPower = 5.0;",

					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
					*/

					// 2.0 => 2.0001 is hack to work around ANGLE bug

					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",

					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

				"#else",

					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",

				"#endif",

			"}",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"vec3 hemiDiffuse  = vec3( 0.0 );",
			"vec3 hemiSpecular = vec3( 0.0 );" ,

			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );",
				"vec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );",

				// diffuse

				"float dotProduct = dot( normal, lVector );",
				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",

				"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

				"hemiDiffuse += diffuse * hemiColor;",

				// specular (sky light)

				"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
				"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
				"float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",

				// specular (ground light)

				"vec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );",

				"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
				"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
				"float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",

				"#ifdef PHYSICALLY_BASED_SHADING",

					"float dotProductGround = dot( normal, lVectorGround );",

					// 2.0 => 2.0001 is hack to work around ANGLE bug

					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

					"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
					"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
					"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

				"#else",

					"hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",

				"#endif",

			"}",

		"#endif",

		"vec3 totalDiffuse = vec3( 0.0 );",
		"vec3 totalSpecular = vec3( 0.0 );",

		"#if MAX_DIR_LIGHTS > 0",

			"totalDiffuse += dirDiffuse;",
			"totalSpecular += dirSpecular;",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"totalDiffuse += hemiDiffuse;",
			"totalSpecular += hemiSpecular;",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"totalDiffuse += pointDiffuse;",
			"totalSpecular += pointSpecular;",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"totalDiffuse += spotDiffuse;",
			"totalSpecular += spotSpecular;",

		"#endif",

		"#ifdef METAL",

			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",

		"#else",

			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",

		"#endif"

	].join("\n"),

	// VERTEX COLORS

	color_pars_fragment: [

		"#ifdef USE_COLOR",

			"varying vec3 vColor;",

		"#endif"

	].join("\n"),


	color_fragment: [

		"#ifdef USE_COLOR",

			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",

		"#endif"

	].join("\n"),

	color_pars_vertex: [

		"#ifdef USE_COLOR",

			"varying vec3 vColor;",

		"#endif"

	].join("\n"),


	color_vertex: [

		"#ifdef USE_COLOR",

			"#ifdef GAMMA_INPUT",

				"vColor = color * color;",

			"#else",

				"vColor = color;",

			"#endif",

		"#endif"

	].join("\n"),

	// SKINNING

	skinning_pars_vertex: [

		"#ifdef USE_SKINNING",

			"#ifdef BONE_TEXTURE",

				"uniform sampler2D boneTexture;",

				"mat4 getBoneMatrix( const in float i ) {",

					"float j = i * 4.0;",
					"float x = mod( j, N_BONE_PIXEL_X );",
					"float y = floor( j / N_BONE_PIXEL_X );",

					"const float dx = 1.0 / N_BONE_PIXEL_X;",
					"const float dy = 1.0 / N_BONE_PIXEL_Y;",

					"y = dy * ( y + 0.5 );",

					"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
					"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
					"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
					"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",

					"mat4 bone = mat4( v1, v2, v3, v4 );",

					"return bone;",

				"}",

			"#else",

				"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",

				"mat4 getBoneMatrix( const in float i ) {",

					"mat4 bone = boneGlobalMatrices[ int(i) ];",
					"return bone;",

				"}",

			"#endif",

		"#endif"

	].join("\n"),

	skinbase_vertex: [

		"#ifdef USE_SKINNING",

			"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
			"mat4 boneMatY = getBoneMatrix( skinIndex.y );",

		"#endif"

	].join("\n"),

	skinning_vertex: [

		"#ifdef USE_SKINNING",

			"#ifdef USE_MORPHTARGETS",

			"vec4 skinVertex = vec4( morphed, 1.0 );",

			"#else",

			"vec4 skinVertex = vec4( position, 1.0 );",

			"#endif",

			"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
			"skinned 	  += boneMatY * skinVertex * skinWeight.y;",

		"#endif"

	].join("\n"),

	// MORPHING

	morphtarget_pars_vertex: [

		"#ifdef USE_MORPHTARGETS",

			"#ifndef USE_MORPHNORMALS",

			"uniform float morphTargetInfluences[ 8 ];",

			"#else",

			"uniform float morphTargetInfluences[ 4 ];",

			"#endif",

		"#endif"

	].join("\n"),

	morphtarget_vertex: [

		"#ifdef USE_MORPHTARGETS",

			"vec3 morphed = vec3( 0.0 );",
			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",

			"#ifndef USE_MORPHNORMALS",

			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",

			"#endif",

			"morphed += position;",

		"#endif"

	].join("\n"),

	default_vertex : [

		"vec4 mvPosition;",

		"#ifdef USE_SKINNING",

			"mvPosition = modelViewMatrix * skinned;",

		"#endif",

		"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",

			"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",

		"#endif",

		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",

			"mvPosition = modelViewMatrix * vec4( position, 1.0 );",

		"#endif",

		"gl_Position = projectionMatrix * mvPosition;",

	].join("\n"),

	morphnormal_vertex: [

		"#ifdef USE_MORPHNORMALS",

			"vec3 morphedNormal = vec3( 0.0 );",

			"morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
			"morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
			"morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
			"morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",

			"morphedNormal += normal;",

		"#endif"

	].join("\n"),

	skinnormal_vertex: [

		"#ifdef USE_SKINNING",

			"mat4 skinMatrix = skinWeight.x * boneMatX;",
			"skinMatrix 	+= skinWeight.y * boneMatY;",

			"#ifdef USE_MORPHNORMALS",

			"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",

			"#else",

			"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",

			"#endif",

		"#endif"

	].join("\n"),

	defaultnormal_vertex: [

		"vec3 objectNormal;",

		"#ifdef USE_SKINNING",

			"objectNormal = skinnedNormal.xyz;",

		"#endif",

		"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",

			"objectNormal = morphedNormal;",

		"#endif",

		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",

			"objectNormal = normal;",

		"#endif",

		"#ifdef FLIP_SIDED",

			"objectNormal = -objectNormal;",

		"#endif",

		"vec3 transformedNormal = normalMatrix * objectNormal;",

	].join("\n"),

	// SHADOW MAP

	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
	//  http://spidergl.org/example.php?id=6
	// 	http://fabiensanglard.net/shadowmapping

	shadowmap_pars_fragment: [

		"#ifdef USE_SHADOWMAP",

			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
			"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",

			"uniform float shadowDarkness[ MAX_SHADOWS ];",
			"uniform float shadowBias[ MAX_SHADOWS ];",

			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",

			"float unpackDepth( const in vec4 rgba_depth ) {",

				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
				"float depth = dot( rgba_depth, bit_shift );",
				"return depth;",

			"}",

		"#endif"

	].join("\n"),

	shadowmap_fragment: [

		"#ifdef USE_SHADOWMAP",

			"#ifdef SHADOWMAP_DEBUG",

				"vec3 frustumColors[3];",
				"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
				"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
				"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",

			"#endif",

			"#ifdef SHADOWMAP_CASCADE",

				"int inFrustumCount = 0;",

			"#endif",

			"float fDepth;",
			"vec3 shadowColor = vec3( 1.0 );",

			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",

				// "if ( something && something )" 		 breaks ATI OpenGL shader compiler
				// "if ( all( something, something ) )"  using this instead

				"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
				"bool inFrustum = all( inFrustumVec );",

				// don't shadow pixels outside of light frustum
				// use just first frustum (for cascades)
				// don't shadow pixels behind far plane of light frustum

				"#ifdef SHADOWMAP_CASCADE",

					"inFrustumCount += int( inFrustum );",
					"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",

				"#else",

					"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",

				"#endif",

				"bool frustumTest = all( frustumTestVec );",

				"if ( frustumTest ) {",

					"shadowCoord.z += shadowBias[ i ];",

					"#ifdef SHADOWMAP_SOFT",

						// Percentage-close filtering
						// (9 pixel kernel)
						// http://fabiensanglard.net/shadowmappingPCF/

						"float shadow = 0.0;",

						/*
						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
						// must enroll loop manually

						"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
							"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",

								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",

								// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
								//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",

								"float fDepth = unpackDepth( rgbaDepth );",

								"if ( fDepth < shadowCoord.z )",
									"shadow += 1.0;",

						"}",

						"shadow /= 9.0;",

						*/

						"const float shadowDelta = 1.0 / 9.0;",

						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",

						"float dx0 = -1.25 * xPixelOffset;",
						"float dy0 = -1.25 * yPixelOffset;",
						"float dx1 = 1.25 * xPixelOffset;",
						"float dy1 = 1.25 * yPixelOffset;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",

					"#else",

						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
						"float fDepth = unpackDepth( rgbaDepth );",

						"if ( fDepth < shadowCoord.z )",

							// spot with multiple shadows is darker

							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",

							// spot with multiple shadows has the same color as single shadow spot

							//"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",

					"#endif",

				"}",


				"#ifdef SHADOWMAP_DEBUG",

					"#ifdef SHADOWMAP_CASCADE",

						"if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",

					"#else",

						"if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",

					"#endif",

				"#endif",

			"}",

			"#ifdef GAMMA_OUTPUT",

				"shadowColor *= shadowColor;",

			"#endif",

			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",

		"#endif"

	].join("\n"),

	shadowmap_pars_vertex: [

		"#ifdef USE_SHADOWMAP",

			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",

		"#endif"

	].join("\n"),

	shadowmap_vertex: [

		"#ifdef USE_SHADOWMAP",

			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

				"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",

			"}",

		"#endif"

	].join("\n"),

	// ALPHATEST

	alphatest_fragment: [

		"#ifdef ALPHATEST",

			"if ( gl_FragColor.a < ALPHATEST ) discard;",

		"#endif"

	].join("\n"),

	// LINEAR SPACE

	linear_to_gamma_fragment: [

		"#ifdef GAMMA_OUTPUT",

			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",

		"#endif"

	].join("\n"),


};

THREE.UniformsUtils = {

	merge: function ( uniforms ) {

		var u, p, tmp, merged = {};

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

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

			for ( p in tmp ) {

				merged[ p ] = tmp[ p ];

			}

		}

		return merged;

	},

	clone: function ( uniforms_src ) {

		var u, p, parameter, parameter_src, uniforms_dst = {};

		for ( u in uniforms_src ) {

			uniforms_dst[ u ] = {};

			for ( p in uniforms_src[ u ] ) {

				parameter_src = uniforms_src[ u ][ p ];

				if ( parameter_src instanceof THREE.Color ||
					 parameter_src instanceof THREE.Vector2 ||
					 parameter_src instanceof THREE.Vector3 ||
					 parameter_src instanceof THREE.Vector4 ||
					 parameter_src instanceof THREE.Matrix4 ||
					 parameter_src instanceof THREE.Texture ) {

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

				} else if ( parameter_src instanceof Array ) {

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

				} else {

					uniforms_dst[ u ][ p ] = parameter_src;

				}

			}

		}

		return uniforms_dst;

	}

};

THREE.UniformsLib = {

	common: {

		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		"opacity" : { type: "f", value: 1.0 },

		"map" : { type: "t", value: null },
		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },

		"lightMap" : { type: "t", value: null },
		"specularMap" : { type: "t", value: null },

		"envMap" : { type: "t", value: null },
		"flipEnvMap" : { type: "f", value: -1 },
		"useRefract" : { type: "i", value: 0 },
		"reflectivity" : { type: "f", value: 1.0 },
		"refractionRatio" : { type: "f", value: 0.98 },
		"combine" : { type: "i", value: 0 },

		"morphTargetInfluences" : { type: "f", value: 0 }

	},

	bump: {

		"bumpMap" : { type: "t", value: null },
		"bumpScale" : { type: "f", value: 1 }

	},

	normalmap: {

		"normalMap" : { type: "t", value: null },
		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
	},

	fog : {

		"fogDensity" : { type: "f", value: 0.00025 },
		"fogNear" : { type: "f", value: 1 },
		"fogFar" : { type: "f", value: 2000 },
		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }

	},

	lights: {

		"ambientLightColor" : { type: "fv", value: [] },

		"directionalLightDirection" : { type: "fv", value: [] },
		"directionalLightColor" : { type: "fv", value: [] },

		"hemisphereLightPosition" : { type: "fv", value: [] },
		"hemisphereLightSkyColor" : { type: "fv", value: [] },
		"hemisphereLightGroundColor" : { type: "fv", value: [] },

		"pointLightColor" : { type: "fv", value: [] },
		"pointLightPosition" : { type: "fv", value: [] },
		"pointLightDistance" : { type: "fv1", value: [] },

		"spotLightColor" : { type: "fv", value: [] },
		"spotLightPosition" : { type: "fv", value: [] },
		"spotLightDirection" : { type: "fv", value: [] },
		"spotLightDistance" : { type: "fv1", value: [] },
		"spotLightAngle" : { type: "fv1", value: [] },
		"spotLightExponent" : { type: "fv1", value: [] }

	},

	particle: {

		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		"opacity" : { type: "f", value: 1.0 },
		"size" : { type: "f", value: 1.0 },
		"scale" : { type: "f", value: 1.0 },
		"map" : { type: "t", value: null },

		"fogDensity" : { type: "f", value: 0.00025 },
		"fogNear" : { type: "f", value: 1 },
		"fogFar" : { type: "f", value: 2000 },
		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }

	},

	shadowmap: {

		"shadowMap": { type: "tv", value: [] },
		"shadowMapSize": { type: "v2v", value: [] },

		"shadowBias" : { type: "fv1", value: [] },
		"shadowDarkness": { type: "fv1", value: [] },

		"shadowMatrix" : { type: "m4v", value: [] },

	}

};

THREE.ShaderLib = {

	'depth': {

		uniforms: {

			"mNear": { type: "f", value: 1.0 },
			"mFar" : { type: "f", value: 2000.0 },
			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [

			"void main() {",

				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float mNear;",
			"uniform float mFar;",
			"uniform float opacity;",

			"void main() {",

				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
				"gl_FragColor = vec4( vec3( color ), opacity );",

			"}"

		].join("\n")

	},

	'normal': {

		uniforms: {

			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [

			"varying vec3 vNormal;",

			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				"vNormal = normalMatrix * normal;",

				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float opacity;",
			"varying vec3 vNormal;",

			"void main() {",

				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",

			"}"

		].join("\n")

	},

	'basic': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "shadowmap" ]

		] ),

		vertexShader: [

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				"#ifdef USE_ENVMAP",

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

				"#endif",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],
				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'lambert': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{
				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
			}

		] ),

		vertexShader: [

			"#define LAMBERT",

			"varying vec3 vLightFront;",

			"#ifdef DOUBLE_SIDED",

				"varying vec3 vLightBack;",

			"#endif",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "lights_lambert_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float opacity;",

			"varying vec3 vLightFront;",

			"#ifdef DOUBLE_SIDED",

				"varying vec3 vLightBack;",

			"#endif",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",

				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],

				"#ifdef DOUBLE_SIDED",

					//"float isFront = float( gl_FrontFacing );",
					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",

					"if ( gl_FrontFacing )",
						"gl_FragColor.xyz *= vLightFront;",
					"else",
						"gl_FragColor.xyz *= vLightBack;",

				"#else",

					"gl_FragColor.xyz *= vLightFront;",

				"#endif",

				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'phong': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "bump" ],
			THREE.UniformsLib[ "normalmap" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{
				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
				"shininess": { type: "f", value: 30 },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
			}

		] ),

		vertexShader: [

			"#define PHONG",

			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

				"vNormal = transformedNormal;",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

				"vViewPosition = -mvPosition.xyz;",

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "lights_phong_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			"uniform vec3 ambient;",
			"uniform vec3 emissive;",
			"uniform vec3 specular;",
			"uniform float shininess;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",

				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],

				THREE.ShaderChunk[ "lights_phong_fragment" ],

				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'particle_basic': {

		uniforms:  THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "particle" ],
			THREE.UniformsLib[ "shadowmap" ]

		] ),

		vertexShader: [

			"uniform float size;",
			"uniform float scale;",

			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "color_vertex" ],

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				"#ifdef USE_SIZEATTENUATION",
					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
				"#else",
					"gl_PointSize = size;",
				"#endif",

				"gl_Position = projectionMatrix * mvPosition;",

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 psColor;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( psColor, opacity );",

				THREE.ShaderChunk[ "map_particle_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	// Depth encoding into RGBA texture
	// 	based on SpiderGL shadow map example
	// 		http://spidergl.org/example.php?id=6
	// 	originally from
	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
	// 	see also here:
	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/

	'depthRGBA': {

		uniforms: {},

		vertexShader: [

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"vec4 pack_depth( const in float depth ) {",

				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
				"vec4 res = fract( depth * bit_shift );",
				"res -= res.xxyz * bit_mask;",
				"return res;",

			"}",

			"void main() {",

				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",

				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
				//"gl_FragData[ 0 ] = pack_depth( z );",
				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",

			"}"

		].join("\n")

	}

};
/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

	console.log( 'THREE.WebGLRenderer', THREE.REVISION );

	parameters = parameters || {};

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),

	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',

	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0,

	_maxLights = parameters.maxLights !== undefined ? parameters.maxLights : 4;

	// public properties

	this.domElement = _canvas;
	this.context = null;

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

	this.autoUpdateObjects = true;
	this.autoUpdateScene = true;

	// physically based shading

	this.gammaInput = false;
	this.gammaOutput = false;
	this.physicallyBasedShading = false;

	// shadow map

	this.shadowMapEnabled = false;
	this.shadowMapAutoUpdate = true;
	this.shadowMapSoft = true;
	this.shadowMapCullFrontFaces = true;
	this.shadowMapDebug = false;
	this.shadowMapCascade = false;

	// morphs

	this.maxMorphTargets = 8;
	this.maxMorphNormals = 4;

	// flags

	this.autoScaleCubemaps = true;

	// custom render plugins

	this.renderPluginsPre = [];
	this.renderPluginsPost = [];

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0

		}

	};

	// internal properties

	var _this = this,

	_programs = [],
	_programs_counter = 0,

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
	_currentCamera = null,
	_geometryGroupCounter = 0,

	_usedTextureUnits = 0,

	// GL state cache

	_oldDoubleSided = -1,
	_oldFlipSided = -1,

	_oldBlending = -1,

	_oldBlendEquation = -1,
	_oldBlendSrc = -1,
	_oldBlendDst = -1,

	_oldDepthTest = -1,
	_oldDepthWrite = -1,

	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,

	_oldLineWidth = null,

	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,
	_currentWidth = 0,
	_currentHeight = 0,

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),
	_projScreenMatrixPS = new THREE.Matrix4(),

	_vector3 = new THREE.Vector4(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

		ambient: [ 0, 0, 0 ],
		directional: { length: 0, colors: new Array(), positions: new Array() },
		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), angles: new Array(), exponents: new Array() },
		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }

	};

	// initialize

	var _gl;

	var _glExtensionTextureFloat;
	var _glExtensionStandardDerivatives;
	var _glExtensionTextureFilterAnisotropic;
	var _glExtensionCompressedTextureS3TC;

	initGL();

	setDefaultGLState();

	this.context = _gl;

	// GPU capabilities

	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );

	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;

	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];

	// API

	this.getContext = function () {

		return _gl;

	};

	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

	this.setSize = function ( width, height ) {

		_canvas.width = width;
		_canvas.height = height;

		this.setViewport( 0, 0, _canvas.width, _canvas.height );

	};

	this.setViewport = function ( x, y, width, height ) {

		_viewportX = x !== undefined ? x : 0;
		_viewportY = y !== undefined ? y : 0;

		_viewportWidth = width !== undefined ? width : _canvas.width;
		_viewportHeight = height !== undefined ? height : _canvas.height;

		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

	this.setScissor = function ( x, y, width, height ) {

		_gl.scissor( x, y, width, height );

	};

	this.enableScissorTest = function ( enable ) {

		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );

	};

	// Clearing

	this.setClearColorHex = function ( hex, alpha ) {

		_clearColor.setHex( hex );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	this.setClearColor = function ( color, alpha ) {

		_clearColor.copy( color );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	this.getClearColor = function () {

		return _clearColor;

	};

	this.getClearAlpha = function () {

		return _clearAlpha;

	};

	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

		_gl.clear( bits );

	};

	this.clearTarget = function ( renderTarget, color, depth, stencil ) {

		this.setRenderTarget( renderTarget );
		this.clear( color, depth, stencil );

	};

	// Plugins

	this.addPostPlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPost.push( plugin );

	};

	this.addPrePlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPre.push( plugin );

	};

	// Deallocation

	this.deallocateObject = function ( object ) {

		if ( ! object.__webglInit ) return;

		object.__webglInit = false;

		delete object._modelViewMatrix;
		delete object._normalMatrix;

		delete object._normalMatrixArray;
		delete object._modelViewMatrixArray;
		delete object._modelMatrixArray;

		if ( object instanceof THREE.Mesh ) {

			for ( var g in object.geometry.geometryGroups ) {

				deleteMeshBuffers( object.geometry.geometryGroups[ g ] );

			}

		} else if ( object instanceof THREE.Ribbon ) {

			deleteRibbonBuffers( object.geometry );

		} else if ( object instanceof THREE.Line ) {

			deleteLineBuffers( object.geometry );

		} else if ( object instanceof THREE.ParticleSystem ) {

			deleteParticleBuffers( object.geometry );

		}

	};

	this.deallocateTexture = function ( texture ) {

		if ( ! texture.__webglInit ) return;

		texture.__webglInit = false;
		_gl.deleteTexture( texture.__webglTexture );

		_this.info.memory.textures --;

	};

	this.deallocateRenderTarget = function ( renderTarget ) {

		if ( !renderTarget || ! renderTarget.__webglTexture ) return;

		_gl.deleteTexture( renderTarget.__webglTexture );

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			for ( var i = 0; i < 6; i ++ ) {

				_gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
				_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );

			}

		} else {

			_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );

		}

	};

	this.deallocateMaterial = function ( material ) {

		var program = material.program;

		if ( ! program ) return;

		material.program = undefined;

		// only deallocate GL program if this was the last use of shared program
		// assumed there is only single copy of any program in the _programs list
		// (that's how it's constructed)

		var i, il, programInfo;
		var deleteProgram = false;

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

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram ) {

			// avoid using array.splice, this is costlier than creating new array from scratch

			var newPrograms = [];

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

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	// Rendering

	this.updateShadowMap = function ( scene, camera ) {

		_currentProgram = null;
		_oldBlending = -1;
		_oldDepthTest = -1;
		_oldDepthWrite = -1;
		_currentGeometryGroupHash = -1;
		_currentMaterialId = -1;
		_lightsNeedUpdate = true;
		_oldDoubleSided = -1;
		_oldFlipSided = -1;

		this.shadowMapPlugin.update( scene, camera );

	};

	// Internal functions

	// Buffer allocation

	function createParticleBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createLineBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createRibbonBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createMeshBuffers ( geometryGroup ) {

		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();

		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();

		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__webglMorphTargetsBuffers = [];

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );

			}

		}

		_this.info.memory.geometries ++;

	};

	// Buffer deallocation

	function deleteParticleBuffers ( geometry ) {

		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );

		_this.info.memory.geometries --;

	};

	function deleteLineBuffers ( geometry ) {

		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );

		_this.info.memory.geometries --;

	};

	function deleteRibbonBuffers ( geometry ) {

		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );

		_this.info.memory.geometries --;

	};

	function deleteMeshBuffers ( geometryGroup ) {

		_gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
		_gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
		_gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
		_gl.deleteBuffer( geometryGroup.__webglColorBuffer );
		_gl.deleteBuffer( geometryGroup.__webglUVBuffer );
		_gl.deleteBuffer( geometryGroup.__webglUV2Buffer );

		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );

		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );

			}

		}


		if ( geometryGroup.__webglCustomAttributesList ) {

			for ( var id in geometryGroup.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometryGroup.__webglCustomAttributesList[ id ].buffer );

			}

		}

		_this.info.memory.geometries --;

	};

	// Buffer initialization

	function initCustomAttributes ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		var material = object.material;

		if ( material.attributes ) {

			if ( geometry.__webglCustomAttributesList === undefined ) {

				geometry.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				var attribute = material.attributes[ a ];

				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

					attribute.__webglInitialized = true;

					var size = 1;		// "f" and "i"

					if ( attribute.type === "v2" ) size = 2;
					else if ( attribute.type === "v3" ) size = 3;
					else if ( attribute.type === "v4" ) size = 4;
					else if ( attribute.type === "c"  ) size = 3;

					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					attribute.needsUpdate = true;

				}

				geometry.__webglCustomAttributesList.push( attribute );

			}

		}

	};

	function initParticleBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );

		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initLineBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );

		geometry.__webglLineCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initRibbonBuffers ( geometry ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );

		geometry.__webglVertexCount = nvertices;

	};

	function initMeshBuffers ( geometryGroup, object ) {

		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,

			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,

			material = getBufferMaterial( object, geometryGroup ),

			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );

		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );

		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );

		if ( normalType ) {

			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );

		}

		if ( geometry.hasTangents ) {

			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );

		}

		if ( vertexColorType ) {

			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );

		}

		if ( uvType ) {

			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {

				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {

				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {

			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );

		}

		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__morphTargetsArrays = [];

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );

			}

		}

		geometryGroup.__webglFaceCount = ntris * 3;
		geometryGroup.__webglLineCount = nlines * 2;


		// custom attributes

		if ( material.attributes ) {

			if ( geometryGroup.__webglCustomAttributesList === undefined ) {

				geometryGroup.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function

				var originalAttribute = material.attributes[ a ];

				var attribute = {};

				for ( var property in originalAttribute ) {

					attribute[ property ] = originalAttribute[ property ];

				}

				if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

					attribute.__webglInitialized = true;

					var size = 1;		// "f" and "i"

					if( attribute.type === "v2" ) size = 2;
					else if( attribute.type === "v3" ) size = 3;
					else if( attribute.type === "v4" ) size = 4;
					else if( attribute.type === "c"  ) size = 3;

					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;

				}

				geometryGroup.__webglCustomAttributesList.push( attribute );

			}

		}

		geometryGroup.__inittedArrays = true;

	};

	function getBufferMaterial( object, geometryGroup ) {

		if ( object.material && ! ( object.material instanceof THREE.MeshFaceMaterial ) ) {

			return object.material;

		} else if ( geometryGroup.materialIndex >= 0 ) {

			return object.geometry.materials[ geometryGroup.materialIndex ];

		}

	};

	function materialNeedsSmoothNormals ( material ) {

		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;

	};

	function bufferGuessNormalType ( material ) {

		// only MeshBasicMaterial and MeshDepthMaterial don't need normals

		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {

			return false;

		}

		if ( materialNeedsSmoothNormals( material ) ) {

			return THREE.SmoothShading;

		} else {

			return THREE.FlatShading;

		}

	};

	function bufferGuessVertexColorType ( material ) {

		if ( material.vertexColors ) {

			return material.vertexColors;

		}

		return false;

	};

	function bufferGuessUVType ( material ) {

		// material must use some texture to require uvs

		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {

			return true;

		}

		return false;

	};

	//

	function initDirectBuffers( geometry ) {

		var a, attribute, type;

		for ( a in geometry.attributes ) {

			if ( a === "index" ) {

				type = _gl.ELEMENT_ARRAY_BUFFER;

			} else {

				type = _gl.ARRAY_BUFFER;

			}

			attribute = geometry.attributes[ a ];

			attribute.buffer = _gl.createBuffer();

			_gl.bindBuffer( type, attribute.buffer );
			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );

		}

	};

	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

		var v, c, vertex, offset, index, color,

		vertices = geometry.vertices,
		vl = vertices.length,

		colors = geometry.colors,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		sortArray = geometry.__sortArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,
		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( object.sortParticles ) {

			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiplySelf( object.matrixWorld );

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				_vector3.copy( vertex );
				_projScreenMatrixPS.multiplyVector3( _vector3 );

				sortArray[ v ] = [ _vector3.z, v ];

			}

			sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ sortArray[v][1] ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			for ( c = 0; c < cl; c ++ ) {

				offset = c * 3;

				color = colors[ sortArray[c][1] ];

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							customAttribute.array[ ca ] = customAttribute.value[ index ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ]     = value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

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

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

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

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

				for ( v = 0; v < vl; v ++ ) {

					vertex = vertices[ v ];

					offset = v * 3;

					vertexArray[ offset ]     = vertex.x;
					vertexArray[ offset + 1 ] = vertex.y;
					vertexArray[ offset + 2 ] = vertex.z;

				}

			}

			if ( dirtyColors ) {

				for ( c = 0; c < cl; c ++ ) {

					color = colors[ c ];

					offset = c * 3;

					colorArray[ offset ]     = color.r;
					colorArray[ offset + 1 ] = color.g;
					colorArray[ offset + 2 ] = color.b;

				}

			}

			if ( customAttributes ) {

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

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
						 ( customAttribute.boundTo === undefined ||
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								customAttribute.array[ ca ] = customAttribute.value[ ca ];

							}

						} else if ( customAttribute.size === 2 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;

								offset += 2;

							}

						} else if ( customAttribute.size === 3 ) {

							if ( customAttribute.type === "c" ) {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.r;
									customAttribute.array[ offset + 1 ] = value.g;
									customAttribute.array[ offset + 2 ] = value.b;

									offset += 3;

								}

							} else {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

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

									offset += 3;

								}

							}

						} else if ( customAttribute.size === 4 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

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

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate || object.sortParticles ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,

		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( dirtyVertices ) {

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

			for ( c = 0; c < cl; c ++ ) {

				color = colors[ c ];

				offset = c * 3;

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
					   customAttribute.boundTo === "vertices" ) ) {

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							customAttribute.array[ ca ] = customAttribute.value[ ca ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

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

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

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

							offset += 4;

						}

					}

					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

		var v, c, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		vl = vertices.length,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate;

		if ( dirtyVertices ) {

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

			for ( c = 0; c < cl; c ++ ) {

				color = colors[ c ];

				offset = c * 3;

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

	};

	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {

		if ( ! geometryGroup.__inittedArrays ) {

			// console.log( object );
			return;

		}

		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

		needsSmoothNormals = ( normalType === THREE.SmoothShading );

		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
		nka, chf, faceVertexNormals,
		a,

		vertexIndex = 0,

		offset = 0,
		offset_uv = 0,
		offset_uv2 = 0,
		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
		offset_color = 0,
		offset_skin = 0,
		offset_morphTarget = 0,
		offset_custom = 0,
		offset_customSrc = 0,

		value,

		vertexArray = geometryGroup.__vertexArray,
		uvArray = geometryGroup.__uvArray,
		uv2Array = geometryGroup.__uv2Array,
		normalArray = geometryGroup.__normalArray,
		tangentArray = geometryGroup.__tangentArray,
		colorArray = geometryGroup.__colorArray,

		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

		faceArray = geometryGroup.__faceArray,
		lineArray = geometryGroup.__lineArray,

		geometry = object.geometry, // this is shared for all chunks

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyUvs = geometry.uvsNeedUpdate,
		dirtyNormals = geometry.normalsNeedUpdate,
		dirtyTangents = geometry.tangentsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,

		vertices = geometry.vertices,
		chunk_faces3 = geometryGroup.faces3,
		chunk_faces4 = geometryGroup.faces4,
		obj_faces = geometry.faces,

		obj_uvs  = geometry.faceVertexUvs[ 0 ],
		obj_uvs2 = geometry.faceVertexUvs[ 1 ],

		obj_colors = geometry.colors,

		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights,

		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;

		if ( dirtyVertices ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ] ];

				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];

				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;

				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;

				offset += 9;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];

				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;

				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;

				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;

				offset += 12;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyMorphTargets ) {

			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {

				offset_morphTarget = 0;

				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions

					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];

					vka = morphTargetsArrays[ vk ];

					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;

					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;

					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;

					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

					}

					//

					offset_morphTarget += 9;

				}

				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions

					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];

					vka = morphTargetsArrays[ vk ];

					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;

					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;

					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;

					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;
							n4 = faceVertexNormals.d;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;
							n4 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

						nka[ offset_morphTarget + 9 ]  = n4.x;
						nka[ offset_morphTarget + 10 ] = n4.y;
						nka[ offset_morphTarget + 11 ] = n4.z;

					}

					//

					offset_morphTarget += 12;

				}

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );

				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );

				}

			}

		}

		if ( obj_skinWeights.length ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				// weights

				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];

				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;

				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;

				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;

				// indices

				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];

				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;

				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;

				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;

				offset_skin += 12;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				// weights

				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];

				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;

				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;

				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;

				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;

				// indices

				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];

				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;

				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;

				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;

				skinIndexArray[ offset_skin + 12 ] = si4.x;
				skinIndexArray[ offset_skin + 13 ] = si4.y;
				skinIndexArray[ offset_skin + 14 ] = si4.z;
				skinIndexArray[ offset_skin + 15 ] = si4.w;

				offset_skin += 16;

			}

			if ( offset_skin > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );

			}

		}

		if ( dirtyColors && vertexColorType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexColors = face.vertexColors;
				faceColor = face.color;

				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {

					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];

				} else {

					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;

				}

				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;

				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;

				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;

				offset_color += 9;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				vertexColors = face.vertexColors;
				faceColor = face.color;

				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {

					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];

				} else {

					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;

				}

				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;

				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;

				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;

				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;

				offset_color += 12;

			}

			if ( offset_color > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

			}

		}

		if ( dirtyTangents && geometry.hasTangents ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexTangents = face.vertexTangents;

				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];

				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;

				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;

				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;

				offset_tangent += 12;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				vertexTangents = face.vertexTangents;

				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];

				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;

				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;

				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;

				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;

				offset_tangent += 16;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );

		}

		if ( dirtyNormals && normalType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;

				if ( vertexNormals.length === 3 && needsSmoothNormals ) {

					for ( i = 0; i < 3; i ++ ) {

						vn = vertexNormals[ i ];

						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;

						offset_normal += 3;

					}

				} else {

					for ( i = 0; i < 3; i ++ ) {

						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;

						offset_normal += 3;

					}

				}

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;

				if ( vertexNormals.length === 4 && needsSmoothNormals ) {

					for ( i = 0; i < 4; i ++ ) {

						vn = vertexNormals[ i ];

						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;

						offset_normal += 3;

					}

				} else {

					for ( i = 0; i < 4; i ++ ) {

						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;

						offset_normal += 3;

					}

				}

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

		}

		if ( dirtyUvs && obj_uvs && uvType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

				for ( i = 0; i < 3; i ++ ) {

					uvi = uv[ i ];

					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;

					offset_uv += 2;

				}

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				fi = chunk_faces4[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

				for ( i = 0; i < 4; i ++ ) {

					uvi = uv[ i ];

					uvArray[ offset_uv ]     = uvi.u;
					uvArray[ offset_uv + 1 ] = uvi.v;

					offset_uv += 2;

				}

			}

			if ( offset_uv > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );

			}

		}

		if ( dirtyUvs && obj_uvs2 && uvType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

				for ( i = 0; i < 3; i ++ ) {

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.u;
					uv2Array[ offset_uv2 + 1 ] = uv2i.v;

					offset_uv2 += 2;

				}

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				fi = chunk_faces4[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

				for ( i = 0; i < 4; i ++ ) {

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.u;
					uv2Array[ offset_uv2 + 1 ] = uv2i.v;

					offset_uv2 += 2;

				}

			}

			if ( offset_uv2 > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

			}

		}

		if ( dirtyElements ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;

				offset_face += 3;

				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;

				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;

				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;

				offset_line += 6;

				vertexIndex += 3;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;

				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;

				offset_face += 6;

				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;

				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;

				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;

				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;

				offset_line += 8;

				vertexIndex += 4;

			}

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );

		}

		if ( customAttributes ) {

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

				customAttribute = customAttributes[ i ];

				if ( ! customAttribute.__original.needsUpdate ) continue;

				offset_custom = 0;
				offset_customSrc = 0;

				if ( customAttribute.size === 1 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];

							offset_custom += 4;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;

							offset_custom += 3;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;
							customAttribute.array[ offset_custom + 3 ] = value;

							offset_custom += 4;

						}

					}

				} else if ( customAttribute.size === 2 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;

							offset_custom += 8;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;

							offset_custom += 8;

						}

					}

				} else if ( customAttribute.size === 3 ) {

					var pp;

					if ( customAttribute.type === "c" ) {

						pp = [ "r", "g", "b" ];

					} else {

						pp = [ "x", "y", "z" ];

					}

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

							offset_custom += 12;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;

							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

							offset_custom += 12;

						}

					} else if ( customAttribute.boundTo === "faceVertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

							offset_custom += 12;

						}

					}

				} else if ( customAttribute.size === 4 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					} else if ( customAttribute.boundTo === "faceVertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					}

				}

				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

			}

		}

		if ( dispose ) {

			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;

		}

	};

	function setDirectBuffers ( geometry, hint, dispose ) {

		var attributes = geometry.attributes;

		var index = attributes[ "index" ];
		var position = attributes[ "position" ];
		var normal = attributes[ "normal" ];
		var uv = attributes[ "uv" ];
		var color = attributes[ "color" ];
		var tangent = attributes[ "tangent" ];

		if ( geometry.elementsNeedUpdate && index !== undefined ) {

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );

		}

		if ( geometry.verticesNeedUpdate && position !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );

		}

		if ( geometry.normalsNeedUpdate && normal !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );

		}

		if ( geometry.uvsNeedUpdate && uv !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );

		}

		if ( geometry.colorsNeedUpdate && color !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );

		}

		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );

		}

		if ( dispose ) {

			for ( var i in geometry.attributes ) {

				delete geometry.attributes[ i ].array;

			}

		}

	};

	// Buffer rendering

	this.renderBufferImmediate = function ( object, program, material ) {

		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();

		if ( object.hasPositions ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasNormals ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );

			if ( material.shading === THREE.FlatShading ) {

				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;

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

					normalArray = object.normalArray;

					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];

					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];

					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];

					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;

					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;

					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.normal );
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasUvs && material.map ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.uv );
			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.color );
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

		if ( material.visible === false ) return;

		var program, attributes, linewidth, primitives, a, attribute;

		program = setProgram( camera, lights, fog, material, object );

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryHash;
			updateBuffers = true;

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			var offsets = geometry.offsets;

			// if there is more than 1 chunk
			// must set attribute pointers to use new offsets for each chunk
			// even if geometry and materials didn't change

			if ( offsets.length > 1 ) updateBuffers = true;

			for ( var i = 0, il = offsets.length; i < il; ++ i ) {

				var startIndex = offsets[ i ].index;

				if ( updateBuffers ) {

					// vertices

					var position = geometry.attributes[ "position" ];
					var positionSize = position.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32

					// normals

					var normal = geometry.attributes[ "normal" ];

					if ( attributes.normal >= 0 && normal ) {

						var normalSize = normal.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );

					}

					// uvs

					var uv = geometry.attributes[ "uv" ];

					if ( attributes.uv >= 0 && uv ) {

						if ( uv.buffer ) {

							var uvSize = uv.itemSize;

							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );

							_gl.enableVertexAttribArray( attributes.uv );

						} else {

							_gl.disableVertexAttribArray( attributes.uv );

						}

					}

					// colors

					var color = geometry.attributes[ "color" ];

					if ( attributes.color >= 0 && color ) {

						var colorSize = color.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );

					}

					// tangents

					var tangent = geometry.attributes[ "tangent" ];

					if ( attributes.tangent >= 0 && tangent ) {

						var tangentSize = tangent.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );

					}

					// indices

					var index = geometry.attributes[ "index" ];

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

				}

				// render indexed triangles

				_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16

				_this.info.render.calls ++;
				_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
				_this.info.render.faces += offsets[ i ].count / 3;

			}

		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( updateBuffers ) {

				// vertices

				var position = geometry.attributes[ "position" ];
				var positionSize = position.itemSize;

				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );

				// colors

				var color = geometry.attributes[ "color" ];

				if ( attributes.color >= 0 && color ) {

					var colorSize = color.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

				}

				// render particles

				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );

				_this.info.render.calls ++;
				_this.info.render.points += position.numItems / 3;

			}

		}

	};

	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {

		if ( material.visible === false ) return;

		var program, attributes, linewidth, primitives, a, attribute, i, il;

		program = setProgram( camera, lights, fog, material, object );

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryGroupHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;

		}

		// vertices

		if ( !material.morphTargets && attributes.position >= 0 ) {

			if ( updateBuffers ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

			}

		} else {

			if ( object.morphTargetBase ) {

				setupMorphTargets( material, geometryGroup, object );

			}

		}


		if ( updateBuffers ) {

			// custom attributes

			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers

			if ( geometryGroup.__webglCustomAttributesList ) {

				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {

					attribute = geometryGroup.__webglCustomAttributesList[ i ];

					if( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );

					}

				}

			}


			// colors

			if ( attributes.color >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );

			}

			// normals

			if ( attributes.normal >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

			}

			// tangents

			if ( attributes.tangent >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );

			}

			// uvs

			if ( attributes.uv >= 0 ) {

				if ( geometryGroup.__webglUVBuffer ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

					_gl.enableVertexAttribArray( attributes.uv );

				} else {

					_gl.disableVertexAttribArray( attributes.uv );

				}

			}

			if ( attributes.uv2 >= 0 ) {

				if ( geometryGroup.__webglUV2Buffer ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );

					_gl.enableVertexAttribArray( attributes.uv2 );

				} else {

					_gl.disableVertexAttribArray( attributes.uv2 );

				}

			}

			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );

			}

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			// wireframe

			if ( material.wireframe ) {

				setLineWidth( material.wireframeLinewidth );

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );

			// triangles

			} else {

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );

			}

			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;

		// render lines

		} else if ( object instanceof THREE.Line ) {

			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;

			setLineWidth( material.linewidth );

			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );

			_this.info.render.calls ++;

		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );

			_this.info.render.calls ++;
			_this.info.render.points += geometryGroup.__webglParticleCount;

		// render ribbon

		} else if ( object instanceof THREE.Ribbon ) {

			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );

			_this.info.render.calls ++;

		}

	};

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

		if ( object.morphTargetBase !== -1 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		} else if ( attributes.position >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
				_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
			}

		} else {

			// find the most influencing

			var influence, activeInfluenceIndices = [];
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;

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

				influence = influences[ i ];

				if ( influence > 0 ) {

					activeInfluenceIndices.push( [ i, influence ] );

				}

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

				activeInfluenceIndices.sort( numericalSort );
				activeInfluenceIndices.length = material.numSupportedMorphTargets;

			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {

				activeInfluenceIndices.sort( numericalSort );

			} else if ( activeInfluenceIndices.length === 0 ) {

				activeInfluenceIndices.push( [ 0, 0 ] );

			};

			var influenceIndex, m = 0;

			while ( m < material.numSupportedMorphTargets ) {

				if ( activeInfluenceIndices[ m ] ) {

					influenceIndex = activeInfluenceIndices[ m ][ 0 ];

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					if ( material.morphNormals ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}

					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];

				} else {

					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					if ( material.morphNormals ) {

						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

				m ++;

			}

		}

		// load updated influences uniform

		if ( material.program.uniforms.morphTargetInfluences !== null ) {

			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );

		}

	};

	// Sorting

	function painterSort ( a, b ) {

		return b.z - a.z;

	};

	function numericalSort ( a, b ) {

		return b[ 1 ] - a[ 1 ];

	};


	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {

		if ( camera instanceof THREE.Camera === false ) {

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		var i, il,

		webglObject, object,
		renderList,

		lights = scene.__lights,
		fog = scene.fog;

		// reset caching for this frame

		_currentMaterialId = -1;
		_lightsNeedUpdate = true;

		// update scene graph

		if ( this.autoUpdateScene ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );

		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

		// update WebGL objects

		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );

		// custom render plugins (pre pass)

		renderPlugins( this.renderPluginsPre, scene, camera );

		//

		_this.info.render.calls = 0;
		_this.info.render.vertices = 0;
		_this.info.render.faces = 0;
		_this.info.render.points = 0;

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );

		}

		// set matrices for regular objects (frustum culled)

		renderList = scene.__webglObjects;

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

			webglObject = renderList[ i ];
			object = webglObject.object;

			webglObject.render = false;

			if ( object.visible ) {

				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {

					//object.matrixWorld.flattenToArray( object._modelMatrixArray );

					setupMatrices( object, camera );

					unrollBufferMaterial( webglObject );

					webglObject.render = true;

					if ( this.sortObjects === true ) {

						if ( object.renderDepth !== null ) {

							webglObject.z = object.renderDepth;

						} else {

							_vector3.copy( object.matrixWorld.getPosition() );
							_projScreenMatrix.multiplyVector3( _vector3 );

							webglObject.z = _vector3.z;

						}

					}

				}

			}

		}

		if ( this.sortObjects ) {

			renderList.sort( painterSort );

		}

		// set matrices for immediate objects

		renderList = scene.__webglObjectsImmediate;

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

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				/*
				if ( object.matrixAutoUpdate ) {

					object.matrixWorld.flattenToArray( object._modelMatrixArray );

				}
				*/

				setupMatrices( object, camera );

				unrollImmediateBufferMaterial( webglObject );

			}

		}

		if ( scene.overrideMaterial ) {

			var material = scene.overrideMaterial;

			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			this.setDepthTest( material.depthTest );
			this.setDepthWrite( material.depthWrite );
			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );

		} else {

			// opaque pass (front-to-back order)

			this.setBlending( THREE.NormalBlending );

			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false );

			// transparent pass (back-to-front order)

			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true );

		}

		// custom render plugins (post pass)

		renderPlugins( this.renderPluginsPost, scene, camera );


		// Generate mipmap if we're using any kind of mipmap filtering

		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {

			updateRenderTargetMipmap( renderTarget );

		}

		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
		this.setDepthWrite( true );

		// _gl.finish();

	};

	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

		for ( var i = 0, il = plugins.length; i < il; i ++ ) {

			// reset state for plugin (to start from clean slate)

			_currentProgram = null;
			_currentCamera = null;

			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

			_lightsNeedUpdate = true;

			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );

			// reset state after plugin (anything could have changed)

			_currentProgram = null;
			_currentCamera = null;

			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

			_lightsNeedUpdate = true;

		}

	};

	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, buffer, material, start, end, delta;

		if ( reverse ) {

			start = renderList.length - 1;
			end = -1;
			delta = -1;

		} else {

			start = 0;
			end = renderList.length;
			delta = 1;
		}

		for ( var i = start; i !== end; i += delta ) {

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

				object = webglObject.object;
				buffer = webglObject.buffer;

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

					_this.setDepthTest( material.depthTest );
					_this.setDepthWrite( material.depthWrite );
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

				_this.setMaterialFaces( material );

				if ( buffer instanceof THREE.BufferGeometry ) {

					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );

				} else {

					_this.renderBuffer( camera, lights, fog, material, buffer, object );

				}

			}

		}

	};

	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, material, program;

		for ( var i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

					_this.setDepthTest( material.depthTest );
					_this.setDepthWrite( material.depthWrite );
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

				_this.renderImmediateObject( camera, lights, fog, material, object );

			}

		}

	};

	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {

		var program = setProgram( camera, lights, fog, material, object );

		_currentGeometryGroupHash = -1;

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );

		}

	};

	function unrollImmediateBufferMaterial ( globject ) {

		var object = globject.object,
			material = object.material;

		if ( material.transparent ) {

			globject.transparent = material;
			globject.opaque = null;

		} else {

			globject.opaque = material;
			globject.transparent = null;

		}

	};

	function unrollBufferMaterial ( globject ) {

		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;

		meshMaterial = object.material;

		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

			materialIndex = buffer.materialIndex;

			if ( materialIndex >= 0 ) {

				material = object.geometry.materials[ materialIndex ];

				if ( material.transparent ) {

					globject.transparent = material;
					globject.opaque = null;

				} else {

					globject.opaque = material;
					globject.transparent = null;

				}

			}

		} else {

			material = meshMaterial;

			if ( material ) {

				if ( material.transparent ) {

					globject.transparent = material;
					globject.opaque = null;

				} else {

					globject.opaque = material;
					globject.transparent = null;

				}

			}

		}

	};

	// Geometry splitting

	function sortFacesByMaterial ( geometry ) {

		var f, fl, face, materialIndex, vertices,
			materialHash, groupHash,
			hash_map = {};

		var numMorphTargets = geometry.morphTargets.length;
		var numMorphNormals = geometry.morphNormals.length;

		geometry.geometryGroups = {};

		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {

			face = geometry.faces[ f ];
			materialIndex = face.materialIndex;

			materialHash = ( materialIndex !== undefined ) ? materialIndex : -1;

			if ( hash_map[ materialHash ] === undefined ) {

				hash_map[ materialHash ] = { 'hash': materialHash, 'counter': 0 };

			}

			groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;

			if ( geometry.geometryGroups[ groupHash ] === undefined ) {

				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

			}

			vertices = face instanceof THREE.Face3 ? 3 : 4;

			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {

				hash_map[ materialHash ].counter += 1;
				groupHash = hash_map[ materialHash ].hash + '_' + hash_map[ materialHash ].counter;

				if ( geometry.geometryGroups[ groupHash ] === undefined ) {

					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

				}

			}

			if ( face instanceof THREE.Face3 ) {

				geometry.geometryGroups[ groupHash ].faces3.push( f );

			} else {

				geometry.geometryGroups[ groupHash ].faces4.push( f );

			}

			geometry.geometryGroups[ groupHash ].vertices += vertices;

		}

		geometry.geometryGroupsList = [];

		for ( var g in geometry.geometryGroups ) {

			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;

			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );

		}

	};

	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
			scene.__webglFlares = [];

		}

		while ( scene.__objectsAdded.length ) {

			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );

		}

		while ( scene.__objectsRemoved.length ) {

			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );

		}

		// update must be called after objects adding / removal

		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {

			updateObject( scene.__webglObjects[ o ].object );

		}

	};

	// Objects adding

	function addObject ( object, scene ) {

		var g, geometry, geometryGroup;

		if ( ! object.__webglInit ) {

			object.__webglInit = true;

			object._modelViewMatrix = new THREE.Matrix4();
			object._normalMatrix = new THREE.Matrix3();

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				if ( geometry instanceof THREE.Geometry ) {

					if ( geometry.geometryGroups === undefined ) {

						sortFacesByMaterial( geometry );

					}

					// create separate VBOs per geometry chunk

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];

						// initialise VBO on the first access

						if ( ! geometryGroup.__webglVertexBuffer ) {

							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );

							geometry.verticesNeedUpdate = true;
							geometry.morphTargetsNeedUpdate = true;
							geometry.elementsNeedUpdate = true;
							geometry.uvsNeedUpdate = true;
							geometry.normalsNeedUpdate = true;
							geometry.tangentsNeedUpdate = true;
							geometry.colorsNeedUpdate = true;

						}

					}

				} else if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

				}

			} else if ( object instanceof THREE.Ribbon ) {

				geometry = object.geometry;

				if( ! geometry.__webglVertexBuffer ) {

					createRibbonBuffers( geometry );
					initRibbonBuffers( geometry );

					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;

				}

			} else if ( object instanceof THREE.Line ) {

				geometry = object.geometry;

				if( ! geometry.__webglVertexBuffer ) {

					createLineBuffers( geometry );
					initLineBuffers( geometry, object );

					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;

				}

			} else if ( object instanceof THREE.ParticleSystem ) {

				geometry = object.geometry;

				if ( ! geometry.__webglVertexBuffer ) {

					if ( geometry instanceof THREE.Geometry ) {

						createParticleBuffers( geometry );
						initParticleBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;

					} else if ( geometry instanceof THREE.BufferGeometry ) {

						initDirectBuffers( geometry );

					}


				}

			}

		}

		if ( ! object.__webglActive ) {

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];

						addBuffer( scene.__webglObjects, geometryGroup, object );

					}

				}

			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {

				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );

			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

				addBufferImmediate( scene.__webglObjectsImmediate, object );

			} else if ( object instanceof THREE.Sprite ) {

				scene.__webglSprites.push( object );

			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

			}

			object.__webglActive = true;

		}

	};

	function addBuffer ( objlist, buffer, object ) {

		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);

	};

	function addBufferImmediate ( objlist, object ) {

		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
			}
		);

	};

	// Objects updates

	function updateObject ( object ) {

		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;

		if ( object instanceof THREE.Mesh ) {

			if ( geometry instanceof THREE.BufferGeometry ) {

				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {

					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );

				}

				geometry.verticesNeedUpdate = false;
				geometry.elementsNeedUpdate = false;
				geometry.uvsNeedUpdate = false;
				geometry.normalsNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
				geometry.tangentsNeedUpdate = false;

			} else {

				// check all geometry groups

				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {

						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );

					}

				}

				geometry.verticesNeedUpdate = false;
				geometry.morphTargetsNeedUpdate = false;
				geometry.elementsNeedUpdate = false;
				geometry.uvsNeedUpdate = false;
				geometry.normalsNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
				geometry.tangentsNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}

		} else if ( object instanceof THREE.Ribbon ) {

			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {

				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );

			}

			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;

		} else if ( object instanceof THREE.Line ) {

			material = getBufferMaterial( object, geometryGroup );

			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

			if ( geometry.verticesNeedUpdate ||  geometry.colorsNeedUpdate || customAttributesDirty ) {

				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );

			}

			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( geometry instanceof THREE.BufferGeometry ) {

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {

					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

			} else {

				material = getBufferMaterial( object, geometryGroup );

				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {

					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}

		}

	};

	// Objects updates - custom attributes check

	function areCustomAttributesDirty ( material ) {

		for ( var a in material.attributes ) {

			if ( material.attributes[ a ].needsUpdate ) return true;

		}

		return false;

	};

	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {

			material.attributes[ a ].needsUpdate = false;

		}

	};

	// Objects removal

	function removeObject ( object, scene ) {

		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {

			removeInstances( scene.__webglObjects, object );

		} else if ( object instanceof THREE.Sprite ) {

			removeInstancesDirect( scene.__webglSprites, object );

		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

			removeInstances( scene.__webglObjectsImmediate, object );

		}

		object.__webglActive = false;

	};

	function removeInstances ( objlist, object ) {

		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ].object === object ) {

				objlist.splice( o, 1 );

			}

		}

	};

	function removeInstancesDirect ( objlist, object ) {

		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ] === object ) {

				objlist.splice( o, 1 );

			}

		}

	};

	// Materials

	this.initMaterial = function ( material, lights, fog, object ) {

		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;

		if ( material instanceof THREE.MeshDepthMaterial ) {

			shaderID = 'depth';

		} else if ( material instanceof THREE.MeshNormalMaterial ) {

			shaderID = 'normal';

		} else if ( material instanceof THREE.MeshBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.MeshLambertMaterial ) {

			shaderID = 'lambert';

		} else if ( material instanceof THREE.MeshPhongMaterial ) {

			shaderID = 'phong';

		} else if ( material instanceof THREE.LineBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.ParticleBasicMaterial ) {

			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );

		}

		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

		maxLightCount = allocateLights( lights );

		maxShadows = allocateShadows( lights );

		maxBones = allocateBones( object );

		parameters = {

			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,
			bumpMap: !!material.bumpMap,
			normalMap: !!material.normalMap,
			specularMap: !!material.specularMap,

			vertexColors: material.vertexColors,

			fog: fog,
			useFog: material.fog,

			sizeAttenuation: material.sizeAttenuation,

			skinning: material.skinning,
			maxBones: maxBones,
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
			boneTextureWidth: object && object.boneTextureWidth,
			boneTextureHeight: object && object.boneTextureHeight,

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
			maxMorphTargets: this.maxMorphTargets,
			maxMorphNormals: this.maxMorphNormals,

			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
			maxHemiLights: maxLightCount.hemi,

			maxShadows: maxShadows,
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapSoft: this.shadowMapSoft,
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,

			alphaTest: material.alphaTest,
			metal: material.metal,
			perPixel: material.perPixel,
			wrapAround: material.wrapAround,
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide

		};

		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );

		var attributes = material.program.attributes;

		if ( attributes.position >= 0 ) _gl.enableVertexAttribArray( attributes.position );
		if ( attributes.color >= 0 ) _gl.enableVertexAttribArray( attributes.color );
		if ( attributes.normal >= 0 ) _gl.enableVertexAttribArray( attributes.normal );
		if ( attributes.tangent >= 0 ) _gl.enableVertexAttribArray( attributes.tangent );

		if ( material.skinning &&
			 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

			_gl.enableVertexAttribArray( attributes.skinIndex );
			_gl.enableVertexAttribArray( attributes.skinWeight );

		}

		if ( material.attributes ) {

			for ( a in material.attributes ) {

				if( attributes[ a ] !== undefined && attributes[ a ] >= 0 ) _gl.enableVertexAttribArray( attributes[ a ] );

			}

		}

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

			var id, base = "morphTarget";

			for ( i = 0; i < this.maxMorphTargets; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					_gl.enableVertexAttribArray( attributes[ id ] );
					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

		for ( u in material.uniforms ) {

			material.uniformsList.push( [ material.uniforms[ u ], u ] );

		}

	};

	function setMaterialShaders( material, shaders ) {

		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;

	};

	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

			if ( material.program ) _this.deallocateMaterial( material );

			_this.initMaterial( material, lights, fog, object );
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );

			}

		}

		var refreshMaterial = false;

		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;

		if ( program !== _currentProgram ) {

			_gl.useProgram( program );
			_currentProgram = program;

			refreshMaterial = true;

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
			refreshMaterial = true;

		}

		if ( refreshMaterial || camera !== _currentCamera ) {

			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera._projectionMatrixArray );

			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

			if ( _supportsBoneTextures && object.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
					_this.setTexture( object.boneTexture, textureUnit );

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {

				if ( _lightsNeedUpdate ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

				refreshUniformsLights( m_uniforms, _lights );

			}

			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.ParticleBasicMaterial ) {

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

			if ( object.receiveShadow && ! material._shadowPass ) {

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

			loadUniformsGeneric( program, material.uniformsList );

			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {

				if ( p_uniforms.cameraPosition !== null ) {

					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera._viewMatrixArray );

				}

			}

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );

		}

		return program;

	};

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

		if ( _this.gammaInput ) {

			uniforms.diffuse.value.copyGammaToLinear( material.color );

		} else {

			uniforms.diffuse.value = material.color;

		}

		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		// uv repeat and offset setting priorities
		//	1. color map
		//	2. specular map
		//	3. normal map
		//	4. bump map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		}

		if ( uvScaleMap !== undefined ) {

			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

		uniforms.envMap.value = material.envMap;
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;

		if ( _this.gammaInput ) {

			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;

		} else {

			uniforms.reflectivity.value = material.reflectivity;

		}

		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;

	};

	function refreshUniformsLine ( uniforms, material ) {

		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;

	};

	function refreshUniformsParticle ( uniforms, material ) {

		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.

		uniforms.map.value = material.map;

	};

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

	};

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
			uniforms.specular.value.copyGammaToLinear( material.specular );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;
			uniforms.specular.value = material.specular;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	function refreshUniformsLambert ( uniforms, material ) {

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngle.value = lights.spot.angles;
		uniforms.spotLightExponent.value = lights.spot.exponents;

		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
		uniforms.hemisphereLightPosition.value = lights.hemi.positions;

	};

	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

			for ( var i = 0, il = lights.length; i < il; i ++ ) {

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {

					uniforms.shadowMap.value[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;

					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}

		}

	};

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );

		if ( uniforms.normalMatrix ) {

			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );

		}

	};

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

			console.warn( "Trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

	function loadUniformsGeneric ( program, uniforms ) {

		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;

		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {

			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;

			uniform = uniforms[ j ][ 0 ];

			type = uniform.type;
			value = uniform.value;

			if ( type === "i" ) { // single integer

				_gl.uniform1i( location, value );

			} else if ( type === "f" ) { // single float

				_gl.uniform1f( location, value );

			} else if ( type === "v2" ) { // single THREE.Vector2

				_gl.uniform2f( location, value.x, value.y );

			} else if ( type === "v3" ) { // single THREE.Vector3

				_gl.uniform3f( location, value.x, value.y, value.z );

			} else if ( type === "v4" ) { // single THREE.Vector4

				_gl.uniform4f( location, value.x, value.y, value.z, value.w );

			} else if ( type === "c" ) { // single THREE.Color

				_gl.uniform3f( location, value.r, value.g, value.b );

			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );

			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)

				_gl.uniform1fv( location, value );

			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)

				_gl.uniform3fv( location, value );

			} else if ( type === "v2v" ) { // array of THREE.Vector2

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 2 * value.length );

				}

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

					offset = i * 2;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;

				}

				_gl.uniform2fv( location, uniform._array );

			} else if ( type === "v3v" ) { // array of THREE.Vector3

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 3 * value.length );

				}

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

					offset = i * 3;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;

				}

				_gl.uniform3fv( location, uniform._array );

			} else if ( type === "v4v" ) { // array of THREE.Vector4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 4 * value.length );

				}

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

					offset = i * 4;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
					uniform._array[ offset + 3 ] = value[ i ].w;

				}

				_gl.uniform4fv( location, uniform._array );

			} else if ( type === "m4") { // single THREE.Matrix4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 16 );

				}

				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );

			} else if ( type === "m4v" ) { // array of THREE.Matrix4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 16 * value.length );

				}

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

					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );

				}

				_gl.uniformMatrix4fv( location, false, uniform._array );

			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)

				texture = value;
				textureUnit = getTextureUnit();

				_gl.uniform1i( location, textureUnit );

				if ( !texture ) continue;

				if ( texture.image instanceof Array && texture.image.length === 6 ) {

					setCubeTexture( texture, textureUnit );

				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

					setCubeTextureDynamic( texture, textureUnit );

				} else {

					_this.setTexture( texture, textureUnit );

				}

			} else if ( type === "tv" ) { // array of THREE.Texture (2d)

				if ( uniform._array === undefined ) {

					uniform._array = [];

				}

				for( i = 0, il = uniform.value.length; i < il; i ++ ) {

					uniform._array[ i ] = getTextureUnit();

				}

				_gl.uniform1iv( location, uniform._array );

				for( i = 0, il = uniform.value.length; i < il; i ++ ) {

					texture = uniform.value[ i ];
					textureUnit = uniform._array[ i ];

					if ( !texture ) continue;

					_this.setTexture( texture, textureUnit );

				}

			}

		}

	};

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );

		object._normalMatrix.getInverse( object._modelViewMatrix );
		object._normalMatrix.transpose();

	};

	//

	function setColorGamma( array, offset, color, intensitySq ) {

		array[ offset ]     = color.r * color.r * intensitySq;
		array[ offset + 1 ] = color.g * color.g * intensitySq;
		array[ offset + 2 ] = color.b * color.b * intensitySq;

	};

	function setColorLinear( array, offset, color, intensity ) {

		array[ offset ]     = color.r * intensity;
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

	};

	function setupLights ( program, lights ) {

		var l, ll, light, n,
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,

		zlights = _lights,

		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAngles = zlights.spot.angles,
		spotExponents = zlights.spot.exponents,

		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,

		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,

		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			if ( light.onlyShadow || ! light.visible ) continue;

			color = light.color;
			intensity = light.intensity;
			distance = light.distance;

			if ( light instanceof THREE.AmbientLight ) {

				if ( _this.gammaInput ) {

					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;

				} else {

					r += color.r;
					g += color.g;
					b += color.b;

				}

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirOffset = dirLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( dirColors, dirOffset, color, intensity * intensity );

				} else {

					setColorLinear( dirColors, dirOffset, color, intensity );

				}

				_direction.copy( light.matrixWorld.getPosition() );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

				dirLength += 1;

			} else if( light instanceof THREE.PointLight ) {

				pointOffset = pointLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( pointColors, pointOffset, color, intensity * intensity );

				} else {

					setColorLinear( pointColors, pointOffset, color, intensity );

				}

				position = light.matrixWorld.getPosition();

				pointPositions[ pointOffset ]     = position.x;
				pointPositions[ pointOffset + 1 ] = position.y;
				pointPositions[ pointOffset + 2 ] = position.z;

				pointDistances[ pointLength ] = distance;

				pointLength += 1;

			} else if( light instanceof THREE.SpotLight ) {

				spotOffset = spotLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( spotColors, spotOffset, color, intensity * intensity );

				} else {

					setColorLinear( spotColors, spotOffset, color, intensity );

				}

				position = light.matrixWorld.getPosition();

				spotPositions[ spotOffset ]     = position.x;
				spotPositions[ spotOffset + 1 ] = position.y;
				spotPositions[ spotOffset + 2 ] = position.z;

				spotDistances[ spotLength ] = distance;

				_direction.copy( position );
				_direction.subSelf( light.target.matrixWorld.getPosition() );
				_direction.normalize();

				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAngles[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				skyColor = light.color;
				groundColor = light.groundColor;

				hemiOffset = hemiLength * 3;

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );

				} else {

					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );

				}

				position = light.matrixWorld.getPosition();

				hemiPositions[ hemiOffset ]     = position.x;
				hemiPositions[ hemiOffset + 1 ] = position.y;
				hemiPositions[ hemiOffset + 2 ] = position.z;

				hemiLength += 1;

			}

		}

		// null eventual remains from removed lights
		// (this is to avoid if in shader)

		for ( l = dirLength * 3, ll = dirColors.length; l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = pointColors.length; l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = spotColors.length; l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = hemiSkyColors.length; l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = hemiGroundColors.length; l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;

		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;

		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;

	};

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFace ) {

		if ( cullFace ) {

			if ( !frontFace || frontFace === "ccw" ) {

				_gl.frontFace( _gl.CCW );

			} else {

				_gl.frontFace( _gl.CW );

			}

			if( cullFace === "back" ) {

				_gl.cullFace( _gl.BACK );

			} else if( cullFace === "front" ) {

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		} else {

			_gl.disable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;

		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {

				_gl.disable( _gl.CULL_FACE );

			} else {

				_gl.enable( _gl.CULL_FACE );

			}

			_oldDoubleSided = doubleSided;

		}

		if ( _oldFlipSided !== flipSided ) {

			if ( flipSided ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			_oldFlipSided = flipSided;

		}

	};

	this.setDepthTest = function ( depthTest ) {

		if ( _oldDepthTest !== depthTest ) {

			if ( depthTest ) {

				_gl.enable( _gl.DEPTH_TEST );

			} else {

				_gl.disable( _gl.DEPTH_TEST );

			}

			_oldDepthTest = depthTest;

		}

	};

	this.setDepthWrite = function ( depthWrite ) {

		if ( _oldDepthWrite !== depthWrite ) {

			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;

		}

	};

	function setLineWidth ( width ) {

		if ( width !== _oldLineWidth ) {

			_gl.lineWidth( width );

			_oldLineWidth = width;

		}

	};

	function setPolygonOffset ( polygonoffset, factor, units ) {

		if ( _oldPolygonOffset !== polygonoffset ) {

			if ( polygonoffset ) {

				_gl.enable( _gl.POLYGON_OFFSET_FILL );

			} else {

				_gl.disable( _gl.POLYGON_OFFSET_FILL );

			}

			_oldPolygonOffset = polygonoffset;

		}

		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {

			_gl.polygonOffset( factor, units );

			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;

		}

	};

	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {

		if ( blending !== _oldBlending ) {

			if ( blending === THREE.NoBlending ) {

				_gl.disable( _gl.BLEND );

			} else if ( blending === THREE.AdditiveBlending ) {

				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );

			} else if ( blending === THREE.SubtractiveBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );

			} else if ( blending === THREE.MultiplyBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );

			} else if ( blending === THREE.CustomBlending ) {

				_gl.enable( _gl.BLEND );

			} else {

				_gl.enable( _gl.BLEND );
				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );

			}

			_oldBlending = blending;

		}

		if ( blending === THREE.CustomBlending ) {

			if ( blendEquation !== _oldBlendEquation ) {

				_gl.blendEquation( paramThreeToGL( blendEquation ) );

				_oldBlendEquation = blendEquation;

			}

			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {

				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );

				_oldBlendSrc = blendSrc;
				_oldBlendDst = blendDst;

			}

		} else {

			_oldBlendEquation = null;
			_oldBlendSrc = null;
			_oldBlendDst = null;

		}

	};

	// Defines

	function generateDefines ( defines ) {

		var value, chunk, chunks = [];

		for ( var d in defines ) {

			value = defines[ d ];
			if ( value === false ) continue;

			chunk = "#define " + d + " " + value;
			chunks.push( chunk );

		}

		return chunks.join( "\n" );

	};

	// Shaders

	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {

		var p, pl, d, program, code;
		var chunks = [];

		// Generate code

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

			chunks.push( fragmentShader );
			chunks.push( vertexShader );

		}

		for ( d in defines ) {

			chunks.push( d );
			chunks.push( defines[ d ] );

		}

		for ( p in parameters ) {

			chunks.push( p );
			chunks.push( parameters[ p ] );

		}

		code = chunks.join();

		// Check if code has been already compiled

		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				// console.log( "Code already compiled." /*: \n\n" + code*/ );

				programInfo.usedTimes ++;

				return programInfo.program;

			}

		}

		//console.log( "building new program " );

		//

		var customDefines = generateDefines( defines );

		//

		program = _gl.createProgram();

		var prefix_vertex = [

			"precision " + _precision + " float;",

			customDefines,

			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",

			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

			"#define MAX_SHADOWS " + parameters.maxShadows,

			"#define MAX_BONES " + parameters.maxBones,

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",

			parameters.skinning ? "#define USE_SKINNING" : "",
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",

			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
			parameters.flipSided ? "#define FLIP_SIDED" : "",

			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

			"uniform mat4 modelMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
			"uniform vec3 cameraPosition;",

			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
			"attribute vec2 uv2;",

			"#ifdef USE_COLOR",

				"attribute vec3 color;",

			"#endif",

			"#ifdef USE_MORPHTARGETS",

				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",

			"#endif",

			"#ifdef USE_SKINNING",

				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",

			"#endif",

			""

		].join("\n");

		var prefix_fragment = [

			"precision " + _precision + " float;",

			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",

			customDefines,

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

			"#define MAX_SHADOWS " + parameters.maxShadows,

			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
			( parameters.useFog && parameters.fog instanceof THREE.FogExp2 ) ? "#define FOG_EXP2" : "",

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",

			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
			parameters.flipSided ? "#define FLIP_SIDED" : "",

			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
			parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );

		_gl.attachShader( program, glVertexShader );
		_gl.attachShader( program, glFragmentShader );

		_gl.linkProgram( program );

		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {

			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );

		}

		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );

		program.uniforms = {};
		program.attributes = {};

		var identifiers, u, a, i;

		// cache uniform locations

		identifiers = [

			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
			'morphTargetInfluences'

		];

		if ( parameters.useVertexTexture ) {

			identifiers.push( 'boneTexture' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

		for ( u in uniforms ) {

			identifiers.push( u );

		}

		cacheUniformLocations( program, identifiers );

		// cache attributes locations

		identifiers = [

			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinIndex", "skinWeight"

		];

		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {

			identifiers.push( "morphTarget" + i );

		}

		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

		for ( a in attributes ) {

			identifiers.push( a );

		}

		cacheAttributeLocations( program, identifiers );

		program.id = _programs_counter ++;

		_programs.push( { program: program, code: code, usedTimes: 1 } );

		_this.info.memory.programs = _programs.length;

		return program;

	};

	// Shader parameters cache

	function cacheUniformLocations ( program, identifiers ) {

		var i, l, id;

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

			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );

		}

	};

	function cacheAttributeLocations ( program, identifiers ) {

		var i, l, id;

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

			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );

		}

	};

	function addLineNumbers ( string ) {

		var chunks = string.split( "\n" );

		for ( var i = 0, il = chunks.length; i < il; i ++ ) {

			// Chrome reports shader errors on lines
			// starting counting from 1

			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

		}

		return chunks.join( "\n" );

	};

	function getShader ( type, string ) {

		var shader;

		if ( type === "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

		} else if ( type === "vertex" ) {

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );

		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

			console.error( _gl.getShaderInfoLog( shader ) );
			console.error( addLineNumbers( string ) );
			return null;

		}

		return shader;

	};

	// Textures


	function isPowerOfTwo ( value ) {

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

	};

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

		if ( isImagePowerOfTwo ) {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

		}

		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {

			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
				texture.__oldAnisotropy = texture.anisotropy;

			}

		}

	};

	this.setTexture = function ( texture, slot ) {

		if ( texture.needsUpdate ) {

			if ( ! texture.__webglInit ) {

				texture.__webglInit = true;
				texture.__webglTexture = _gl.createTexture();

				_this.info.memory.textures ++;

			}

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );

			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );

			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

			if ( texture instanceof THREE.CompressedTexture ) {

				var mipmap, mipmaps = texture.mipmaps;

				for( var i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];
					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

				}

			} else if ( texture instanceof THREE.DataTexture ) {

				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

			} else {

				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );

			}

			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			texture.needsUpdate = false;

			if ( texture.onUpdate ) texture.onUpdate();

		} else {

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

		}

	};

	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

		// Warning: Scaling through the canvas will only work with images that use
		// premultiplied alpha.

		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;

		var ctx = canvas.getContext( "2d" );
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

		return canvas;

	}

	function setCubeTexture ( texture, slot ) {

		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

					texture.image.__webglTextureCube = _gl.createTexture();

				}

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

				var isCompressed = texture instanceof THREE.CompressedTexture;

				var cubeImage = [];

				for ( var i = 0; i < 6; i ++ ) {

					if ( _this.autoScaleCubemaps && ! isCompressed ) {

						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

					if ( isCompressed ) {

						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

							mipmap = mipmaps[ j ];
							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						}

					} else {

						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

					}

				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

				if ( texture.onUpdate ) texture.onUpdate();

			} else {

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

			}

		}

	};

	function setCubeTextureDynamic ( texture, slot ) {

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );

	};

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );

	};

	function setupRenderBuffer ( renderbuffer, renderTarget  ) {

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

		}

	};

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {

			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;

			renderTarget.__webglTexture = _gl.createTexture();

			// Setup texture, create render and frame buffers

			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();

					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
				renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
				setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			}

			// Release everything

			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null);

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

			width = renderTarget.width;
			height = renderTarget.height;

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( vx, vy, width, height );

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

	};

	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

	};

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

		return 0;

	};

	// Allocations

	function allocateBones ( object ) {

		if ( _supportsBoneTextures && object && object.useVertexTexture ) {

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
			// 	- leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = nVertexMatrices;

			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

				maxBones = Math.min( object.bones.length, maxBones );

				if ( maxBones < object.bones.length ) {

					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );

				}

			}

			return maxBones;

		}

	};

	function allocateLights ( lights ) {

		var l, ll, light, dirLights, pointLights, spotLights, hemiLights, maxDirLights, maxPointLights, maxSpotLights, maxHemiLights;

		dirLights = pointLights = spotLights = hemiLights = maxDirLights = maxPointLights = maxSpotLights = maxHemiLights = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

		if ( ( pointLights + spotLights + dirLights + hemiLights) <= _maxLights ) {

			maxDirLights = dirLights;
			maxPointLights = pointLights;
			maxSpotLights = spotLights;
			maxHemiLights = hemiLights;

		} else {

			maxDirLights = Math.ceil( _maxLights * dirLights / ( pointLights + dirLights ) );
			maxPointLights = _maxLights - maxDirLights;

			// these are not really correct

			maxSpotLights = maxPointLights;
			maxHemiLights = maxDirLights;

		}

		return { 'directional' : maxDirLights, 'point' : maxPointLights, 'spot': maxSpotLights, 'hemi': maxHemiLights };

	};

	function allocateShadows ( lights ) {

		var l, ll, light, maxShadows = 0;

		for ( l = 0, ll = lights.length; l < ll; l++ ) {

			light = lights[ l ];

			if ( ! light.castShadow ) continue;

			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

		}

		return maxShadows;

	};

	// Initialization

	function initGL () {

		try {

			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );


		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );

		if ( ! _glExtensionTextureFloat ) {

			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

		if ( ! _glExtensionStandardDerivatives ) {

			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

		}

		if ( ! _glExtensionTextureFilterAnisotropic ) {

			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

		}

		if ( ! _glExtensionCompressedTextureS3TC ) {

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

		}

	};

	function setDefaultGLState () {

		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );
		_gl.clearStencil( 0 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
		_gl.enable( _gl.CULL_FACE );

		_gl.enable( _gl.BLEND );
		_gl.blendEquation( _gl.FUNC_ADD );
		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	// default plugins (order is important)

	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );

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

THREE.WebGLRenderTarget = function ( width, height, options ) {

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

	options = options || {};

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

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

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

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

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

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

	this.generateMipmaps = true;

};

THREE.WebGLRenderTarget.prototype.clone = function() {

	var tmp = new THREE.WebGLRenderTarget( this.width, this.height );

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

	tmp.magFilter = this.magFilter;
	tmp.anisotropy = this.anisotropy;

	tmp.minFilter = this.minFilter;

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

	tmp.format = this.format;
	tmp.type = this.type;

	tmp.depthBuffer = this.depthBuffer;
	tmp.stencilBuffer = this.stencilBuffer;

	tmp.generateMipmaps = this.generateMipmaps;

	return tmp;

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

THREE.WebGLRenderTargetCube = function ( width, height, options ) {

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

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

};

THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableVertex = function () {

	this.positionWorld = new THREE.Vector3();
	this.positionScreen = new THREE.Vector4();

	this.visible = true;

};

THREE.RenderableVertex.prototype.copy = function ( vertex ) {

	this.positionWorld.copy( vertex.positionWorld );
	this.positionScreen.copy( vertex.positionScreen );

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

THREE.RenderableFace3 = function () {

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();
	this.v3 = new THREE.RenderableVertex();

	this.centroidWorld = new THREE.Vector3();
	this.centroidScreen = new THREE.Vector3();

	this.normalWorld = new THREE.Vector3();
	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
	this.vertexNormalsLength = 0;

	this.color = null;
	this.material = null;
	this.uvs = [[]];

	this.z = null;

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

THREE.RenderableFace4 = function () {

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();
	this.v3 = new THREE.RenderableVertex();
	this.v4 = new THREE.RenderableVertex();

	this.centroidWorld = new THREE.Vector3();
	this.centroidScreen = new THREE.Vector3();

	this.normalWorld = new THREE.Vector3();
	this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
	this.vertexNormalsLength = 0;

	this.color = null;
	this.material = null;
	this.uvs = [[]];

	this.z = null;

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

THREE.RenderableObject = function () {

	this.object = null;
	this.z = null;

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

THREE.RenderableParticle = function () {

	this.object = null;

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

	this.rotation = null;
	this.scale = new THREE.Vector2();

	this.material = null;

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

THREE.RenderableLine = function () {

	this.z = null;

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();

	this.material = null;

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

THREE.ColorUtils = {

	adjustHSV : function ( color, h, s, v ) {

		var hsv = THREE.ColorUtils.__hsv;

		THREE.ColorUtils.rgbToHsv( color, hsv );

		hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
		hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
		hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );

		color.setHSV( hsv.h, hsv.s, hsv.v );

	},

	// based on MochiKit implementation by Bob Ippolito

	rgbToHsv : function ( color, hsv ) {

		var r = color.r;
		var g = color.g;
		var b = color.b;

		var max = Math.max( Math.max( r, g ), b );
		var min = Math.min( Math.min( r, g ), b );

		var hue;
		var saturation;
		var value = max;

		if ( min === max )	{

			hue = 0;
			saturation = 0;

		} else {

			var delta = ( max - min );
			saturation = delta / max;

			if ( r === max ) {

				hue = ( g - b ) / delta;

			} else if ( g === max ) {

				hue = 2 + ( ( b - r ) / delta );

			} else	{

				hue = 4 + ( ( r - g ) / delta );
			}

			hue /= 6;

			if ( hue < 0 ) {

				hue += 1;

			}

			if ( hue > 1 ) {

				hue -= 1;

			}

		}

		if ( hsv === undefined ) {

			hsv = { h: 0, s: 0, v: 0 };

		}

		hsv.h = hue;
		hsv.s = saturation;
		hsv.v = value;

		return hsv;

	}

};

THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.GeometryUtils = {

	// Merge two geometries or geometry and geometry from object (using object's transform)

	merge: function ( geometry1, object2 /* mesh | geometry */ ) {

		var matrix, matrixRotation,
		vertexOffset = geometry1.vertices.length,
		uvPosition = geometry1.faceVertexUvs[ 0 ].length,
		geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
		vertices1 = geometry1.vertices,
		vertices2 = geometry2.vertices,
		faces1 = geometry1.faces,
		faces2 = geometry2.faces,
		uvs1 = geometry1.faceVertexUvs[ 0 ],
		uvs2 = geometry2.faceVertexUvs[ 0 ];

		var geo1MaterialsMap = {};

		for ( var i = 0; i < geometry1.materials.length; i ++ ) {

			var id = geometry1.materials[ i ].id;

			geo1MaterialsMap[ id ] = i;

		}

		if ( object2 instanceof THREE.Mesh ) {

			object2.matrixAutoUpdate && object2.updateMatrix();

			matrix = object2.matrix;
			matrixRotation = new THREE.Matrix4();
			matrixRotation.extractRotation( matrix, object2.scale );

		}

		// vertices

		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

			var vertex = vertices2[ i ];

			var vertexCopy = vertex.clone();

			if ( matrix ) matrix.multiplyVector3( vertexCopy );

			vertices1.push( vertexCopy );

		}

		// faces

		for ( i = 0, il = faces2.length; i < il; i ++ ) {

			var face = faces2[ i ], faceCopy, normal, color,
			faceVertexNormals = face.vertexNormals,
			faceVertexColors = face.vertexColors;

			if ( face instanceof THREE.Face3 ) {

				faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );

			} else if ( face instanceof THREE.Face4 ) {

				faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );

			}

			faceCopy.normal.copy( face.normal );

			if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );

			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

				normal = faceVertexNormals[ j ].clone();

				if ( matrixRotation ) matrixRotation.multiplyVector3( normal );

				faceCopy.vertexNormals.push( normal );

			}

			faceCopy.color.copy( face.color );

			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

				color = faceVertexColors[ j ];
				faceCopy.vertexColors.push( color.clone() );

			}

			if ( face.materialIndex !== undefined ) {

				var material2 = geometry2.materials[ face.materialIndex ];
				var materialId2 = material2.id;

				var materialIndex = geo1MaterialsMap[ materialId2 ];

				if ( materialIndex === undefined ) {

					materialIndex = geometry1.materials.length;
					geo1MaterialsMap[ materialId2 ] = materialIndex;

					geometry1.materials.push( material2 );

				}

				faceCopy.materialIndex = materialIndex;

			}

			faceCopy.centroid.copy( face.centroid );
			if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );

			faces1.push( faceCopy );

		}

		// uvs

		for ( i = 0, il = uvs2.length; i < il; i ++ ) {

			var uv = uvs2[ i ], uvCopy = [];

			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );

			}

			uvs1.push( uvCopy );

		}

	},

	clone: function ( geometry ) {

		var cloneGeo = new THREE.Geometry();

		var i, il;

		var vertices = geometry.vertices,
			faces = geometry.faces,
			uvs = geometry.faceVertexUvs[ 0 ];

		// materials

		if ( geometry.materials ) {

			cloneGeo.materials = geometry.materials.slice();

		}

		// vertices

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

			var vertex = vertices[ i ];

			cloneGeo.vertices.push( vertex.clone() );

		}

		// faces

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

			var face = faces[ i ];

			cloneGeo.faces.push( face.clone() );

		}

		// uvs

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

			var uv = uvs[ i ], uvCopy = [];

			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

				uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );

			}

			cloneGeo.faceVertexUvs[ 0 ].push( uvCopy );

		}

		return cloneGeo;

	},

	// Get random point in triangle (via barycentric coordinates)
	// 	(uniform distribution)
	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle

	randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {

		var a, b, c,
			point = new THREE.Vector3(),
			tmp = THREE.GeometryUtils.__v1;

		a = THREE.GeometryUtils.random();
		b = THREE.GeometryUtils.random();

		if ( ( a + b ) > 1 ) {

			a = 1 - a;
			b = 1 - b;

		}

		c = 1 - a - b;

		point.copy( vectorA );
		point.multiplyScalar( a );

		tmp.copy( vectorB );
		tmp.multiplyScalar( b );

		point.addSelf( tmp );

		tmp.copy( vectorC );
		tmp.multiplyScalar( c );

		point.addSelf( tmp );

		return point;

	},

	// Get random point in face (triangle / quad)
	// (uniform distribution)

	randomPointInFace: function ( face, geometry, useCachedAreas ) {

		var vA, vB, vC, vD;

		if ( face instanceof THREE.Face3 ) {

			vA = geometry.vertices[ face.a ];
			vB = geometry.vertices[ face.b ];
			vC = geometry.vertices[ face.c ];

			return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );

		} else if ( face instanceof THREE.Face4 ) {

			vA = geometry.vertices[ face.a ];
			vB = geometry.vertices[ face.b ];
			vC = geometry.vertices[ face.c ];
			vD = geometry.vertices[ face.d ];

			var area1, area2;

			if ( useCachedAreas ) {

				if ( face._area1 && face._area2 ) {

					area1 = face._area1;
					area2 = face._area2;

				} else {

					area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
					area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

					face._area1 = area1;
					face._area2 = area2;

				}

			} else {

				area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
				area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

			}

			var r = THREE.GeometryUtils.random() * ( area1 + area2 );

			if ( r < area1 ) {

				return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );

			} else {

				return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );

			}

		}

	},

	// Get uniformly distributed random points in mesh
	// 	- create array with cumulative sums of face areas
	//  - pick random number from 0 to total area
	//  - find corresponding place in area array by binary search
	//	- get random point in face

	randomPointsInGeometry: function ( geometry, n ) {

		var face, i,
			faces = geometry.faces,
			vertices = geometry.vertices,
			il = faces.length,
			totalArea = 0,
			cumulativeAreas = [],
			vA, vB, vC, vD;

		// precompute face areas

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

			face = faces[ i ];

			if ( face instanceof THREE.Face3 ) {

				vA = vertices[ face.a ];
				vB = vertices[ face.b ];
				vC = vertices[ face.c ];

				face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );

			} else if ( face instanceof THREE.Face4 ) {

				vA = vertices[ face.a ];
				vB = vertices[ face.b ];
				vC = vertices[ face.c ];
				vD = vertices[ face.d ];

				face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
				face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

				face._area = face._area1 + face._area2;

			}

			totalArea += face._area;

			cumulativeAreas[ i ] = totalArea;

		}

		// binary search cumulative areas array

		function binarySearchIndices( value ) {

			function binarySearch( start, end ) {

				// return closest larger index
				// if exact number is not found

				if ( end < start )
					return start;

				var mid = start + Math.floor( ( end - start ) / 2 );

				if ( cumulativeAreas[ mid ] > value ) {

					return binarySearch( start, mid - 1 );

				} else if ( cumulativeAreas[ mid ] < value ) {

					return binarySearch( mid + 1, end );

				} else {

					return mid;

				}

			}

			var result = binarySearch( 0, cumulativeAreas.length - 1 )
			return result;

		}

		// pick random face weighted by face area

		var r, index,
			result = [];

		var stats = {};

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

			r = THREE.GeometryUtils.random() * totalArea;

			index = binarySearchIndices( r );

			result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );

			if ( ! stats[ index ] ) {

				stats[ index ] = 1;

			} else {

				stats[ index ] += 1;

			}

		}

		return result;

	},

	// Get triangle area (by Heron's formula)
	// 	http://en.wikipedia.org/wiki/Heron%27s_formula

	triangleArea: function ( vectorA, vectorB, vectorC ) {

		var s, a, b, c,
			tmp = THREE.GeometryUtils.__v1;

		tmp.sub( vectorA, vectorB );
		a = tmp.length();

		tmp.sub( vectorA, vectorC );
		b = tmp.length();

		tmp.sub( vectorB, vectorC );
		c = tmp.length();

		s = 0.5 * ( a + b + c );

		return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) );

	},

	// Center geometry so that 0,0,0 is in center of bounding box

	center: function ( geometry ) {

		geometry.computeBoundingBox();

		var bb = geometry.boundingBox;

		var offset = new THREE.Vector3();

		offset.add( bb.min, bb.max );
		offset.multiplyScalar( -0.5 );

		geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
		geometry.computeBoundingBox();

		return offset;

	},

	// Normalize UVs to be from <0,1>
	// (for now just the first set of UVs)

	normalizeUVs: function ( geometry ) {

		var uvSet = geometry.faceVertexUvs[ 0 ];

		for ( var i = 0, il = uvSet.length; i < il; i ++ ) {

			var uvs = uvSet[ i ];

			for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {

				// texture repeat

				if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u );
				if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v );

			}

		}

	},

	triangulateQuads: function ( geometry ) {

		var i, il, j, jl;

		var faces = [];
		var faceUvs = [];
		var faceVertexUvs = [];

		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {

			faceUvs[ i ] = [];

		}

		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {

			faceVertexUvs[ i ] = [];

		}

		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {

			var face = geometry.faces[ i ];

			if ( face instanceof THREE.Face4 ) {

				var a = face.a;
				var b = face.b;
				var c = face.c;
				var d = face.d;

				var triA = new THREE.Face3();
				var triB = new THREE.Face3();

				triA.color.copy( face.color );
				triB.color.copy( face.color );

				triA.materialIndex = face.materialIndex;
				triB.materialIndex = face.materialIndex;

				triA.a = a;
				triA.b = b;
				triA.c = d;

				triB.a = b;
				triB.b = c;
				triB.c = d;

				if ( face.vertexColors.length === 4 ) {

					triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
					triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
					triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();

					triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
					triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
					triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();

				}

				faces.push( triA, triB );

				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

					if ( geometry.faceVertexUvs[ j ].length ) {

						var uvs = geometry.faceVertexUvs[ j ][ i ];

						var uvA = uvs[ 0 ];
						var uvB = uvs[ 1 ];
						var uvC = uvs[ 2 ];
						var uvD = uvs[ 3 ];

						var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
						var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];

						faceVertexUvs[ j ].push( uvsTriA, uvsTriB );

					}

				}

				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {

					if ( geometry.faceUvs[ j ].length ) {

						var faceUv = geometry.faceUvs[ j ][ i ];

						faceUvs[ j ].push( faceUv, faceUv );

					}

				}

			} else {

				faces.push( face );

				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {

					faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );

				}

				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

					faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );

				}

			}

		}

		geometry.faces = faces;
		geometry.faceUvs = faceUvs;
		geometry.faceVertexUvs = faceVertexUvs;

		geometry.computeCentroids();
		geometry.computeFaceNormals();
		geometry.computeVertexNormals();

		if ( geometry.hasTangents ) geometry.computeTangents();

	},

	// Make all faces use unique vertices
	// so that each face can be separated from others

	explode: function( geometry ) {

		var vertices = [];

		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {

			var n = vertices.length;

			var face = geometry.faces[ i ];

			if ( face instanceof THREE.Face4 ) {

				var a = face.a;
				var b = face.b;
				var c = face.c;
				var d = face.d;

				var va = geometry.vertices[ a ];
				var vb = geometry.vertices[ b ];
				var vc = geometry.vertices[ c ];
				var vd = geometry.vertices[ d ];

				vertices.push( va.clone() );
				vertices.push( vb.clone() );
				vertices.push( vc.clone() );
				vertices.push( vd.clone() );

				face.a = n;
				face.b = n + 1;
				face.c = n + 2;
				face.d = n + 3;

			} else {

				var a = face.a;
				var b = face.b;
				var c = face.c;

				var va = geometry.vertices[ a ];
				var vb = geometry.vertices[ b ];
				var vc = geometry.vertices[ c ];

				vertices.push( va.clone() );
				vertices.push( vb.clone() );
				vertices.push( vc.clone() );

				face.a = n;
				face.b = n + 1;
				face.c = n + 2;

			}

		}

		geometry.vertices = vertices;
		delete geometry.__tmpVertices;

	},

	// Break faces with edges longer than maxEdgeLength
	// - not recursive

	tessellate: function ( geometry, maxEdgeLength ) {

		var i, il, face,
		a, b, c, d,
		va, vb, vc, vd,
		dab, dbc, dac, dcd, dad,
		m, m1, m2,
		vm, vm1, vm2,
		vnm, vnm1, vnm2,
		vcm, vcm1, vcm2,
		triA, triB,
		quadA, quadB,
		edge;

		var faces = [];
		var faceVertexUvs = [];

		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {

			faceVertexUvs[ i ] = [];

		}

		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {

			face = geometry.faces[ i ];

			if ( face instanceof THREE.Face3 ) {

				a = face.a;
				b = face.b;
				c = face.c;

				va = geometry.vertices[ a ];
				vb = geometry.vertices[ b ];
				vc = geometry.vertices[ c ];

				dab = va.distanceTo( vb );
				dbc = vb.distanceTo( vc );
				dac = va.distanceTo( vc );

				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {

					m = geometry.vertices.length;

					triA = face.clone();
					triB = face.clone();

					if ( dab >= dbc && dab >= dac ) {

						vm = va.clone();
						vm.lerpSelf( vb, 0.5 );

						triA.a = a;
						triA.b = m;
						triA.c = c;

						triB.a = m;
						triB.b = b;
						triB.c = c;

						if ( face.vertexNormals.length === 3 ) {

							vnm = face.vertexNormals[ 0 ].clone();
							vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 );

							triA.vertexNormals[ 1 ].copy( vnm );
							triB.vertexNormals[ 0 ].copy( vnm );

						}

						if ( face.vertexColors.length === 3 ) {

							vcm = face.vertexColors[ 0 ].clone();
							vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 );

							triA.vertexColors[ 1 ].copy( vcm );
							triB.vertexColors[ 0 ].copy( vcm );

						}

						edge = 0;

					} else if ( dbc >= dab && dbc >= dac ) {

						vm = vb.clone();
						vm.lerpSelf( vc, 0.5 );

						triA.a = a;
						triA.b = b;
						triA.c = m;

						triB.a = m;
						triB.b = c;
						triB.c = a;

						if ( face.vertexNormals.length === 3 ) {

							vnm = face.vertexNormals[ 1 ].clone();
							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );

							triA.vertexNormals[ 2 ].copy( vnm );

							triB.vertexNormals[ 0 ].copy( vnm );
							triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
							triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );

						}

						if ( face.vertexColors.length === 3 ) {

							vcm = face.vertexColors[ 1 ].clone();
							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );

							triA.vertexColors[ 2 ].copy( vcm );

							triB.vertexColors[ 0 ].copy( vcm );
							triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
							triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );

						}

						edge = 1;

					} else {

						vm = va.clone();
						vm.lerpSelf( vc, 0.5 );

						triA.a = a;
						triA.b = b;
						triA.c = m;

						triB.a = m;
						triB.b = b;
						triB.c = c;

						if ( face.vertexNormals.length === 3 ) {

							vnm = face.vertexNormals[ 0 ].clone();
							vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );

							triA.vertexNormals[ 2 ].copy( vnm );
							triB.vertexNormals[ 0 ].copy( vnm );

						}

						if ( face.vertexColors.length === 3 ) {

							vcm = face.vertexColors[ 0 ].clone();
							vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );

							triA.vertexColors[ 2 ].copy( vcm );
							triB.vertexColors[ 0 ].copy( vcm );

						}

						edge = 2;

					}

					faces.push( triA, triB );
					geometry.vertices.push( vm );

					var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB;

					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

						if ( geometry.faceVertexUvs[ j ].length ) {

							uvs = geometry.faceVertexUvs[ j ][ i ];

							uvA = uvs[ 0 ];
							uvB = uvs[ 1 ];
							uvC = uvs[ 2 ];

							// AB

							if ( edge === 0 ) {

								uvM = uvA.clone();
								uvM.lerpSelf( uvB, 0.5 );

								uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];

							// BC

							} else if ( edge === 1 ) {

								uvM = uvB.clone();
								uvM.lerpSelf( uvC, 0.5 );

								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
								uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];

							// AC

							} else {

								uvM = uvA.clone();
								uvM.lerpSelf( uvC, 0.5 );

								uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
								uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];

							}

							faceVertexUvs[ j ].push( uvsTriA, uvsTriB );

						}

					}

				} else {

					faces.push( face );

					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );

					}

				}

			} else {

				a = face.a;
				b = face.b;
				c = face.c;
				d = face.d;

				va = geometry.vertices[ a ];
				vb = geometry.vertices[ b ];
				vc = geometry.vertices[ c ];
				vd = geometry.vertices[ d ];

				dab = va.distanceTo( vb );
				dbc = vb.distanceTo( vc );
				dcd = vc.distanceTo( vd );
				dad = va.distanceTo( vd );

				if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {

					m1 = geometry.vertices.length;
					m2 = geometry.vertices.length + 1;

					quadA = face.clone();
					quadB = face.clone();

					if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {

						vm1 = va.clone();
						vm1.lerpSelf( vb, 0.5 );

						vm2 = vc.clone();
						vm2.lerpSelf( vd, 0.5 );

						quadA.a = a;
						quadA.b = m1;
						quadA.c = m2;
						quadA.d = d;

						quadB.a = m1;
						quadB.b = b;
						quadB.c = c;
						quadB.d = m2;

						if ( face.vertexNormals.length === 4 ) {

							vnm1 = face.vertexNormals[ 0 ].clone();
							vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 );

							vnm2 = face.vertexNormals[ 2 ].clone();
							vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 );

							quadA.vertexNormals[ 1 ].copy( vnm1 );
							quadA.vertexNormals[ 2 ].copy( vnm2 );

							quadB.vertexNormals[ 0 ].copy( vnm1 );
							quadB.vertexNormals[ 3 ].copy( vnm2 );

						}

						if ( face.vertexColors.length === 4 ) {

							vcm1 = face.vertexColors[ 0 ].clone();
							vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 );

							vcm2 = face.vertexColors[ 2 ].clone();
							vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 );

							quadA.vertexColors[ 1 ].copy( vcm1 );
							quadA.vertexColors[ 2 ].copy( vcm2 );

							quadB.vertexColors[ 0 ].copy( vcm1 );
							quadB.vertexColors[ 3 ].copy( vcm2 );

						}

						edge = 0;

					} else {

						vm1 = vb.clone();
						vm1.lerpSelf( vc, 0.5 );

						vm2 = vd.clone();
						vm2.lerpSelf( va, 0.5 );

						quadA.a = a;
						quadA.b = b;
						quadA.c = m1;
						quadA.d = m2;

						quadB.a = m2;
						quadB.b = m1;
						quadB.c = c;
						quadB.d = d;

						if ( face.vertexNormals.length === 4 ) {

							vnm1 = face.vertexNormals[ 1 ].clone();
							vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 );

							vnm2 = face.vertexNormals[ 3 ].clone();
							vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 );

							quadA.vertexNormals[ 2 ].copy( vnm1 );
							quadA.vertexNormals[ 3 ].copy( vnm2 );

							quadB.vertexNormals[ 0 ].copy( vnm2 );
							quadB.vertexNormals[ 1 ].copy( vnm1 );

						}

						if ( face.vertexColors.length === 4 ) {

							vcm1 = face.vertexColors[ 1 ].clone();
							vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 );

							vcm2 = face.vertexColors[ 3 ].clone();
							vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 );

							quadA.vertexColors[ 2 ].copy( vcm1 );
							quadA.vertexColors[ 3 ].copy( vcm2 );

							quadB.vertexColors[ 0 ].copy( vcm2 );
							quadB.vertexColors[ 1 ].copy( vcm1 );

						}

						edge = 1;

					}

					faces.push( quadA, quadB );
					geometry.vertices.push( vm1, vm2 );

					var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB;

					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

						if ( geometry.faceVertexUvs[ j ].length ) {

							uvs = geometry.faceVertexUvs[ j ][ i ];

							uvA = uvs[ 0 ];
							uvB = uvs[ 1 ];
							uvC = uvs[ 2 ];
							uvD = uvs[ 3 ];

							// AB + CD

							if ( edge === 0 ) {

								uvM1 = uvA.clone();
								uvM1.lerpSelf( uvB, 0.5 );

								uvM2 = uvC.clone();
								uvM2.lerpSelf( uvD, 0.5 );

								uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ];
								uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ];

							// BC + AD

							} else {

								uvM1 = uvB.clone();
								uvM1.lerpSelf( uvC, 0.5 );

								uvM2 = uvD.clone();
								uvM2.lerpSelf( uvA, 0.5 );

								uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ];
								uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ];

							}

							faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB );

						}

					}

				} else {

					faces.push( face );

					for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

						faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );

					}

				}

			}

		}

		geometry.faces = faces;
		geometry.faceVertexUvs = faceVertexUvs;

	}

};

THREE.GeometryUtils.random = THREE.Math.random16;

THREE.GeometryUtils.__v1 = new THREE.Vector3();
/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.ImageUtils = {

	crossOrigin: 'anonymous',

	loadTexture: function ( url, mapping, onLoad, onError ) {

		var image = new Image();
		var texture = new THREE.Texture( image, mapping );

		var loader = new THREE.ImageLoader();

		loader.addEventListener( 'load', function ( event ) {

			texture.image = event.content;
			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture );

		} );

		loader.addEventListener( 'error', function ( event ) {

			if ( onError ) onError( event.message );

		} );

		loader.crossOrigin = this.crossOrigin;
		loader.load( url, image );

		return texture;

	},

	loadCompressedTexture: function ( url, mapping, onLoad, onError ) {

		var texture = new THREE.CompressedTexture();
		texture.mapping = mapping;

		var request = new XMLHttpRequest();

		request.onload = function () {

			var buffer = request.response;
			var dds = THREE.ImageUtils.parseDDS( buffer, true );

			texture.format = dds.format;

			texture.mipmaps = dds.mipmaps;
			texture.image.width = dds.width;
			texture.image.height = dds.height;

			// gl.generateMipmap fails for compressed textures
			// mipmaps must be embedded in the DDS file
			// or texture filters must not use mipmapping

			texture.generateMipmaps = false;

			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture );

		}

		request.onerror = onError;

		request.open( 'GET', url, true );
		request.responseType = "arraybuffer";
		request.send( null );

		return texture;

	},

	loadTextureCube: function ( array, mapping, onLoad, onError ) {

		var images = [];
		images.loadCount = 0;

		var texture = new THREE.Texture();
		texture.image = images;
		if ( mapping !== undefined ) texture.mapping = mapping;

		// no flipping needed for cube textures

		texture.flipY = false;

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

			var cubeImage = new Image();
			images[ i ] = cubeImage;

			cubeImage.onload = function () {

				images.loadCount += 1;

				if ( images.loadCount === 6 ) {

					texture.needsUpdate = true;
					if ( onLoad ) onLoad();

				}

			};

			cubeImage.onerror = onError;

			cubeImage.crossOrigin = this.crossOrigin;
			cubeImage.src = array[ i ];

		}

		return texture;

	},

	loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {

		var images = [];
		images.loadCount = 0;

		var texture = new THREE.CompressedTexture();
		texture.image = images;
		if ( mapping !== undefined ) texture.mapping = mapping;

		// no flipping for cube textures
		// (also flipping doesn't work for compressed textures )

		texture.flipY = false;

		// can't generate mipmaps for compressed textures
		// mips must be embedded in DDS files

		texture.generateMipmaps = false;

		var generateCubeFaceCallback = function ( rq, img ) {

			return function () {

				var buffer = rq.response;
				var dds = THREE.ImageUtils.parseDDS( buffer, true );

				img.format = dds.format;

				img.mipmaps = dds.mipmaps;
				img.width = dds.width;
				img.height = dds.height;

				images.loadCount += 1;

				if ( images.loadCount === 6 ) {

					texture.format = dds.format;
					texture.needsUpdate = true;
					if ( onLoad ) onLoad();

				}

			}

		}

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

			var cubeImage = {};
			images[ i ] = cubeImage;

			var request = new XMLHttpRequest();

			request.onload = generateCubeFaceCallback( request, cubeImage );
			request.onerror = onError;

			var url = array[ i ];

			request.open( 'GET', url, true );
			request.responseType = "arraybuffer";
			request.send( null );

		}

		return texture;

	},

	parseDDS: function ( buffer, loadMipmaps ) {

		var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };

		// Adapted from @toji's DDS utils
		//	https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js

		// All values and structures referenced from:
		// http://msdn.microsoft.com/en-us/library/bb943991.aspx/

		var DDS_MAGIC = 0x20534444;

		var DDSD_CAPS = 0x1,
			DDSD_HEIGHT = 0x2,
			DDSD_WIDTH = 0x4,
			DDSD_PITCH = 0x8,
			DDSD_PIXELFORMAT = 0x1000,
			DDSD_MIPMAPCOUNT = 0x20000,
			DDSD_LINEARSIZE = 0x80000,
			DDSD_DEPTH = 0x800000;

		var DDSCAPS_COMPLEX = 0x8,
			DDSCAPS_MIPMAP = 0x400000,
			DDSCAPS_TEXTURE = 0x1000;

		var DDSCAPS2_CUBEMAP = 0x200,
			DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
			DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
			DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
			DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
			DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
			DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
			DDSCAPS2_VOLUME = 0x200000;

		var DDPF_ALPHAPIXELS = 0x1,
			DDPF_ALPHA = 0x2,
			DDPF_FOURCC = 0x4,
			DDPF_RGB = 0x40,
			DDPF_YUV = 0x200,
			DDPF_LUMINANCE = 0x20000;

		function fourCCToInt32( value ) {

			return value.charCodeAt(0) +
				(value.charCodeAt(1) << 8) +
				(value.charCodeAt(2) << 16) +
				(value.charCodeAt(3) << 24);

		}

		function int32ToFourCC( value ) {

			return String.fromCharCode(
				value & 0xff,
				(value >> 8) & 0xff,
				(value >> 16) & 0xff,
				(value >> 24) & 0xff
			);
		}

		var FOURCC_DXT1 = fourCCToInt32("DXT1");
		var FOURCC_DXT3 = fourCCToInt32("DXT3");
		var FOURCC_DXT5 = fourCCToInt32("DXT5");

		var headerLengthInt = 31; // The header length in 32 bit ints

		// Offsets into the header array

		var off_magic = 0;

		var off_size = 1;
		var off_flags = 2;
		var off_height = 3;
		var off_width = 4;

		var off_mipmapCount = 7;

		var off_pfFlags = 20;
		var off_pfFourCC = 21;

		// Parse header

		var header = new Int32Array( buffer, 0, headerLengthInt );

        if ( header[ off_magic ] !== DDS_MAGIC ) {

            console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
            return dds;

        }

        if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {

            console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
            return dds;

        }

		var blockBytes;

		var fourCC = header[ off_pfFourCC ];

        switch ( fourCC ) {

			case FOURCC_DXT1:

				blockBytes = 8;
                dds.format = THREE.RGB_S3TC_DXT1_Format;
                break;

            case FOURCC_DXT3:

                blockBytes = 16;
                dds.format = THREE.RGBA_S3TC_DXT3_Format;
                break;

            case FOURCC_DXT5:

                blockBytes = 16;
                dds.format = THREE.RGBA_S3TC_DXT5_Format;
                break;

            default:

                console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
                return dds;

        }

		dds.mipmapCount = 1;

        if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {

            dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );

        }

        dds.width = header[ off_width ];
        dds.height = header[ off_height ];

        var dataOffset = header[ off_size ] + 4;

		// Extract mipmaps buffers

		var width = dds.width;
		var height = dds.height;

		for ( var i = 0; i < dds.mipmapCount; i ++ ) {

			var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
			var byteArray = new Uint8Array( buffer, dataOffset, dataLength );

			var mipmap = { "data": byteArray, "width": width, "height": height };
			dds.mipmaps.push( mipmap );

			dataOffset += dataLength;

			width = Math.max( width * 0.5, 1 );
			height = Math.max( height * 0.5, 1 );

		}

		return dds;

	},

	getNormalMap: function ( image, depth ) {

		// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/

		var cross = function ( a, b ) {

			return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];

		}

		var subtract = function ( a, b ) {

			return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];

		}

		var normalize = function ( a ) {

			var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
			return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];

		}

		depth = depth | 1;

		var width = image.width;
		var height = image.height;

		var canvas = document.createElement( 'canvas' );
		canvas.width = width;
		canvas.height = height;

		var context = canvas.getContext( '2d' );
		context.drawImage( image, 0, 0 );

		var data = context.getImageData( 0, 0, width, height ).data;
		var imageData = context.createImageData( width, height );
		var output = imageData.data;

		for ( var x = 0; x < width; x ++ ) {

			for ( var y = 0; y < height; y ++ ) {

				var ly = y - 1 < 0 ? 0 : y - 1;
				var uy = y + 1 > height - 1 ? height - 1 : y + 1;
				var lx = x - 1 < 0 ? 0 : x - 1;
				var ux = x + 1 > width - 1 ? width - 1 : x + 1;

				var points = [];
				var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
				points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
				points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
				points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
				points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
				points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
				points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
				points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
				points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );

				var normals = [];
				var num_points = points.length;

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

					var v1 = points[ i ];
					var v2 = points[ ( i + 1 ) % num_points ];
					v1 = subtract( v1, origin );
					v2 = subtract( v2, origin );
					normals.push( normalize( cross( v1, v2 ) ) );

				}

				var normal = [ 0, 0, 0 ];

				for ( var i = 0; i < normals.length; i ++ ) {

					normal[ 0 ] += normals[ i ][ 0 ];
					normal[ 1 ] += normals[ i ][ 1 ];
					normal[ 2 ] += normals[ i ][ 2 ];

				}

				normal[ 0 ] /= normals.length;
				normal[ 1 ] /= normals.length;
				normal[ 2 ] /= normals.length;

				var idx = ( y * width + x ) * 4;

				output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
				output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
				output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
				output[ idx + 3 ] = 255;

			}

		}

		context.putImageData( imageData, 0, 0 );

		return canvas;

	},

	generateDataTexture: function ( width, height, color ) {

		var size = width * height;
		var data = new Uint8Array( 3 * size );

		var r = Math.floor( color.r * 255 );
		var g = Math.floor( color.g * 255 );
		var b = Math.floor( color.b * 255 );

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

			data[ i * 3 ] 	  = r;
			data[ i * 3 + 1 ] = g;
			data[ i * 3 + 2 ] = b;

		}

		var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
		texture.needsUpdate = true;

		return texture;

	}

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

THREE.SceneUtils = {

	createMultiMaterialObject: function ( geometry, materials ) {

		var group = new THREE.Object3D();

		for ( var i = 0, l = materials.length; i < l; i ++ ) {

			group.add( new THREE.Mesh( geometry, materials[ i ] ) );

		}

		return group;

	},

	detach : function ( child, parent, scene ) {

		child.applyMatrix( parent.matrixWorld );
		parent.remove( child );
		scene.add( child );

	},

	attach: function ( child, scene, parent ) {

		var matrixWorldInverse = new THREE.Matrix4();
		matrixWorldInverse.getInverse( parent.matrixWorld );
		child.applyMatrix( matrixWorldInverse );

		scene.remove( child );
		parent.add( child );

	}

};
/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 *
 * ShaderUtils currently contains:
 *
 *	fresnel
 *	normal
 * 	cube
 *
 */

if ( THREE.WebGLRenderer ) {

THREE.ShaderUtils = {

	lib: {

		/* -------------------------------------------------------------------------
		//	Fresnel shader
		//	- based on Nvidia Cg tutorial
		 ------------------------------------------------------------------------- */

		'fresnel': {

			uniforms: {

				"mRefractionRatio": { type: "f", value: 1.02 },
				"mFresnelBias": { type: "f", value: 0.1 },
				"mFresnelPower": { type: "f", value: 2.0 },
				"mFresnelScale": { type: "f", value: 1.0 },
				"tCube": { type: "t", value: null }

			},

			fragmentShader: [

				"uniform samplerCube tCube;",

				"varying vec3 vReflect;",
				"varying vec3 vRefract[3];",
				"varying float vReflectionFactor;",

				"void main() {",

					"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
					"vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );",

					"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
					"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
					"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
					"refractedColor.a = 1.0;",

					"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",

				"}"

			].join("\n"),

			vertexShader: [

				"uniform float mRefractionRatio;",
				"uniform float mFresnelBias;",
				"uniform float mFresnelScale;",
				"uniform float mFresnelPower;",

				"varying vec3 vReflect;",
				"varying vec3 vRefract[3];",
				"varying float vReflectionFactor;",

				"void main() {",

					"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",

					"vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",

					"vec3 I = mPosition.xyz - cameraPosition;",

					"vReflect = reflect( I, nWorld );",
					"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
					"vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );",
					"vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );",
					"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );",

					"gl_Position = projectionMatrix * mvPosition;",

				"}"

			].join("\n")

		},

		/* -------------------------------------------------------------------------
		//	Normal map shader
		//		- Blinn-Phong
		//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
		//		- point and directional lights (use with "lights: true" material option)
		 ------------------------------------------------------------------------- */

		'normal' : {

			uniforms: THREE.UniformsUtils.merge( [

				THREE.UniformsLib[ "fog" ],
				THREE.UniformsLib[ "lights" ],
				THREE.UniformsLib[ "shadowmap" ],

				{

				"enableAO"		  : { type: "i", value: 0 },
				"enableDiffuse"	  : { type: "i", value: 0 },
				"enableSpecular"  : { type: "i", value: 0 },
				"enableReflection": { type: "i", value: 0 },
				"enableDisplacement": { type: "i", value: 0 },

				"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
				"tDiffuse"	   : { type: "t", value: null },
				"tCube"		   : { type: "t", value: null },
				"tNormal"	   : { type: "t", value: null },
				"tSpecular"	   : { type: "t", value: null },
				"tAO"		   : { type: "t", value: null },

				"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },

				"uDisplacementBias": { type: "f", value: 0.0 },
				"uDisplacementScale": { type: "f", value: 1.0 },

				"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
				"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
				"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
				"uShininess": { type: "f", value: 30 },
				"uOpacity": { type: "f", value: 1 },

				"useRefract": { type: "i", value: 0 },
				"uRefractionRatio": { type: "f", value: 0.98 },
				"uReflectivity": { type: "f", value: 0.5 },

				"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
				"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },

				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }

				}

			] ),

			fragmentShader: [

				"uniform vec3 uAmbientColor;",
				"uniform vec3 uDiffuseColor;",
				"uniform vec3 uSpecularColor;",
				"uniform float uShininess;",
				"uniform float uOpacity;",

				"uniform bool enableDiffuse;",
				"uniform bool enableSpecular;",
				"uniform bool enableAO;",
				"uniform bool enableReflection;",

				"uniform sampler2D tDiffuse;",
				"uniform sampler2D tNormal;",
				"uniform sampler2D tSpecular;",
				"uniform sampler2D tAO;",

				"uniform samplerCube tCube;",

				"uniform vec2 uNormalScale;",

				"uniform bool useRefract;",
				"uniform float uRefractionRatio;",
				"uniform float uReflectivity;",

				"varying vec3 vTangent;",
				"varying vec3 vBinormal;",
				"varying vec3 vNormal;",
				"varying vec2 vUv;",

				"uniform vec3 ambientLightColor;",

				"#if MAX_DIR_LIGHTS > 0",

					"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
					"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

				"#endif",

				"#if MAX_HEMI_LIGHTS > 0",

					"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
					"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
					"uniform vec3 hemisphereLightPosition[ MAX_HEMI_LIGHTS ];",

				"#endif",

				"#if MAX_POINT_LIGHTS > 0",

					"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
					"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
					"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

				"#endif",

				"#if MAX_SPOT_LIGHTS > 0",

					"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
					"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
					"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
					"uniform float spotLightAngle[ MAX_SPOT_LIGHTS ];",
					"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
					"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

				"#endif",

				"#ifdef WRAP_AROUND",

					"uniform vec3 wrapRGB;",

				"#endif",

				"varying vec3 vWorldPosition;",
				"varying vec3 vViewPosition;",

				THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
				THREE.ShaderChunk[ "fog_pars_fragment" ],

				"void main() {",

					"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",

					"vec3 specularTex = vec3( 1.0 );",

					"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
					"normalTex.xy *= uNormalScale;",
					"normalTex = normalize( normalTex );",

					"if( enableDiffuse ) {",

						"#ifdef GAMMA_INPUT",

							"vec4 texelColor = texture2D( tDiffuse, vUv );",
							"texelColor.xyz *= texelColor.xyz;",

							"gl_FragColor = gl_FragColor * texelColor;",

						"#else",

							"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",

						"#endif",

					"}",

					"if( enableAO ) {",

						"#ifdef GAMMA_INPUT",

							"vec4 aoColor = texture2D( tAO, vUv );",
							"aoColor.xyz *= aoColor.xyz;",

							"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",

						"#else",

							"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",

						"#endif",

					"}",

					"if( enableSpecular )",
						"specularTex = texture2D( tSpecular, vUv ).xyz;",

					"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
					"vec3 finalNormal = tsb * normalTex;",

					"#ifdef FLIP_SIDED",

						"finalNormal = -finalNormal;",

					"#endif",

					"vec3 normal = normalize( finalNormal );",
					"vec3 viewPosition = normalize( vViewPosition );",

					// point lights

					"#if MAX_POINT_LIGHTS > 0",

						"vec3 pointDiffuse = vec3( 0.0 );",
						"vec3 pointSpecular = vec3( 0.0 );",

						"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

							"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
							"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",

							"float pointDistance = 1.0;",
							"if ( pointLightDistance[ i ] > 0.0 )",
								"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",

							"pointVector = normalize( pointVector );",

							// diffuse

							"#ifdef WRAP_AROUND",

								"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
								"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",

								"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

							"#else",

								"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

							"#endif",

							"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",

							// specular

							"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
							"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
							"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",

							"#ifdef PHYSICALLY_BASED_SHADING",

								// 2.0 => 2.0001 is hack to work around ANGLE bug

								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
								"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",

							"#else",

								"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",

							"#endif",

						"}",

					"#endif",

					// spot lights

					"#if MAX_SPOT_LIGHTS > 0",

						"vec3 spotDiffuse = vec3( 0.0 );",
						"vec3 spotSpecular = vec3( 0.0 );",

						"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

							"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
							"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",

							"float spotDistance = 1.0;",
							"if ( spotLightDistance[ i ] > 0.0 )",
								"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",

							"spotVector = normalize( spotVector );",

							"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

							"if ( spotEffect > spotLightAngle[ i ] ) {",

								"spotEffect = pow( spotEffect, spotLightExponent[ i ] );",

								// diffuse

								"#ifdef WRAP_AROUND",

									"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
									"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",

									"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",

								"#else",

									"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",

								"#endif",

								"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",

								// specular

								"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
								"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
								"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",

								"#ifdef PHYSICALLY_BASED_SHADING",

									// 2.0 => 2.0001 is hack to work around ANGLE bug

									"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

									"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
									"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",

								"#else",

									"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",

								"#endif",

							"}",

						"}",

					"#endif",

					// directional lights

					"#if MAX_DIR_LIGHTS > 0",

						"vec3 dirDiffuse = vec3( 0.0 );",
						"vec3 dirSpecular = vec3( 0.0 );",

						"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

							"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
							"vec3 dirVector = normalize( lDirection.xyz );",

							// diffuse

							"#ifdef WRAP_AROUND",

								"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
								"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",

								"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

							"#else",

								"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

							"#endif",

							"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",

							// specular

							"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
							"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
							"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",

							"#ifdef PHYSICALLY_BASED_SHADING",

								// 2.0 => 2.0001 is hack to work around ANGLE bug

								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
								"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

							"#else",

								"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",

							"#endif",

						"}",

					"#endif",

					// hemisphere lights

					"#if MAX_HEMI_LIGHTS > 0",

						"vec3 hemiDiffuse  = vec3( 0.0 );",
						"vec3 hemiSpecular = vec3( 0.0 );" ,

						"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

							"vec4 lPosition = viewMatrix * vec4( hemisphereLightPosition[ i ], 1.0 );",
							"vec3 lVector = normalize( lPosition.xyz + vViewPosition.xyz );",

							// diffuse

							"float dotProduct = dot( normal, lVector );",
							"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",

							"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

							"hemiDiffuse += uDiffuseColor * hemiColor;",

							// specular (sky light)


							"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
							"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
							"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",

							// specular (ground light)

							"vec3 lVectorGround = normalize( -lPosition.xyz + vViewPosition.xyz );",

							"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
							"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
							"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",

							"#ifdef PHYSICALLY_BASED_SHADING",

								"float dotProductGround = dot( normal, lVectorGround );",

								// 2.0 => 2.0001 is hack to work around ANGLE bug

								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

								"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
								"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
								"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

							"#else",

								"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",

							"#endif",

						"}",

					"#endif",

					// all lights contribution summation

					"vec3 totalDiffuse = vec3( 0.0 );",
					"vec3 totalSpecular = vec3( 0.0 );",

					"#if MAX_DIR_LIGHTS > 0",

						"totalDiffuse += dirDiffuse;",
						"totalSpecular += dirSpecular;",

					"#endif",

					"#if MAX_HEMI_LIGHTS > 0",

						"totalDiffuse += hemiDiffuse;",
						"totalSpecular += hemiSpecular;",

					"#endif",

					"#if MAX_POINT_LIGHTS > 0",

						"totalDiffuse += pointDiffuse;",
						"totalSpecular += pointSpecular;",

					"#endif",

					"#if MAX_SPOT_LIGHTS > 0",

						"totalDiffuse += spotDiffuse;",
						"totalSpecular += spotSpecular;",

					"#endif",

					"#ifdef METAL",

						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",

					"#else",

						"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",

					"#endif",

					"if ( enableReflection ) {",

						"vec3 vReflect;",
						"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

						"if ( useRefract ) {",

							"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",

						"} else {",

							"vReflect = reflect( cameraToVertex, normal );",

						"}",

						"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",

						"#ifdef GAMMA_INPUT",

							"cubeColor.xyz *= cubeColor.xyz;",

						"#endif",

						"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",

					"}",

					THREE.ShaderChunk[ "shadowmap_fragment" ],
					THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
					THREE.ShaderChunk[ "fog_fragment" ],

				"}"

			].join("\n"),

			vertexShader: [

				"attribute vec4 tangent;",

				"uniform vec2 uOffset;",
				"uniform vec2 uRepeat;",

				"uniform bool enableDisplacement;",

				"#ifdef VERTEX_TEXTURES",

					"uniform sampler2D tDisplacement;",
					"uniform float uDisplacementScale;",
					"uniform float uDisplacementBias;",

				"#endif",

				"varying vec3 vTangent;",
				"varying vec3 vBinormal;",
				"varying vec3 vNormal;",
				"varying vec2 vUv;",

				"varying vec3 vWorldPosition;",
				"varying vec3 vViewPosition;",

				THREE.ShaderChunk[ "skinning_pars_vertex" ],
				THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

				"void main() {",

					THREE.ShaderChunk[ "skinbase_vertex" ],
					THREE.ShaderChunk[ "skinnormal_vertex" ],

					// normal, tangent and binormal vectors

					"#ifdef USE_SKINNING",

						"vNormal = normalMatrix * skinnedNormal.xyz;",

						"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
						"vTangent = normalMatrix * skinnedTangent.xyz;",

					"#else",

						"vNormal = normalMatrix * normal;",
						"vTangent = normalMatrix * tangent.xyz;",

					"#endif",

					"vBinormal = cross( vNormal, vTangent ) * tangent.w;",

					"vUv = uv * uRepeat + uOffset;",

					// displacement mapping

					"vec3 displacedPosition;",

					"#ifdef VERTEX_TEXTURES",

						"if ( enableDisplacement ) {",

							"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
							"float df = uDisplacementScale * dv.x + uDisplacementBias;",
							"displacedPosition = position + normalize( normal ) * df;",

						"} else {",

							"#ifdef USE_SKINNING",

								"vec4 skinVertex = vec4( position, 1.0 );",

								"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
								"skinned 	  += boneMatY * skinVertex * skinWeight.y;",

								"displacedPosition  = skinned.xyz;",

							"#else",

								"displacedPosition = position;",

							"#endif",

						"}",

					"#else",

						"#ifdef USE_SKINNING",

							"vec4 skinVertex = vec4( position, 1.0 );",

							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",

							"displacedPosition  = skinned.xyz;",

						"#else",

							"displacedPosition = position;",

						"#endif",

					"#endif",

					//

					"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
					"vec4 mPosition = modelMatrix * vec4( displacedPosition, 1.0 );",

					"gl_Position = projectionMatrix * mvPosition;",

					//

					"vWorldPosition = mPosition.xyz;",
					"vViewPosition = -mvPosition.xyz;",

					// shadows

					"#ifdef USE_SHADOWMAP",

						"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

							"vShadowCoord[ i ] = shadowMatrix[ i ] * mPosition;",

						"}",

					"#endif",

				"}"

			].join("\n")

		},

		/* -------------------------------------------------------------------------
		//	Cube map shader
		 ------------------------------------------------------------------------- */

		'cube': {

			uniforms: { "tCube": { type: "t", value: null },
						"tFlip": { type: "f", value: -1 } },

			vertexShader: [

				"varying vec3 vViewPosition;",

				"void main() {",

					"vec4 mPosition = modelMatrix * vec4( position, 1.0 );",
					"vViewPosition = cameraPosition - mPosition.xyz;",

					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

				"}"

			].join("\n"),

			fragmentShader: [

				"uniform samplerCube tCube;",
				"uniform float tFlip;",

				"varying vec3 vViewPosition;",

				"void main() {",

					"vec3 wPos = cameraPosition - vViewPosition;",
					"gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );",

				"}"

			].join("\n")

		}

	}

};

};
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author alteredq / http://alteredqualia.com/
 *
 * For Text operations in three.js (See TextGeometry)
 *
 * It uses techniques used in:
 *
 * 	typeface.js and canvastext
 * 		For converting fonts and rendering with javascript
 *		http://typeface.neocracy.org
 *
 *	Triangulation ported from AS3
 *		Simple Polygon Triangulation
 *		http://actionsnippet.com/?p=1462
 *
 * 	A Method to triangulate shapes with holes
 *		http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
 *
 */

THREE.FontUtils = {

	faces : {},

	// Just for now. face[weight][style]

	face : "helvetiker",
	weight: "normal",
	style : "normal",
	size : 150,
	divisions : 10,

	getFace : function() {

		return this.faces[ this.face ][ this.weight ][ this.style ];

	},

	loadFace : function( data ) {

		var family = data.familyName.toLowerCase();

		var ThreeFont = this;

		ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};

		ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
		ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;

		var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;

		return data;

	},

	drawText : function( text ) {

		var characterPts = [], allPts = [];

		// RenderText

		var i, p,
			face = this.getFace(),
			scale = this.size / face.resolution,
			offset = 0,
			chars = String( text ).split( '' ),
			length = chars.length;

		var fontPaths = [];

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

			var path = new THREE.Path();

			var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
			offset += ret.offset;

			fontPaths.push( ret.path );

		}

		// get the width

		var width = offset / 2;
		//
		// for ( p = 0; p < allPts.length; p++ ) {
		//
		// 	allPts[ p ].x -= width;
		//
		// }

		//var extract = this.extractPoints( allPts, characterPts );
		//extract.contour = allPts;

		//extract.paths = fontPaths;
		//extract.offset = width;

		return { paths : fontPaths, offset : width };

	},




	extractGlyphPoints : function( c, face, scale, offset, path ) {

		var pts = [];

		var i, i2, divisions,
			outline, action, length,
			scaleX, scaleY,
			x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
			laste,
			glyph = face.glyphs[ c ] || face.glyphs[ '?' ];

		if ( !glyph ) return;

		if ( glyph.o ) {

			outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
			length = outline.length;

			scaleX = scale;
			scaleY = scale;

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

				action = outline[ i ++ ];

				//console.log( action );

				switch( action ) {

				case 'm':

					// Move To

					x = outline[ i++ ] * scaleX + offset;
					y = outline[ i++ ] * scaleY;

					path.moveTo( x, y );
					break;

				case 'l':

					// Line To

					x = outline[ i++ ] * scaleX + offset;
					y = outline[ i++ ] * scaleY;
					path.lineTo(x,y);
					break;

				case 'q':

					// QuadraticCurveTo

					cpx  = outline[ i++ ] * scaleX + offset;
					cpy  = outline[ i++ ] * scaleY;
					cpx1 = outline[ i++ ] * scaleX + offset;
					cpy1 = outline[ i++ ] * scaleY;

					path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);

					laste = pts[ pts.length - 1 ];

					if ( laste ) {

						cpx0 = laste.x;
						cpy0 = laste.y;

						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {

							var t = i2 / divisions;
							var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
							var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
					  }

				  }

				  break;

				case 'b':

					// Cubic Bezier Curve

					cpx  = outline[ i++ ] *  scaleX + offset;
					cpy  = outline[ i++ ] *  scaleY;
					cpx1 = outline[ i++ ] *  scaleX + offset;
					cpy1 = outline[ i++ ] * -scaleY;
					cpx2 = outline[ i++ ] *  scaleX + offset;
					cpy2 = outline[ i++ ] * -scaleY;

					path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );

					laste = pts[ pts.length - 1 ];

					if ( laste ) {

						cpx0 = laste.x;
						cpy0 = laste.y;

						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {

							var t = i2 / divisions;
							var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
							var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );

						}

					}

					break;

				}

			}
		}



		return { offset: glyph.ha*scale, path:path};
	}

};


THREE.FontUtils.generateShapes = function( text, parameters ) {

	// Parameters 

	parameters = parameters || {};

	var size = parameters.size !== undefined ? parameters.size : 100;
	var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;

	var font = parameters.font !== undefined ? parameters.font : "helvetiker";
	var weight = parameters.weight !== undefined ? parameters.weight : "normal";
	var style = parameters.style !== undefined ? parameters.style : "normal";

	THREE.FontUtils.size = size;
	THREE.FontUtils.divisions = curveSegments;

	THREE.FontUtils.face = font;
	THREE.FontUtils.weight = weight;
	THREE.FontUtils.style = style;

	// Get a Font data json object

	var data = THREE.FontUtils.drawText( text );

	var paths = data.paths;
	var shapes = [];

	for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

		Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

	}

	return shapes;

};


/**
 * This code is a quick port of code written in C++ which was submitted to
 * flipcode.com by John W. Ratcliff  // July 22, 2000
 * See original code and more information here:
 * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
 *
 * ported to actionscript by Zevan Rosser
 * www.actionsnippet.com
 *
 * ported to javascript by Joshua Koo
 * http://www.lab4games.net/zz85/blog
 *
 */


( function( namespace ) {

	var EPSILON = 0.0000000001;

	// takes in an contour array and returns

	var process = function( contour, indices ) {

		var n = contour.length;

		if ( n < 3 ) return null;

		var result = [],
			verts = [],
			vertIndices = [];

		/* we want a counter-clockwise polygon in verts */

		var u, v, w;

		if ( area( contour ) > 0.0 ) {

			for ( v = 0; v < n; v++ ) verts[ v ] = v;

		} else {

			for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;

		}

		var nv = n;

		/*  remove nv - 2 vertices, creating 1 triangle every time */

		var count = 2 * nv;   /* error detection */

		for( v = nv - 1; nv > 2; ) {

			/* if we loop, it is probably a non-simple polygon */

			if ( ( count-- ) <= 0 ) {

				//** Triangulate: ERROR - probable bad polygon!

				//throw ( "Warning, unable to triangulate polygon!" );
				//return null;
				// Sometimes warning is fine, especially polygons are triangulated in reverse.
				console.log( "Warning, unable to triangulate polygon!" );

				if ( indices ) return vertIndices;
				return result;

			}

			/* three consecutive vertices in current polygon, <u,v,w> */

			u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
			v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
			w = v + 1;  if ( nv <= w ) w = 0;     /* next     */

			if ( snip( contour, u, v, w, nv, verts ) ) {

				var a, b, c, s, t;

				/* true names of the vertices */

				a = verts[ u ];
				b = verts[ v ];
				c = verts[ w ];

				/* output Triangle */

				/*
				result.push( contour[ a ] );
				result.push( contour[ b ] );
				result.push( contour[ c ] );
				*/
				result.push( [ contour[ a ],
					contour[ b ],
					contour[ c ] ] );


				vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );

				/* remove v from the remaining polygon */

				for( s = v, t = v + 1; t < nv; s++, t++ ) {

					verts[ s ] = verts[ t ];

				}

				nv--;

				/* reset error detection counter */

				count = 2 * nv;

			}

		}

		if ( indices ) return vertIndices;
		return result;

	};

	// calculate area of the contour polygon

	var area = function ( contour ) {

		var n = contour.length;
		var a = 0.0;

		for( var p = n - 1, q = 0; q < n; p = q++ ) {

			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

		}

		return a * 0.5;

	};

	// see if p is inside triangle abc

	var insideTriangle = function( ax, ay,
								   bx, by,
								   cx, cy,
								   px, py ) {

		  var aX, aY, bX, bY;
		  var cX, cY, apx, apy;
		  var bpx, bpy, cpx, cpy;
		  var cCROSSap, bCROSScp, aCROSSbp;

		  aX = cx - bx;  aY = cy - by;
		  bX = ax - cx;  bY = ay - cy;
		  cX = bx - ax;  cY = by - ay;
		  apx= px  -ax;  apy= py - ay;
		  bpx= px - bx;  bpy= py - by;
		  cpx= px - cx;  cpy= py - cy;

		  aCROSSbp = aX*bpy - aY*bpx;
		  cCROSSap = cX*apy - cY*apx;
		  bCROSScp = bX*cpy - bY*cpx;

		  return ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) );

	};


	var snip = function ( contour, u, v, w, n, verts ) {

		var p;
		var ax, ay, bx, by;
		var cx, cy, px, py;

		ax = contour[ verts[ u ] ].x;
		ay = contour[ verts[ u ] ].y;

		bx = contour[ verts[ v ] ].x;
		by = contour[ verts[ v ] ].y;

		cx = contour[ verts[ w ] ].x;
		cy = contour[ verts[ w ] ].y;

		if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;

			for ( p = 0; p < n; p++ ) {

				if( (p == u) || (p == v) || (p == w) ) continue;

				px = contour[ verts[ p ] ].x
				py = contour[ verts[ p ] ].y

				if ( insideTriangle( ax, ay, bx, by, cx, cy, px, py ) ) return false;

		  }

		  return true;

	};


	namespace.Triangulate = process;
	namespace.Triangulate.area = area;

	return namespace;

})(THREE.FontUtils);

// To use the typeface.js face files, hook up the API
self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Extensible curve object
 * 
 * Some common of Curve methods
 * .getPoint(t), getTangent(t)
 * .getPointAt(u), getTagentAt(u)
 * .getPoints(), .getSpacedPoints()
 * .getLength()
 * .updateArcLengths()
 *
 * This file contains following classes:
 *
 * -- 2d classes --
 * THREE.Curve
 * THREE.LineCurve
 * THREE.QuadraticBezierCurve
 * THREE.CubicBezierCurve
 * THREE.SplineCurve
 * THREE.ArcCurve
 * THREE.EllipseCurve
 *
 * -- 3d classes --
 * THREE.LineCurve3
 * THREE.QuadraticBezierCurve3
 * THREE.CubicBezierCurve3
 * THREE.SplineCurve3
 * THREE.ClosedSplineCurve3
 *
 * A series of curves can be represented as a THREE.CurvePath
 *
 **/

/**************************************************************
 *	Abstract Curve base class
 **************************************************************/

THREE.Curve = function () {

};

// Virtual base class method to overwrite and implement in subclasses
//	- t [0 .. 1]

THREE.Curve.prototype.getPoint = function ( t ) {

	console.log( "Warning, getPoint() not implemented!" );
	return null;

};

// Get point at relative position in curve according to arc length
// - u [0 .. 1]

THREE.Curve.prototype.getPointAt = function ( u ) {

	var t = this.getUtoTmapping( u );
	return this.getPoint( t );

};

// Get sequence of points using getPoint( t )

THREE.Curve.prototype.getPoints = function ( divisions ) {

	if ( !divisions ) divisions = 5;

	var d, pts = [];

	for ( d = 0; d <= divisions; d ++ ) {

		pts.push( this.getPoint( d / divisions ) );

	}

	return pts;

};

// Get sequence of points using getPointAt( u )

THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {

	if ( !divisions ) divisions = 5;

	var d, pts = [];

	for ( d = 0; d <= divisions; d ++ ) {

		pts.push( this.getPointAt( d / divisions ) );

	}

	return pts;

};

// Get total curve arc length

THREE.Curve.prototype.getLength = function () {

	var lengths = this.getLengths();
	return lengths[ lengths.length - 1 ];

};

// Get list of cumulative segment lengths

THREE.Curve.prototype.getLengths = function ( divisions ) {

	if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;

	if ( this.cacheArcLengths 
		&& ( this.cacheArcLengths.length == divisions + 1 ) 
		&& !this.needsUpdate) {

		//console.log( "cached", this.cacheArcLengths );
		return this.cacheArcLengths;

	}

	this.needsUpdate = false;

	var cache = [];
	var current, last = this.getPoint( 0 );
	var p, sum = 0;

	cache.push( 0 );

	for ( p = 1; p <= divisions; p ++ ) {

		current = this.getPoint ( p / divisions );
		sum += current.distanceTo( last );
		cache.push( sum );
		last = current;

	}

	this.cacheArcLengths = cache;

	return cache; // { sums: cache, sum:sum }; Sum is in the last element.

};


THREE.Curve.prototype.updateArcLengths = function() {
	this.needsUpdate = true;
	this.getLengths();
};

// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance

THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {

	var arcLengths = this.getLengths();

	var i = 0, il = arcLengths.length;

	var targetArcLength; // The targeted u distance value to get

	if ( distance ) {

		targetArcLength = distance;

	} else {

		targetArcLength = u * arcLengths[ il - 1 ];

	}

	//var time = Date.now();

	// binary search for the index with largest value smaller than target u distance

	var low = 0, high = il - 1, comparison;

	while ( low <= high ) {

		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

		comparison = arcLengths[ i ] - targetArcLength;

		if ( comparison < 0 ) {

			low = i + 1;
			continue;

		} else if ( comparison > 0 ) {

			high = i - 1;
			continue;

		} else {

			high = i;
			break;

			// DONE

		}

	}

	i = high;

	//console.log('b' , i, low, high, Date.now()- time);

	if ( arcLengths[ i ] == targetArcLength ) {

		var t = i / ( il - 1 );
		return t;

	}

	// we could get finer grain at lengths, or use simple interpolatation between two points

	var lengthBefore = arcLengths[ i ];
    var lengthAfter = arcLengths[ i + 1 ];

    var segmentLength = lengthAfter - lengthBefore;

    // determine where we are between the 'before' and 'after' points

    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

    // add that fractional amount to t

    var t = ( i + segmentFraction ) / ( il -1 );

	return t;

};


// In 2D space, there are actually 2 normal vectors,
// and in 3D space, infinte
// TODO this should be depreciated.
THREE.Curve.prototype.getNormalVector = function( t ) {

	var vec = this.getTangent( t );

	return new THREE.Vector2( -vec.y , vec.x );

};

// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent / normal finding,
// we get 2 points with a small delta and find a gradient of the 2 points
// which seems to make a reasonable approximation

THREE.Curve.prototype.getTangent = function( t ) {

	var delta = 0.0001;
	var t1 = t - delta;
	var t2 = t + delta;

	// Capping in case of danger

	if ( t1 < 0 ) t1 = 0;
	if ( t2 > 1 ) t2 = 1;

	var pt1 = this.getPoint( t1 );
	var pt2 = this.getPoint( t2 );
	
	var vec = pt2.clone().subSelf(pt1);
	return vec.normalize();

};


THREE.Curve.prototype.getTangentAt = function ( u ) {

	var t = this.getUtoTmapping( u );
	return this.getTangent( t );

};

/**************************************************************
 *	Line
 **************************************************************/

THREE.LineCurve = function ( v1, v2 ) {

	this.v1 = v1;
	this.v2 = v2;

};

THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.LineCurve.prototype.getPoint = function ( t ) {

	var point = this.v2.clone().subSelf(this.v1);
	point.multiplyScalar( t ).addSelf( this.v1 );

	return point;

};

// Line curve is linear, so we can overwrite default getPointAt

THREE.LineCurve.prototype.getPointAt = function ( u ) {

	return this.getPoint( u );

};

THREE.LineCurve.prototype.getTangent = function( t ) {

	var tangent = this.v2.clone().subSelf(this.v1);

	return tangent.normalize();

};

/**************************************************************
 *	Quadratic Bezier curve
 **************************************************************/


THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {

	this.v0 = v0;
	this.v1 = v1;
	this.v2 = v2;

};

THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );


THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {

	var tx, ty;

	tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
	ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );

	return new THREE.Vector2( tx, ty );

};


THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {

	var tx, ty;

	tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
	ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );

	// returns unit vector

	var tangent = new THREE.Vector2( tx, ty );
	tangent.normalize();

	return tangent;

};


/**************************************************************
 *	Cubic Bezier curve
 **************************************************************/

THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {

	this.v0 = v0;
	this.v1 = v1;
	this.v2 = v2;
	this.v3 = v3;

};

THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {

	var tx, ty;

	tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
	ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );

	return new THREE.Vector2( tx, ty );

};

THREE.CubicBezierCurve.prototype.getTangent = function( t ) {

	var tx, ty;

	tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
	ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );

	var tangent = new THREE.Vector2( tx, ty );
	tangent.normalize();

	return tangent;

};


/**************************************************************
 *	Spline curve
 **************************************************************/

THREE.SplineCurve = function ( points /* array of Vector2 */ ) {

	this.points = (points == undefined) ? [] : points;

};

THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.SplineCurve.prototype.getPoint = function ( t ) {

	var v = new THREE.Vector2();
	var c = [];
	var points = this.points, point, intPoint, weight;
	point = ( points.length - 1 ) * t;

	intPoint = Math.floor( point );
	weight = point - intPoint;

	c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
	c[ 1 ] = intPoint;
	c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
	c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;

	v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
	v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );

	return v;

};

/**************************************************************
 *	Ellipse curve
 **************************************************************/

THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
							aStartAngle, aEndAngle,
							aClockwise ) {

	this.aX = aX;
	this.aY = aY;

	this.xRadius = xRadius;
	this.yRadius = yRadius;

	this.aStartAngle = aStartAngle;
	this.aEndAngle = aEndAngle;

	this.aClockwise = aClockwise;

};

THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.EllipseCurve.prototype.getPoint = function ( t ) {

	var deltaAngle = this.aEndAngle - this.aStartAngle;

	if ( !this.aClockwise ) {

		t = 1 - t;

	}

	var angle = this.aStartAngle + t * deltaAngle;

	var tx = this.aX + this.xRadius * Math.cos( angle );
	var ty = this.aY + this.yRadius * Math.sin( angle );

	return new THREE.Vector2( tx, ty );

};

/**************************************************************
 *	Arc curve
 **************************************************************/

THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
};

THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );


/**************************************************************
 *	Utils
 **************************************************************/

THREE.Curve.Utils = {

	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {

		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );

	},

	// Puay Bing, thanks for helping with this derivative!

	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {

		return -3 * p0 * (1 - t) * (1 - t)  +
			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
			3 * t * t * p3;
	},


	tangentSpline: function ( t, p0, p1, p2, p3 ) {

		// To check if my formulas are correct

		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
		var h01 = -6 * t * t + 6 * t; 	// − 2t3 + 3t2
		var h11 = 3 * t * t - 2 * t;	// t3 − t2

		return h00 + h10 + h01 + h11;

	},

	// Catmull-Rom

	interpolate: function( p0, p1, p2, p3, t ) {

		var v0 = ( p2 - p0 ) * 0.5;
		var v1 = ( p3 - p1 ) * 0.5;
		var t2 = t * t;
		var t3 = t * t2;
		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

	}

};


// TODO: Transformation for Curves?

/**************************************************************
 *	3D Curves
 **************************************************************/

// A Factory method for creating new curve subclasses

THREE.Curve.create = function ( constructor, getPointFunc ) {

	constructor.prototype = Object.create( THREE.Curve.prototype );
	constructor.prototype.getPoint = getPointFunc;

	return constructor;

};


/**************************************************************
 *	Line3D
 **************************************************************/

THREE.LineCurve3 = THREE.Curve.create(

	function ( v1, v2 ) {

		this.v1 = v1;
		this.v2 = v2;

	},

	function ( t ) {

		var r = new THREE.Vector3();


		r.sub( this.v2, this.v1 ); // diff
		r.multiplyScalar( t );
		r.addSelf( this.v1 );

		return r;

	}

);


/**************************************************************
 *	Quadratic Bezier 3D curve
 **************************************************************/

THREE.QuadraticBezierCurve3 = THREE.Curve.create(

	function ( v0, v1, v2 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	},

	function ( t ) {

		var tx, ty, tz;

		tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
		ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
		tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );

		return new THREE.Vector3( tx, ty, tz );

	}

);



/**************************************************************
 *	Cubic Bezier 3D curve
 **************************************************************/

THREE.CubicBezierCurve3 = THREE.Curve.create(

	function ( v0, v1, v2, v3 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

	},

	function ( t ) {

		var tx, ty, tz;

		tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
		ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
		tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );

		return new THREE.Vector3( tx, ty, tz );

	}

);



/**************************************************************
 *	Spline 3D curve
 **************************************************************/


THREE.SplineCurve3 = THREE.Curve.create(

	function ( points /* array of Vector3 */) {

		this.points = (points == undefined) ? [] : points;

	},

	function ( t ) {

		var v = new THREE.Vector3();
		var c = [];
		var points = this.points, point, intPoint, weight;
		point = ( points.length - 1 ) * t;

		intPoint = Math.floor( point );
		weight = point - intPoint;

		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
		c[ 1 ] = intPoint;
		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;

		var pt0 = points[ c[0] ],
			pt1 = points[ c[1] ],
			pt2 = points[ c[2] ],
			pt3 = points[ c[3] ];

		v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
		v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
		v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);

		return v;

	}

);


// THREE.SplineCurve3.prototype.getTangent = function(t) {
// 		var v = new THREE.Vector3();
// 		var c = [];
// 		var points = this.points, point, intPoint, weight;
// 		point = ( points.length - 1 ) * t;

// 		intPoint = Math.floor( point );
// 		weight = point - intPoint;

// 		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
// 		c[ 1 ] = intPoint;
// 		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
// 		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;

// 		var pt0 = points[ c[0] ],
// 			pt1 = points[ c[1] ],
// 			pt2 = points[ c[2] ],
// 			pt3 = points[ c[3] ];

// 	// t = weight;
// 	v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
// 	v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
// 	v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );

// 	return v;
		
// }

/**************************************************************
 *	Closed Spline 3D curve
 **************************************************************/


THREE.ClosedSplineCurve3 = THREE.Curve.create(

	function ( points /* array of Vector3 */) {

		this.points = (points == undefined) ? [] : points;

	},

    function ( t ) {

        var v = new THREE.Vector3();
        var c = [];
        var points = this.points, point, intPoint, weight;
        point = ( points.length - 0 ) * t;
            // This needs to be from 0-length +1

        intPoint = Math.floor( point );
        weight = point - intPoint;
            
        intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
        c[ 0 ] = ( intPoint - 1 ) % points.length;
        c[ 1 ] = ( intPoint ) % points.length;
        c[ 2 ] = ( intPoint + 1 ) % points.length;
        c[ 3 ] = ( intPoint + 2 ) % points.length;

        v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
        v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
        v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
        
        return v;

    }

);
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 **/

/**************************************************************
 *	Curved Path - a curve path is simply a array of connected
 *  curves, but retains the api of a curve
 **************************************************************/

THREE.CurvePath = function () {

	this.curves = [];
	this.bends = [];
	
	this.autoClose = false; // Automatically closes the path
};

THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );

THREE.CurvePath.prototype.add = function ( curve ) {

	this.curves.push( curve );

};

THREE.CurvePath.prototype.checkConnection = function() {
	// TODO
	// If the ending of curve is not connected to the starting
	// or the next curve, then, this is not a real path
};

THREE.CurvePath.prototype.closePath = function() {
	// TODO Test
	// and verify for vector3 (needs to implement equals)
	// Add a line curve if start and end of lines are not connected
	var startPoint = this.curves[0].getPoint(0);
	var endPoint = this.curves[this.curves.length-1].getPoint(1);
	
	if (!startPoint.equals(endPoint)) {
		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
	}
	
};

// To get accurate point with reference to
// entire path distance at time t,
// following has to be done:

// 1. Length of each sub path have to be known
// 2. Locate and identify type of curve
// 3. Get t for the curve
// 4. Return curve.getPointAt(t')

THREE.CurvePath.prototype.getPoint = function( t ) {

	var d = t * this.getLength();
	var curveLengths = this.getCurveLengths();
	var i = 0, diff, curve;

	// To think about boundaries points.

	while ( i < curveLengths.length ) {

		if ( curveLengths[ i ] >= d ) {

			diff = curveLengths[ i ] - d;
			curve = this.curves[ i ];

			var u = 1 - diff / curve.getLength();

			return curve.getPointAt( u );

			break;
		}

		i ++;

	}

	return null;

	// loop where sum != 0, sum > d , sum+1 <d

};

/*
THREE.CurvePath.prototype.getTangent = function( t ) {
};*/


// We cannot use the default THREE.Curve getPoint() with getLength() because in
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
// getPoint() depends on getLength

THREE.CurvePath.prototype.getLength = function() {

	var lens = this.getCurveLengths();
	return lens[ lens.length - 1 ];

};

// Compute lengths and cache them
// We cannot overwrite getLengths() because UtoT mapping uses it.

THREE.CurvePath.prototype.getCurveLengths = function() {

	// We use cache values if curves and cache array are same length

	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {

		return this.cacheLengths;

	};

	// Get length of subsurve
	// Push sums into cached array

	var lengths = [], sums = 0;
	var i, il = this.curves.length;

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

		sums += this.curves[ i ].getLength();
		lengths.push( sums );

	}

	this.cacheLengths = lengths;

	return lengths;

};



// Returns min and max coordinates, as well as centroid

THREE.CurvePath.prototype.getBoundingBox = function () {

	var points = this.getPoints();

	var maxX, maxY, maxZ;
	var minX, minY, minZ;

	maxX = maxY = Number.NEGATIVE_INFINITY;
	minX = minY = Number.POSITIVE_INFINITY;

	var p, i, il, sum;

	var v3 = points[0] instanceof THREE.Vector3;

	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();

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

		p = points[ i ];

		if ( p.x > maxX ) maxX = p.x;
		else if ( p.x < minX ) minX = p.x;

		if ( p.y > maxY ) maxY = p.y;
		else if ( p.y < minY ) minY = p.y;

		if (v3) {

			if ( p.z > maxZ ) maxZ = p.z;
			else if ( p.z < minZ ) minZ = p.z;

		}

		sum.addSelf( p );

	}

	var ret = {

		minX: minX,
		minY: minY,
		maxX: maxX,
		maxY: maxY,
		centroid: sum.divideScalar( il )
	
	};

	if (v3) {

		ret.maxZ = maxZ;
		ret.minZ = minZ;
	
	}

	return ret;

};

/**************************************************************
 *	Create Geometries Helpers
 **************************************************************/

/// Generate geometry from path points (for Line or ParticleSystem objects)

THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {

	var pts = this.getPoints( divisions, true );
	return this.createGeometry( pts );

};

// Generate geometry from equidistance sampling along the path

THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {

	var pts = this.getSpacedPoints( divisions, true );
	return this.createGeometry( pts );

};

THREE.CurvePath.prototype.createGeometry = function( points ) {

	var geometry = new THREE.Geometry();

	for ( var i = 0; i < points.length; i ++ ) {

		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );

	}

	return geometry;

};


/**************************************************************
 *	Bend / Wrap Helper Methods
 **************************************************************/

// Wrap path / Bend modifiers?

THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {

	this.bends.push( bendpath );

};

THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {

	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
	var i, il;

	if ( !bends ) {

		bends = this.bends;

	}

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

		oldPts = this.getWrapPoints( oldPts, bends[ i ] );

	}

	return oldPts;

};

THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {

	var oldPts = this.getSpacedPoints( segments );

	var i, il;

	if ( !bends ) {

		bends = this.bends;

	}

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

		oldPts = this.getWrapPoints( oldPts, bends[ i ] );

	}

	return oldPts;

};

// This returns getPoints() bend/wrapped around the contour of a path.
// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html

THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {

	var bounds = this.getBoundingBox();

	var i, il, p, oldX, oldY, xNorm;

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

		p = oldPts[ i ];

		oldX = p.x;
		oldY = p.y;

		xNorm = oldX / bounds.maxX;

		// If using actual distance, for length > path, requires line extrusions
		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance

		xNorm = path.getUtoTmapping( xNorm, oldX );

		// check for out of bounds?

		var pathPt = path.getPoint( xNorm );
		var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );

		p.x = pathPt.x + normal.x;
		p.y = pathPt.y + normal.y;

	}

	return oldPts;

};

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

THREE.Gyroscope = function () {

	THREE.Object3D.call( this );

};

THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );

THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {

	this.matrixAutoUpdate && this.updateMatrix();

	// update matrixWorld

	if ( this.matrixWorldNeedsUpdate || force ) {

		if ( this.parent ) {

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

			this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
			this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );

			this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );


		} else {

			this.matrixWorld.copy( this.matrix );

		}


		this.matrixWorldNeedsUpdate = false;

		force = true;

	}

	// update children

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

		this.children[ i ].updateMatrixWorld( force );

	}

};

THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Creates free form 2d path using series of points, lines or curves.
 *
 **/

THREE.Path = function ( points ) {

	THREE.CurvePath.call(this);

	this.actions = [];

	if ( points ) {

		this.fromPoints( points );

	}

};

THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );

THREE.PathActions = {

	MOVE_TO: 'moveTo',
	LINE_TO: 'lineTo',
	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
	ARC: 'arc',								// Circle
	ELLIPSE: 'ellipse'
};

// TODO Clean up PATH API

// Create path using straight lines to connect all points
// - vectors: array of Vector2

THREE.Path.prototype.fromPoints = function ( vectors ) {

	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );

	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {

		this.lineTo( vectors[ v ].x, vectors[ v ].y );

	};

};

// startPath() endPath()?

THREE.Path.prototype.moveTo = function ( x, y ) {

	var args = Array.prototype.slice.call( arguments );
	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );

};

THREE.Path.prototype.lineTo = function ( x, y ) {

	var args = Array.prototype.slice.call( arguments );

	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );

};

THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {

	var args = Array.prototype.slice.call( arguments );

	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
												new THREE.Vector2( aCPx, aCPy ),
												new THREE.Vector2( aX, aY ) );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );

};

THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
                                               aCP2x, aCP2y,
                                               aX, aY ) {

	var args = Array.prototype.slice.call( arguments );

	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
											new THREE.Vector2( aCP1x, aCP1y ),
											new THREE.Vector2( aCP2x, aCP2y ),
											new THREE.Vector2( aX, aY ) );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );

};

THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {

	var args = Array.prototype.slice.call( arguments );
	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];
//---
	var npts = [ new THREE.Vector2( x0, y0 ) ];
	Array.prototype.push.apply( npts, pts );

	var curve = new THREE.SplineCurve( npts );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );

};

// FUTURE: Change the API or follow canvas API?

THREE.Path.prototype.arc = function ( aX, aY, aRadius,
									  aStartAngle, aEndAngle, aClockwise ) {

	var lastargs = this.actions[ this.actions.length - 1].args;
	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	this.absarc(aX + x0, aY + y0, aRadius,
		aStartAngle, aEndAngle, aClockwise );
	
 };

 THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
									  aStartAngle, aEndAngle, aClockwise ) {
	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
 };
 
THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
									  aStartAngle, aEndAngle, aClockwise ) {

	var lastargs = this.actions[ this.actions.length - 1].args;
	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
		aStartAngle, aEndAngle, aClockwise );

 };
 

THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
									  aStartAngle, aEndAngle, aClockwise ) {

	var args = Array.prototype.slice.call( arguments );
	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
									aStartAngle, aEndAngle, aClockwise );
	this.curves.push( curve );

	var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
	args.push(lastPoint.x);
	args.push(lastPoint.y);

	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );

 };

THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {

	if ( ! divisions ) divisions = 40;

	var points = [];

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

		points.push( this.getPoint( i / divisions ) );

		//if( !this.getPoint( i / divisions ) ) throw "DIE";

	}

	// if ( closedPath ) {
	//
	// 	points.push( points[ 0 ] );
	//
	// }

	return points;

};

/* Return an array of vectors based on contour of the path */

THREE.Path.prototype.getPoints = function( divisions, closedPath ) {

	if (this.useSpacedPoints) {
		console.log('tata');
		return this.getSpacedPoints( divisions, closedPath );
	}

	divisions = divisions || 12;

	var points = [];

	var i, il, item, action, args;
	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
		laste, j,
		t, tx, ty;

	for ( i = 0, il = this.actions.length; i < il; i ++ ) {

		item = this.actions[ i ];

		action = item.action;
		args = item.args;

		switch( action ) {

		case THREE.PathActions.MOVE_TO:

			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );

			break;

		case THREE.PathActions.LINE_TO:

			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );

			break;

		case THREE.PathActions.QUADRATIC_CURVE_TO:

			cpx  = args[ 2 ];
			cpy  = args[ 3 ];

			cpx1 = args[ 0 ];
			cpy1 = args[ 1 ];

			if ( points.length > 0 ) {

				laste = points[ points.length - 1 ];

				cpx0 = laste.x;
				cpy0 = laste.y;

			} else {

				laste = this.actions[ i - 1 ].args;

				cpx0 = laste[ laste.length - 2 ];
				cpy0 = laste[ laste.length - 1 ];

			}

			for ( j = 1; j <= divisions; j ++ ) {

				t = j / divisions;

				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );

				points.push( new THREE.Vector2( tx, ty ) );

		  	}

			break;

		case THREE.PathActions.BEZIER_CURVE_TO:

			cpx  = args[ 4 ];
			cpy  = args[ 5 ];

			cpx1 = args[ 0 ];
			cpy1 = args[ 1 ];

			cpx2 = args[ 2 ];
			cpy2 = args[ 3 ];

			if ( points.length > 0 ) {

				laste = points[ points.length - 1 ];

				cpx0 = laste.x;
				cpy0 = laste.y;

			} else {

				laste = this.actions[ i - 1 ].args;

				cpx0 = laste[ laste.length - 2 ];
				cpy0 = laste[ laste.length - 1 ];

			}


			for ( j = 1; j <= divisions; j ++ ) {

				t = j / divisions;

				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );

				points.push( new THREE.Vector2( tx, ty ) );

			}

			break;

		case THREE.PathActions.CSPLINE_THRU:

			laste = this.actions[ i - 1 ].args;

			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
			var spts = [ last ];

			var n = divisions * args[ 0 ].length;

			spts = spts.concat( args[ 0 ] );

			var spline = new THREE.SplineCurve( spts );

			for ( j = 1; j <= n; j ++ ) {

				points.push( spline.getPointAt( j / n ) ) ;

			}

			break;

		case THREE.PathActions.ARC:

			var aX = args[ 0 ], aY = args[ 1 ],
				aRadius = args[ 2 ],
				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
				aClockwise = !!args[ 5 ];

			var deltaAngle = aEndAngle - aStartAngle;
			var angle;
			var tdivisions = divisions * 2;

			for ( j = 1; j <= tdivisions; j ++ ) {

				t = j / tdivisions;

				if ( ! aClockwise ) {

					t = 1 - t;

				}

				angle = aStartAngle + t * deltaAngle;

				tx = aX + aRadius * Math.cos( angle );
				ty = aY + aRadius * Math.sin( angle );

				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);

				points.push( new THREE.Vector2( tx, ty ) );

			}

			//console.log(points);

		  break;
		  
		case THREE.PathActions.ELLIPSE:

			var aX = args[ 0 ], aY = args[ 1 ],
				xRadius = args[ 2 ],
				yRadius = args[ 3 ],
				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
				aClockwise = !!args[ 6 ];


			var deltaAngle = aEndAngle - aStartAngle;
			var angle;
			var tdivisions = divisions * 2;

			for ( j = 1; j <= tdivisions; j ++ ) {

				t = j / tdivisions;

				if ( ! aClockwise ) {

					t = 1 - t;

				}

				angle = aStartAngle + t * deltaAngle;

				tx = aX + xRadius * Math.cos( angle );
				ty = aY + yRadius * Math.sin( angle );

				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);

				points.push( new THREE.Vector2( tx, ty ) );

			}

			//console.log(points);

		  break;

		} // end switch

	}



	// Normalize to remove the closing point by default.
	var lastPoint = points[ points.length - 1];
	var EPSILON = 0.0000000001;
	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
             Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
		points.splice( points.length - 1, 1);
	if ( closedPath ) {

		points.push( points[ 0 ] );

	}

	return points;

};

// Breaks path into shapes

THREE.Path.prototype.toShapes = function() {

	var i, il, item, action, args;

	var subPaths = [], lastPath = new THREE.Path();

	for ( i = 0, il = this.actions.length; i < il; i ++ ) {

		item = this.actions[ i ];

		args = item.args;
		action = item.action;

		if ( action == THREE.PathActions.MOVE_TO ) {

			if ( lastPath.actions.length != 0 ) {

				subPaths.push( lastPath );
				lastPath = new THREE.Path();

			}

		}

		lastPath[ action ].apply( lastPath, args );

	}

	if ( lastPath.actions.length != 0 ) {

		subPaths.push( lastPath );

	}

	// console.log(subPaths);

	if ( subPaths.length == 0 ) return [];

	var tmpPath, tmpShape, shapes = [];

	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
	// console.log("Holes first", holesFirst);

	if ( subPaths.length == 1) {
		tmpPath = subPaths[0];
		tmpShape = new THREE.Shape();
		tmpShape.actions = tmpPath.actions;
		tmpShape.curves = tmpPath.curves;
		shapes.push( tmpShape );
		return shapes;
	};

	if ( holesFirst ) {

		tmpShape = new THREE.Shape();

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

			tmpPath = subPaths[ i ];

			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {

				tmpShape.actions = tmpPath.actions;
				tmpShape.curves = tmpPath.curves;

				shapes.push( tmpShape );
				tmpShape = new THREE.Shape();

				//console.log('cw', i);

			} else {

				tmpShape.holes.push( tmpPath );

				//console.log('ccw', i);

			}

		}

	} else {

		// Shapes first

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

			tmpPath = subPaths[ i ];

			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {


				if ( tmpShape ) shapes.push( tmpShape );

				tmpShape = new THREE.Shape();
				tmpShape.actions = tmpPath.actions;
				tmpShape.curves = tmpPath.curves;

			} else {

				tmpShape.holes.push( tmpPath );

			}

		}

		shapes.push( tmpShape );

	}

	//console.log("shape", shapes);

	return shapes;

};
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Defines a 2d shape plane using paths.
 **/

// STEP 1 Create a path.
// STEP 2 Turn path into shape.
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
// STEP 3a - Extract points from each shape, turn to vertices
// STEP 3b - Triangulate each shape, add faces.

THREE.Shape = function ( ) {

	THREE.Path.apply( this, arguments );
	this.holes = [];

};

THREE.Shape.prototype = Object.create( THREE.Path.prototype );

// Convenience method to return ExtrudeGeometry

THREE.Shape.prototype.extrude = function ( options ) {

	var extruded = new THREE.ExtrudeGeometry( this, options );
	return extruded;

};

// Convenience method to return ShapeGeometry

THREE.Shape.prototype.makeGeometry = function ( options ) {

	var geometry = new THREE.ShapeGeometry( this, options );
	return geometry;

};

// Get points of holes

THREE.Shape.prototype.getPointsHoles = function ( divisions ) {

	var i, il = this.holes.length, holesPts = [];

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

		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );

	}

	return holesPts;

};

// Get points of holes (spaced by regular distance)

THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {

	var i, il = this.holes.length, holesPts = [];

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

		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );

	}

	return holesPts;

};


// Get points of shape and holes (keypoints based on segments parameter)

THREE.Shape.prototype.extractAllPoints = function ( divisions ) {

	return {

		shape: this.getTransformedPoints( divisions ),
		holes: this.getPointsHoles( divisions )

	};

};

THREE.Shape.prototype.extractPoints = function ( divisions ) {

	if (this.useSpacedPoints) {
		return this.extractAllSpacedPoints(divisions);
	}

	return this.extractAllPoints(divisions);

};

//
// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
//
// 	return {
//
// 		shape: this.transform( bend, divisions ),
// 		holes: this.getPointsHoles( divisions, bend )
//
// 	};
//
// };

// Get points of shape and holes (spaced by regular distance)

THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {

	return {

		shape: this.getTransformedSpacedPoints( divisions ),
		holes: this.getSpacedPointsHoles( divisions )

	};

};

/**************************************************************
 *	Utils
 **************************************************************/

THREE.Shape.Utils = {

	/*
		contour - array of vector2 for contour
		holes   - array of array of vector2
	*/

	removeHoles: function ( contour, holes ) {

		var shape = contour.concat(); // work on this shape
		var allpoints = shape.concat();

		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */


		var prevShapeVert, nextShapeVert,
			prevHoleVert, nextHoleVert,
			holeIndex, shapeIndex,
			shapeId, shapeGroup,
			h, h2,
			hole, shortest, d,
			p, pts1, pts2,
			tmpShape1, tmpShape2,
			tmpHole1, tmpHole2,
			verts = [];

		for ( h = 0; h < holes.length; h ++ ) {

			hole = holes[ h ];

			/*
			shapeholes[ h ].concat(); // preserves original
			holes.push( hole );
			*/

			Array.prototype.push.apply( allpoints, hole );

			shortest = Number.POSITIVE_INFINITY;


			// Find the shortest pair of pts between shape and hole

			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
			// Using distanceToSquared() intead of distanceTo() should speed a little
			// since running square roots operations are reduced.

			for ( h2 = 0; h2 < hole.length; h2 ++ ) {

				pts1 = hole[ h2 ];
				var dist = [];

				for ( p = 0; p < shape.length; p++ ) {

					pts2 = shape[ p ];
					d = pts1.distanceToSquared( pts2 );
					dist.push( d );

					if ( d < shortest ) {

						shortest = d;
						holeIndex = h2;
						shapeIndex = p;

					}

				}

			}

			//console.log("shortest", shortest, dist);

			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			var areaapts = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var areaa = THREE.FontUtils.Triangulate.area( areaapts );

			var areabpts = [

				hole[ holeIndex ],
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			var areab = THREE.FontUtils.Triangulate.area( areabpts );

			var shapeOffset = 1;
			var holeOffset = -1;

			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
			shapeIndex += shapeOffset;
			holeIndex += holeOffset;

			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
			shapeIndex %= shape.length;

			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
			holeIndex %= hole.length;

			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			areaapts = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );

			areabpts = [

				hole[ holeIndex ],
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));

			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {

				// In case areas are not correct.
				//console.log("USE THIS");

				shapeIndex = oldShapeIndex;
				holeIndex = oldHoleIndex ;

				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
				shapeIndex %= shape.length;

				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
				holeIndex %= hole.length;

				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			} else {

				//console.log("USE THAT ")

			}

			tmpShape1 = shape.slice( 0, shapeIndex );
			tmpShape2 = shape.slice( shapeIndex );
			tmpHole1 = hole.slice( holeIndex );
			tmpHole2 = hole.slice( 0, holeIndex );

			// Should check orders here again?

			var trianglea = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var triangleb = [

				hole[ holeIndex ] ,
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			verts.push( trianglea );
			verts.push( triangleb );

			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );

		}

		return {

			shape:shape, 		/* shape with no holes */
			isolatedPts: verts, /* isolated faces */
			allpoints: allpoints

		}


	},

	triangulateShape: function ( contour, holes ) {

		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );

		var shape = shapeWithoutHoles.shape,
			allpoints = shapeWithoutHoles.allpoints,
			isolatedPts = shapeWithoutHoles.isolatedPts;

		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape

		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.

		//console.log( "triangles",triangles, triangles.length );
		//console.log( "allpoints",allpoints, allpoints.length );

		var i, il, f, face,
			key, index,
			allPointsMap = {},
			isolatedPointsMap = {};

		// prepare all points map

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

			key = allpoints[ i ].x + ":" + allpoints[ i ].y;

			if ( allPointsMap[ key ] !== undefined ) {

				console.log( "Duplicate point", key );

			}

			allPointsMap[ key ] = i;

		}

		// check all face vertices against all points map

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

			face = triangles[ i ];

			for ( f = 0; f < 3; f ++ ) {

				key = face[ f ].x + ":" + face[ f ].y;

				index = allPointsMap[ key ];

				if ( index !== undefined ) {

					face[ f ] = index;

				}

			}

		}

		// check isolated points vertices against all points map

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

			face = isolatedPts[ i ];

			for ( f = 0; f < 3; f ++ ) {

				key = face[ f ].x + ":" + face[ f ].y;

				index = allPointsMap[ key ];

				if ( index !== undefined ) {

					face[ f ] = index;

				}

			}

		}

		return triangles.concat( isolatedPts );

	}, // end triangulate shapes

	/*
	triangulate2 : function( pts, holes ) {

		// For use with Poly2Tri.js

		var allpts = pts.concat();
		var shape = [];
		for (var p in pts) {
			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
		}

		var swctx = new js.poly2tri.SweepContext(shape);

		for (var h in holes) {
			var aHole = holes[h];
			var newHole = []
			for (i in aHole) {
				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
				allpts.push(aHole[i]);
			}
			swctx.AddHole(newHole);
		}

		var find;
		var findIndexForPt = function (pt) {
			find = new THREE.Vector2(pt.x, pt.y);
			var p;
			for (p=0, pl = allpts.length; p<pl; p++) {
				if (allpts[p].equals(find)) return p;
			}
			return -1;
		};

		// triangulate
		js.poly2tri.sweep.Triangulate(swctx);

		var triangles =  swctx.GetTriangles();
		var tr ;
		var facesPts = [];
		for (var t in triangles) {
			tr =  triangles[t];
			facesPts.push([
				findIndexForPt(tr.GetPoint(0)),
				findIndexForPt(tr.GetPoint(1)),
				findIndexForPt(tr.GetPoint(2))
					]);
		}


	//	console.log(facesPts);
	//	console.log("triangles", triangles.length, triangles);

		// Returns array of faces with 3 element each
	return facesPts;
	},
*/

	isClockWise: function ( pts ) {

		return THREE.FontUtils.Triangulate.area( pts ) < 0;

	},

	// Bezier Curves formulas obtained from
	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve

	// Quad Bezier Functions

	b2p0: function ( t, p ) {

		var k = 1 - t;
		return k * k * p;

	},

	b2p1: function ( t, p ) {

		return 2 * ( 1 - t ) * t * p;

	},

	b2p2: function ( t, p ) {

		return t * t * p;

	},

	b2: function ( t, p0, p1, p2 ) {

		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );

	},

	// Cubic Bezier Functions

	b3p0: function ( t, p ) {

		var k = 1 - t;
		return k * k * k * p;

	},

	b3p1: function ( t, p ) {

		var k = 1 - t;
		return 3 * k * k * t * p;

	},

	b3p2: function ( t, p ) {

		var k = 1 - t;
		return 3 * k * t * t * p;

	},

	b3p3: function ( t, p ) {

		return t * t * t * p;

	},

	b3: function ( t, p0, p1, p2, p3 ) {

		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );

	}

};

/**
 * @author mikael emtinger / http://gomo.se/
 */

THREE.AnimationHandler = (function() {

	var playing = [];
	var library = {};
	var that    = {};


	//--- update ---

	that.update = function( deltaTimeMS ) {

		for( var i = 0; i < playing.length; i ++ )
			playing[ i ].update( deltaTimeMS );

	};


	//--- add ---

	that.addToUpdate = function( animation ) {

		if ( playing.indexOf( animation ) === -1 )
			playing.push( animation );

	};


	//--- remove ---

	that.removeFromUpdate = function( animation ) {

		var index = playing.indexOf( animation );

		if( index !== -1 )
			playing.splice( index, 1 );

	};


	//--- add ---

	that.add = function( data ) {

		if ( library[ data.name ] !== undefined )
			console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );

		library[ data.name ] = data;
		initData( data );

	};


	//--- get ---

	that.get = function( name ) {

		if ( typeof name === "string" ) {

			if ( library[ name ] ) {

				return library[ name ];

			} else {

				console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
				return null;

			}

		} else {

			// todo: add simple tween library

		}

	};

	//--- parse ---

	that.parse = function( root ) {

		// setup hierarchy

		var hierarchy = [];

		if ( root instanceof THREE.SkinnedMesh ) {

			for( var b = 0; b < root.bones.length; b++ ) {

				hierarchy.push( root.bones[ b ] );

			}

		} else {

			parseRecurseHierarchy( root, hierarchy );

		}

		return hierarchy;

	};

	var parseRecurseHierarchy = function( root, hierarchy ) {

		hierarchy.push( root );

		for( var c = 0; c < root.children.length; c++ )
			parseRecurseHierarchy( root.children[ c ], hierarchy );

	}


	//--- init data ---

	var initData = function( data ) {

		if( data.initialized === true )
			return;


		// loop through all keys

		for( var h = 0; h < data.hierarchy.length; h ++ ) {

			for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

				// remove minus times

				if( data.hierarchy[ h ].keys[ k ].time < 0 )
					data.hierarchy[ h ].keys[ k ].time = 0;


				// create quaternions

				if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
				 !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {

					var quat = data.hierarchy[ h ].keys[ k ].rot;
					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );

				}

			}


			// prepare morph target keys

			if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {

				// get all used

				var usedMorphTargets = {};

				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {

						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
						usedMorphTargets[ morphTargetName ] = -1;

					}

				}

				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;


				// set all used on all frames

				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

					var influences = {};

					for ( var morphTargetName in usedMorphTargets ) {

						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {

							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {

								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
								break;

							}

						}

						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {

							influences[ morphTargetName ] = 0;

						}

					}

					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;

				}

			}


			// remove all keys that are on the same time

			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {

				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {

					data.hierarchy[ h ].keys.splice( k, 1 );
					k --;

				}

			}


			// set index

			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

				data.hierarchy[ h ].keys[ k ].index = k;

			}

		}


		// JIT

		var lengthInFrames = parseInt( data.length * data.fps, 10 );

		data.JIT = {};
		data.JIT.hierarchy = [];

		for( var h = 0; h < data.hierarchy.length; h ++ )
			data.JIT.hierarchy.push( new Array( lengthInFrames ) );


		// done

		data.initialized = true;

	};


	// interpolation types

	that.LINEAR = 0;
	that.CATMULLROM = 1;
	that.CATMULLROM_FORWARD = 2;

	return that;

}());
/**
 * @author mikael emtinger / http://gomo.se/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Animation = function ( root, name, interpolationType ) {

	this.root = root;
	this.data = THREE.AnimationHandler.get( name );
	this.hierarchy = THREE.AnimationHandler.parse( root );

	this.currentTime = 0;
	this.timeScale = 1;

	this.isPlaying = false;
	this.isPaused = true;
	this.loop = true;

	this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;

	this.points = [];
	this.target = new THREE.Vector3();

};

THREE.Animation.prototype.play = function ( loop, startTimeMS ) {

	if ( this.isPlaying === false ) {

		this.isPlaying = true;
		this.loop = loop !== undefined ? loop : true;
		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;

		// reset key cache

		var h, hl = this.hierarchy.length,
			object;

		for ( h = 0; h < hl; h ++ ) {

			object = this.hierarchy[ h ];

			if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {

				object.useQuaternion = true;

			}

			object.matrixAutoUpdate = true;

			if ( object.animationCache === undefined ) {

				object.animationCache = {};
				object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
				object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
				object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;

			}

			var prevKey = object.animationCache.prevKey;
			var nextKey = object.animationCache.nextKey;

			prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
			prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
			prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];

			nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
			nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
			nextKey.scl = this.getNextKeyWith( "scl", h, 1 );

		}

		this.update( 0 );

	}

	this.isPaused = false;

	THREE.AnimationHandler.addToUpdate( this );

};


THREE.Animation.prototype.pause = function() {

	if ( this.isPaused === true ) {

		THREE.AnimationHandler.addToUpdate( this );

	} else {

		THREE.AnimationHandler.removeFromUpdate( this );

	}

	this.isPaused = !this.isPaused;

};


THREE.Animation.prototype.stop = function() {

	this.isPlaying = false;
	this.isPaused  = false;
	THREE.AnimationHandler.removeFromUpdate( this );

};


THREE.Animation.prototype.update = function ( deltaTimeMS ) {

	// early out

	if ( this.isPlaying === false ) return;


	// vars

	var types = [ "pos", "rot", "scl" ];
	var type;
	var scale;
	var vector;
	var prevXYZ, nextXYZ;
	var prevKey, nextKey;
	var object;
	var animationCache;
	var frame;
	var JIThierarchy = this.data.JIT.hierarchy;
	var currentTime, unloopedCurrentTime;
	var currentPoint, forwardPoint, angle;


	this.currentTime += deltaTimeMS * this.timeScale;

	unloopedCurrentTime = this.currentTime;
	currentTime = this.currentTime = this.currentTime % this.data.length;
	frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );


	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {

		object = this.hierarchy[ h ];
		animationCache = object.animationCache;

		// loop through pos/rot/scl

		for ( var t = 0; t < 3; t ++ ) {

			// get keys

			type    = types[ t ];
			prevKey = animationCache.prevKey[ type ];
			nextKey = animationCache.nextKey[ type ];

			// switch keys?

			if ( nextKey.time <= unloopedCurrentTime ) {

				// did we loop?

				if ( currentTime < unloopedCurrentTime ) {

					if ( this.loop ) {

						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
						nextKey = this.getNextKeyWith( type, h, 1 );

						while( nextKey.time < currentTime ) {

							prevKey = nextKey;
							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

						}

					} else {

						this.stop();
						return;

					}

				} else {

					do {

						prevKey = nextKey;
						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

					} while( nextKey.time < currentTime )

				}

				animationCache.prevKey[ type ] = prevKey;
				animationCache.nextKey[ type ] = nextKey;

			}


			object.matrixAutoUpdate = true;
			object.matrixWorldNeedsUpdate = true;

			scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
			prevXYZ = prevKey[ type ];
			nextXYZ = nextKey[ type ];


			// check scale error

			if ( scale < 0 || scale > 1 ) {

				console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
				scale = scale < 0 ? 0 : 1;

			}

			// interpolate

			if ( type === "pos" ) {

				vector = object.position;

				if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {

					vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
					vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
					vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

				} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
						    this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

					this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
					this.points[ 1 ] = prevXYZ;
					this.points[ 2 ] = nextXYZ;
					this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];

					scale = scale * 0.33 + 0.33;

					currentPoint = this.interpolateCatmullRom( this.points, scale );

					vector.x = currentPoint[ 0 ];
					vector.y = currentPoint[ 1 ];
					vector.z = currentPoint[ 2 ];

					if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

						forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );

						this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
						this.target.subSelf( vector );
						this.target.y = 0;
						this.target.normalize();

						angle = Math.atan2( this.target.x, this.target.z );
						object.rotation.set( 0, angle, 0 );

					}

				}

			} else if ( type === "rot" ) {

				THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );

			} else if ( type === "scl" ) {

				vector = object.scale;

				vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
				vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
				vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

			}

		}

	}

};

// Catmull-Rom spline

THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {

	var c = [], v3 = [],
	point, intPoint, weight, w2, w3,
	pa, pb, pc, pd;

	point = ( points.length - 1 ) * scale;
	intPoint = Math.floor( point );
	weight = point - intPoint;

	c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
	c[ 1 ] = intPoint;
	c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
	c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;

	pa = points[ c[ 0 ] ];
	pb = points[ c[ 1 ] ];
	pc = points[ c[ 2 ] ];
	pd = points[ c[ 3 ] ];

	w2 = weight * weight;
	w3 = weight * w2;

	v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
	v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
	v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );

	return v3;

};

THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {

	var v0 = ( p2 - p0 ) * 0.5,
		v1 = ( p3 - p1 ) * 0.5;

	return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;

};



// Get next key with

THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;

	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

		key = key < keys.length - 1 ? key : keys.length - 1;

	} else {

		key = key % keys.length;

	}

	for ( ; key < keys.length; key++ ) {

		if ( keys[ key ][ type ] !== undefined ) {

			return keys[ key ];

		}

	}

	return this.data.hierarchy[ h ].keys[ 0 ];

};

// Get previous key with

THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;

	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

		key = key > 0 ? key : 0;

	} else {

		key = key >= 0 ? key : key + keys.length;

	}


	for ( ; key >= 0; key -- ) {

		if ( keys[ key ][ type ] !== undefined ) {

			return keys[ key ];

		}

	}

	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author khang duong
 * @author erik kitson
 */

THREE.KeyFrameAnimation = function( root, data, JITCompile ) {

	this.root = root;
	this.data = THREE.AnimationHandler.get( data );
	this.hierarchy = THREE.AnimationHandler.parse( root );
	this.currentTime = 0;
	this.timeScale = 0.001;
	this.isPlaying = false;
	this.isPaused = true;
	this.loop = true;
	this.JITCompile = JITCompile !== undefined ? JITCompile : true;

	// initialize to first keyframes

	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

		var keys = this.data.hierarchy[h].keys,
			sids = this.data.hierarchy[h].sids,
			obj = this.hierarchy[h];

		if ( keys.length && sids ) {

			for ( var s = 0; s < sids.length; s++ ) {

				var sid = sids[ s ],
					next = this.getNextKeyWith( sid, h, 0 );

				if ( next ) {

					next.apply( sid );

				}

			}

			obj.matrixAutoUpdate = false;
			this.data.hierarchy[h].node.updateMatrix();
			obj.matrixWorldNeedsUpdate = true;

		}

	}

};

// Play

THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {

	if( !this.isPlaying ) {

		this.isPlaying = true;
		this.loop = loop !== undefined ? loop : true;
		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
		this.startTimeMs = startTimeMS;
		this.startTime = 10000000;
		this.endTime = -this.startTime;


		// reset key cache

		var h, hl = this.hierarchy.length,
			object,
			node;

		for ( h = 0; h < hl; h++ ) {

			object = this.hierarchy[ h ];
			node = this.data.hierarchy[ h ];
			object.useQuaternion = true;

			if ( node.animationCache === undefined ) {

				node.animationCache = {};
				node.animationCache.prevKey = null;
				node.animationCache.nextKey = null;
				node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;

			}

			var keys = this.data.hierarchy[h].keys;

			if (keys.length) {

				node.animationCache.prevKey = keys[ 0 ];
				node.animationCache.nextKey = keys[ 1 ];

				this.startTime = Math.min( keys[0].time, this.startTime );
				this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );

			}

		}

		this.update( 0 );

	}

	this.isPaused = false;

	THREE.AnimationHandler.addToUpdate( this );

};



// Pause

THREE.KeyFrameAnimation.prototype.pause = function() {

	if( this.isPaused ) {

		THREE.AnimationHandler.addToUpdate( this );

	} else {

		THREE.AnimationHandler.removeFromUpdate( this );

	}

	this.isPaused = !this.isPaused;

};


// Stop

THREE.KeyFrameAnimation.prototype.stop = function() {

	this.isPlaying = false;
	this.isPaused  = false;
	THREE.AnimationHandler.removeFromUpdate( this );


	// reset JIT matrix and remove cache

	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
        
        var obj = this.hierarchy[ h ];
		var node = this.data.hierarchy[ h ];

		if ( node.animationCache !== undefined ) {

			var original = node.animationCache.originalMatrix;

			if( obj instanceof THREE.Bone ) {

				original.copy( obj.skinMatrix );
				obj.skinMatrix = original;

			} else {

				original.copy( obj.matrix );
				obj.matrix = original;

			}

			delete node.animationCache;

		}

	}

};


// Update

THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {

	// early out

	if( !this.isPlaying ) return;


	// vars

	var prevKey, nextKey;
	var object;
	var node;
	var frame;
	var JIThierarchy = this.data.JIT.hierarchy;
	var currentTime, unloopedCurrentTime;
	var looped;


	// update

	this.currentTime += deltaTimeMS * this.timeScale;

	unloopedCurrentTime = this.currentTime;
	currentTime         = this.currentTime = this.currentTime % this.data.length;

	// if looped around, the current time should be based on the startTime
	if ( currentTime < this.startTimeMs ) {

		currentTime = this.currentTime = this.startTimeMs + currentTime;

	}

	frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
	looped 				= currentTime < unloopedCurrentTime;

	if ( looped && !this.loop ) {

		// Set the animation to the last keyframes and stop
		for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

			var keys = this.data.hierarchy[h].keys,
				sids = this.data.hierarchy[h].sids,
				end = keys.length-1,
				obj = this.hierarchy[h];

			if ( keys.length ) {

				for ( var s = 0; s < sids.length; s++ ) {

					var sid = sids[ s ],
						prev = this.getPrevKeyWith( sid, h, end );

					if ( prev ) {
						prev.apply( sid );

					}

				}

				this.data.hierarchy[h].node.updateMatrix();
				obj.matrixWorldNeedsUpdate = true;

			}

		}

		this.stop();
		return;

	}

	// check pre-infinity
	if ( currentTime < this.startTime ) {

		return;

	}

	// update

	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

		object = this.hierarchy[ h ];
		node = this.data.hierarchy[ h ];

		var keys = node.keys,
			animationCache = node.animationCache;

		// use JIT?

		if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {

			if( object instanceof THREE.Bone ) {

				object.skinMatrix = JIThierarchy[ h ][ frame ];
				object.matrixWorldNeedsUpdate = false;

			} else {

				object.matrix = JIThierarchy[ h ][ frame ];
				object.matrixWorldNeedsUpdate = true;

			}

		// use interpolation

		} else if ( keys.length ) {

			// make sure so original matrix and not JIT matrix is set

			if ( this.JITCompile && animationCache ) {

				if( object instanceof THREE.Bone ) {

					object.skinMatrix = animationCache.originalMatrix;

				} else {

					object.matrix = animationCache.originalMatrix;

				}

			}

			prevKey = animationCache.prevKey;
			nextKey = animationCache.nextKey;

			if ( prevKey && nextKey ) {

				// switch keys?

				if ( nextKey.time <= unloopedCurrentTime ) {

					// did we loop?

					if ( looped && this.loop ) {

						prevKey = keys[ 0 ];
						nextKey = keys[ 1 ];

						while ( nextKey.time < currentTime ) {

							prevKey = nextKey;
							nextKey = keys[ prevKey.index + 1 ];

						}

					} else if ( !looped ) {

						var lastIndex = keys.length - 1;

						while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {

							prevKey = nextKey;
							nextKey = keys[ prevKey.index + 1 ];

						}

					}

					animationCache.prevKey = prevKey;
					animationCache.nextKey = nextKey;

				}
                if(nextKey.time >= currentTime)
                    prevKey.interpolate( nextKey, currentTime );
                else
                    prevKey.interpolate( nextKey, nextKey.time);

			}

			this.data.hierarchy[h].node.updateMatrix();
			object.matrixWorldNeedsUpdate = true;

		}

	}

	// update JIT?

	if ( this.JITCompile ) {

		if ( JIThierarchy[ 0 ][ frame ] === undefined ) {

			this.hierarchy[ 0 ].updateMatrixWorld( true );

			for ( var h = 0; h < this.hierarchy.length; h++ ) {

				if( this.hierarchy[ h ] instanceof THREE.Bone ) {

					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();

				} else {

					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();

				}

			}

		}

	}

};

// Get next key with

THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;
	key = key % keys.length;

	for ( ; key < keys.length; key++ ) {

		if ( keys[ key ].hasTarget( sid ) ) {

			return keys[ key ];

		}

	}

	return keys[ 0 ];

};

// Get previous key with

THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;
	key = key >= 0 ? key : key + keys.length;

	for ( ; key >= 0; key-- ) {

		if ( keys[ key ].hasTarget( sid ) ) {

			return keys[ key ];

		}

	}

	return keys[ keys.length - 1 ];

};
/**
 * Camera for rendering cube maps
 *	- renders scene into axis-aligned cube
 *
 * @author alteredq / http://alteredqualia.com/
 */

THREE.CubeCamera = function ( near, far, cubeResolution ) {

	THREE.Object3D.call( this );

	var fov = 90, aspect = 1;

	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraPX.up.set( 0, -1, 0 );
	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
	this.add( cameraPX );

	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraNX.up.set( 0, -1, 0 );
	cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
	this.add( cameraNX );

	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraPY.up.set( 0, 0, 1 );
	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
	this.add( cameraPY );

	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraNY.up.set( 0, 0, -1 );
	cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
	this.add( cameraNY );

	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraPZ.up.set( 0, -1, 0 );
	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
	this.add( cameraPZ );

	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraNZ.up.set( 0, -1, 0 );
	cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
	this.add( cameraNZ );

	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );

	this.updateCubeMap = function ( renderer, scene ) {

		var renderTarget = this.renderTarget;
		var generateMipmaps = renderTarget.generateMipmaps;

		renderTarget.generateMipmaps = false;

		renderTarget.activeCubeFace = 0;
		renderer.render( scene, cameraPX, renderTarget );

		renderTarget.activeCubeFace = 1;
		renderer.render( scene, cameraNX, renderTarget );

		renderTarget.activeCubeFace = 2;
		renderer.render( scene, cameraPY, renderTarget );

		renderTarget.activeCubeFace = 3;
		renderer.render( scene, cameraNY, renderTarget );

		renderTarget.activeCubeFace = 4;
		renderer.render( scene, cameraPZ, renderTarget );

		renderTarget.generateMipmaps = generateMipmaps;

		renderTarget.activeCubeFace = 5;
		renderer.render( scene, cameraNZ, renderTarget );

	};

};

THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
/*
 *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
 *
 *	A general perpose camera, for setting FOV, Lens Focal Length,
 *		and switching between perspective and orthographic views easily.
 *		Use this only if you do not wish to manage
 *		both a Orthographic and Perspective Camera
 *
 */


THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {

	THREE.Camera.call( this );

	this.fov = fov;

	this.left = -width / 2;
	this.right = width / 2
	this.top = height / 2;
	this.bottom = -height / 2;

	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects

	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
	this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );

	this.zoom = 1;

	this.toPerspective();

	var aspect = width/height;

};

THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );

THREE.CombinedCamera.prototype.toPerspective = function () {

	// Switches to the Perspective Camera

	this.near = this.cameraP.near;
	this.far = this.cameraP.far;

	this.cameraP.fov =  this.fov / this.zoom ;

	this.cameraP.updateProjectionMatrix();

	this.projectionMatrix = this.cameraP.projectionMatrix;

	this.inPerspectiveMode = true;
	this.inOrthographicMode = false;

};

THREE.CombinedCamera.prototype.toOrthographic = function () {

	// Switches to the Orthographic camera estimating viewport from Perspective

	var fov = this.fov;
	var aspect = this.cameraP.aspect;
	var near = this.cameraP.near;
	var far = this.cameraP.far;

	// The size that we set is the mid plane of the viewing frustum

	var hyperfocus = ( near + far ) / 2;

	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
	var planeHeight = 2 * halfHeight;
	var planeWidth = planeHeight * aspect;
	var halfWidth = planeWidth / 2;

	halfHeight /= this.zoom;
	halfWidth /= this.zoom;

	this.cameraO.left = -halfWidth;
	this.cameraO.right = halfWidth;
	this.cameraO.top = halfHeight;
	this.cameraO.bottom = -halfHeight;

	// this.cameraO.left = -farHalfWidth;
	// this.cameraO.right = farHalfWidth;
	// this.cameraO.top = farHalfHeight;
	// this.cameraO.bottom = -farHalfHeight;

	// this.cameraO.left = this.left / this.zoom;
	// this.cameraO.right = this.right / this.zoom;
	// this.cameraO.top = this.top / this.zoom;
	// this.cameraO.bottom = this.bottom / this.zoom;

	this.cameraO.updateProjectionMatrix();

	this.near = this.cameraO.near;
	this.far = this.cameraO.far;
	this.projectionMatrix = this.cameraO.projectionMatrix;

	this.inPerspectiveMode = false;
	this.inOrthographicMode = true;

};


THREE.CombinedCamera.prototype.setSize = function( width, height ) {

	this.cameraP.aspect = width / height;
	this.left = -width / 2;
	this.right = width / 2
	this.top = height / 2;
	this.bottom = -height / 2;

};


THREE.CombinedCamera.prototype.setFov = function( fov ) {

	this.fov = fov;

	if ( this.inPerspectiveMode ) {

		this.toPerspective();

	} else {

		this.toOrthographic();

	}

};

// For mantaining similar API with PerspectiveCamera

THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {

	if ( this.inPerspectiveMode ) {

		this.toPerspective();

	} else {

		this.toPerspective();
		this.toOrthographic();

	}

};

/*
* Uses Focal Length (in mm) to estimate and set FOV
* 35mm (fullframe) camera is used if frame size is not specified;
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
*/
THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {

	if ( frameHeight === undefined ) frameHeight = 24;

	var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );

	this.setFov( fov );

	return fov;
};


THREE.CombinedCamera.prototype.setZoom = function( zoom ) {

	this.zoom = zoom;

	if ( this.inPerspectiveMode ) {

		this.toPerspective();

	} else {

		this.toOrthographic();

	}

};

THREE.CombinedCamera.prototype.toFrontView = function() {

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

	// should we be modifing the matrix instead?

	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toBackView = function() {

	this.rotation.x = 0;
	this.rotation.y = Math.PI;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toLeftView = function() {

	this.rotation.x = 0;
	this.rotation.y = - Math.PI / 2;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toRightView = function() {

	this.rotation.x = 0;
	this.rotation.y = Math.PI / 2;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toTopView = function() {

	this.rotation.x = - Math.PI / 2;
	this.rotation.y = 0;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toBottomView = function() {

	this.rotation.x = Math.PI / 2;
	this.rotation.y = 0;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

/**
 * @author hughes
 */

THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {

    THREE.Geometry.call( this );

    radius = radius || 50;

    thetaStart = thetaStart !== undefined ? thetaStart : 0;
    thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
    segments = segments !== undefined ? Math.max( 3, segments ) : 8;

    var i, uvs = [],
    center = new THREE.Vector3(), centerUV = new THREE.UV( 0.5, 0.5 );

    this.vertices.push(center);
    uvs.push( centerUV );

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

        var vertex = new THREE.Vector3();

        vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
        vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );

        this.vertices.push( vertex );
        uvs.push( new THREE.UV( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );

    }

    var n = new THREE.Vector3( 0, 0, -1 );

    for ( i = 1; i <= segments; i ++ ) {

        var v1 = i;
        var v2 = i + 1 ;
        var v3 = 0;

        this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
        this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );

    }

    this.computeCentroids();
    this.computeFaceNormals();

    this.boundingSphere = { radius: radius };

};

THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
 */

THREE.CubeGeometry = function ( width, height, depth, segmentsWidth, segmentsHeight, segmentsDepth, materials, sides ) {

	THREE.Geometry.call( this );

	var scope = this,
	width_half = width / 2,
	height_half = height / 2,
	depth_half = depth / 2;

	var mpx, mpy, mpz, mnx, mny, mnz;

	if ( materials !== undefined ) {

		if ( materials instanceof Array ) {

			this.materials = materials;

		} else {

			this.materials = [];

			for ( var i = 0; i < 6; i ++ ) {

				this.materials.push( materials );

			}

		}

		mpx = 0; mnx = 1; mpy = 2; mny = 3; mpz = 4; mnz = 5;

	} else {

		this.materials = [];

	}

	this.sides = { px: true, nx: true, py: true, ny: true, pz: true, nz: true };

	if ( sides != undefined ) {

		for ( var s in sides ) {

			if ( this.sides[ s ] !== undefined ) {

				this.sides[ s ] = sides[ s ];

			}

		}

	}

	this.sides.px && buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, mpx ); // px
	this.sides.nx && buildPlane( 'z', 'y',   1, - 1, depth, height, - width_half, mnx ); // nx
	this.sides.py && buildPlane( 'x', 'z',   1,   1, width, depth, height_half, mpy ); // py
	this.sides.ny && buildPlane( 'x', 'z',   1, - 1, width, depth, - height_half, mny ); // ny
	this.sides.pz && buildPlane( 'x', 'y',   1, - 1, width, height, depth_half, mpz ); // pz
	this.sides.nz && buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, mnz ); // nz

	function buildPlane( u, v, udir, vdir, width, height, depth, material ) {

		var w, ix, iy,
		gridX = segmentsWidth || 1,
		gridY = segmentsHeight || 1,
		width_half = width / 2,
		height_half = height / 2,
		offset = scope.vertices.length;

		if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {

			w = 'z';

		} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {

			w = 'y';
			gridY = segmentsDepth || 1;

		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {

			w = 'x';
			gridX = segmentsDepth || 1;

		}

		var gridX1 = gridX + 1,
		gridY1 = gridY + 1,
		segment_width = width / gridX,
		segment_height = height / gridY,
		normal = new THREE.Vector3();

		normal[ w ] = depth > 0 ? 1 : - 1;

		for ( iy = 0; iy < gridY1; iy ++ ) {

			for ( ix = 0; ix < gridX1; ix ++ ) {

				var vector = new THREE.Vector3();
				vector[ u ] = ( ix * segment_width - width_half ) * udir;
				vector[ v ] = ( iy * segment_height - height_half ) * vdir;
				vector[ w ] = depth;

				scope.vertices.push( vector );

			}

		}

		for ( iy = 0; iy < gridY; iy++ ) {

			for ( ix = 0; ix < gridX; ix++ ) {

				var a = ix + gridX1 * iy;
				var b = ix + gridX1 * ( iy + 1 );
				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
				var d = ( ix + 1 ) + gridX1 * iy;

				var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
				face.normal.copy( normal );
				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
				face.materialIndex = material;

				scope.faces.push( face );
				scope.faceVertexUvs[ 0 ].push( [
							new THREE.UV( ix / gridX, 1 - iy / gridY ),
							new THREE.UV( ix / gridX, 1 - ( iy + 1 ) / gridY ),
							new THREE.UV( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
							new THREE.UV( ( ix + 1 ) / gridX, 1 - iy / gridY )
						] );

			}

		}

	}

	this.computeCentroids();
	this.mergeVertices();

};

THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {

	THREE.Geometry.call( this );

	radiusTop = radiusTop !== undefined ? radiusTop : 20;
	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
	height = height !== undefined ? height : 100;

	var heightHalf = height / 2;
	var segmentsX = radiusSegments || 8;
	var segmentsY = heightSegments || 1;

	var x, y, vertices = [], uvs = [];

	for ( y = 0; y <= segmentsY; y ++ ) {

		var verticesRow = [];
		var uvsRow = [];

		var v = y / segmentsY;
		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

		for ( x = 0; x <= segmentsX; x ++ ) {

			var u = x / segmentsX;

			var vertex = new THREE.Vector3();
			vertex.x = radius * Math.sin( u * Math.PI * 2 );
			vertex.y = - v * height + heightHalf;
			vertex.z = radius * Math.cos( u * Math.PI * 2 );

			this.vertices.push( vertex );

			verticesRow.push( this.vertices.length - 1 );
			uvsRow.push( new THREE.UV( u, 1 - v ) );

		}

		vertices.push( verticesRow );
		uvs.push( uvsRow );

	}

	var tanTheta = ( radiusBottom - radiusTop ) / height;
	var na, nb;

	for ( x = 0; x < segmentsX; x ++ ) {

		if ( radiusTop !== 0 ) {

			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();

		} else {

			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();

		}

		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();

		for ( y = 0; y < segmentsY; y ++ ) {

			var v1 = vertices[ y ][ x ];
			var v2 = vertices[ y + 1 ][ x ];
			var v3 = vertices[ y + 1 ][ x + 1 ];
			var v4 = vertices[ y ][ x + 1 ];

			var n1 = na.clone();
			var n2 = na.clone();
			var n3 = nb.clone();
			var n4 = nb.clone();

			var uv1 = uvs[ y ][ x ].clone();
			var uv2 = uvs[ y + 1 ][ x ].clone();
			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
			var uv4 = uvs[ y ][ x + 1 ].clone();

			this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );

		}

	}

	// top cap

	if ( !openEnded && radiusTop > 0 ) {

		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );

		for ( x = 0; x < segmentsX; x ++ ) {

			var v1 = vertices[ 0 ][ x ];
			var v2 = vertices[ 0 ][ x + 1 ];
			var v3 = this.vertices.length - 1;

			var n1 = new THREE.Vector3( 0, 1, 0 );
			var n2 = new THREE.Vector3( 0, 1, 0 );
			var n3 = new THREE.Vector3( 0, 1, 0 );

			var uv1 = uvs[ 0 ][ x ].clone();
			var uv2 = uvs[ 0 ][ x + 1 ].clone();
			var uv3 = new THREE.UV( uv2.u, 0 );

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

		}

	}

	// bottom cap

	if ( !openEnded && radiusBottom > 0 ) {

		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );

		for ( x = 0; x < segmentsX; x ++ ) {

			var v1 = vertices[ y ][ x + 1 ];
			var v2 = vertices[ y ][ x ];
			var v3 = this.vertices.length - 1;

			var n1 = new THREE.Vector3( 0, - 1, 0 );
			var n2 = new THREE.Vector3( 0, - 1, 0 );
			var n3 = new THREE.Vector3( 0, - 1, 0 );

			var uv1 = uvs[ y ][ x + 1 ].clone();
			var uv2 = uvs[ y ][ x ].clone();
			var uv3 = new THREE.UV( uv2.u, 1 );

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

		}

	}

	this.computeCentroids();
	this.computeFaceNormals();

}

THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 * Creates extruded geometry from a path shape.
 *
 * parameters = {
 *
 *  size: <float>, // size of the text
 *  height: <float>, // thickness to extrude text
 *  curveSegments: <int>, // number of points on the curves
 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
 *  amount: <int>, // Amount
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into text bevel goes
 *  bevelSize: <float>, // how far from text outline is bevel
 *  bevelSegments: <int>, // number of bevel layers
 *
 *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
 *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
 *
 *  material: <int> // material index for front and back faces
 *  extrudeMaterial: <int> // material index for extrusion and beveled faces
 *  uvGenerator: <Object> // object that provides UV generator functions
 *
 * }
 **/

THREE.ExtrudeGeometry = function ( shapes, options ) {

	if ( typeof( shapes ) === "undefined" ) {
		shapes = [];
		return;
	}

	THREE.Geometry.call( this );

	shapes = shapes instanceof Array ? shapes : [ shapes ];

	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();

	this.addShapeList( shapes, options );

	this.computeCentroids();
	this.computeFaceNormals();

	// can't really use automatic vertex normals
	// as then front and back sides get smoothed too
	// should do separate smoothing just for sides

	//this.computeVertexNormals();

	//console.log( "took", ( Date.now() - startTime ) );

};

THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );

THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
	var sl = shapes.length;

	for ( var s = 0; s < sl; s ++ ) {
		var shape = shapes[ s ];
		this.addShape( shape, options );
	}
};

THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {

	var amount = options.amount !== undefined ? options.amount : 100;

	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false

	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;

	var steps = options.steps !== undefined ? options.steps : 1;

	var extrudePath = options.extrudePath;
	var extrudePts, extrudeByPath = false;

	var material = options.material;
	var extrudeMaterial = options.extrudeMaterial;

	// Use default WorldUVGenerator if no UV generators are specified.
	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;

	var shapebb = this.shapebb;
	//shapebb = shape.getBoundingBox();



	var splineTube, binormal, normal, position2;
	if ( extrudePath ) {

		extrudePts = extrudePath.getSpacedPoints( steps );

		extrudeByPath = true;
		bevelEnabled = false; // bevels not supported for path extrusion

		// SETUP TNB variables

		// Reuse TNB from TubeGeomtry for now.
		// TODO1 - have a .isClosed in spline?

		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);

		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

		binormal = new THREE.Vector3();
		normal = new THREE.Vector3();
		position2 = new THREE.Vector3();

	}

	// Safeguards if bevels are not enabled

	if ( ! bevelEnabled ) {

		bevelSegments = 0;
		bevelThickness = 0;
		bevelSize = 0;

	}

	// Variables initalization

	var ahole, h, hl; // looping of holes
	var scope = this;
	var bevelPoints = [];

	var shapesOffset = this.vertices.length;

	var shapePoints = shape.extractPoints();

	var vertices = shapePoints.shape;
	var holes = shapePoints.holes;

	var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;

	if ( reverse ) {

		vertices = vertices.reverse();

		// Maybe we should also check if holes are in the opposite direction, just to be safe ...

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];

			if ( THREE.Shape.Utils.isClockWise( ahole ) ) {

				holes[ h ] = ahole.reverse();

			}

		}

		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!

	}


	var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );

	/* Vertices */

	var contour = vertices; // vertices has all points but contour has only points of circumference

	for ( h = 0, hl = holes.length;  h < hl; h ++ ) {

		ahole = holes[ h ];

		vertices = vertices.concat( ahole );

	}


	function scalePt2 ( pt, vec, size ) {

		if ( !vec ) console.log( "die" );

		return vec.clone().multiplyScalar( size ).addSelf( pt );

	}

	var b, bs, t, z,
		vert, vlen = vertices.length,
		face, flen = faces.length,
		cont, clen = contour.length;


	// Find directions for point movement

	var RAD_TO_DEGREES = 180 / Math.PI;


	function getBevelVec( pt_i, pt_j, pt_k ) {

		// Algorithm 2

		return getBevelVec2( pt_i, pt_j, pt_k );

	}

	function getBevelVec1( pt_i, pt_j, pt_k ) {

		var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
		var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );

		if ( anglea > angleb ) {

			angleb += Math.PI * 2;

		}

		var anglec = ( anglea + angleb ) / 2;


		//console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);

		var x = - Math.cos( anglec );
		var y = - Math.sin( anglec );

		var vec = new THREE.Vector2( x, y ); //.normalize();

		return vec;

	}

	function getBevelVec2( pt_i, pt_j, pt_k ) {

		var a = THREE.ExtrudeGeometry.__v1,
			b = THREE.ExtrudeGeometry.__v2,
			v_hat = THREE.ExtrudeGeometry.__v3,
			w_hat = THREE.ExtrudeGeometry.__v4,
			p = THREE.ExtrudeGeometry.__v5,
			q = THREE.ExtrudeGeometry.__v6,
			v, w,
			v_dot_w_hat, q_sub_p_dot_w_hat,
			s, intersection;

		// good reading for line-line intersection
		// http://sputsoft.com/blog/2010/03/line-line-intersection.html

		// define a as vector j->i
		// define b as vectot k->i

		a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
		b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );

		// get unit vectors

		v = a.normalize();
		w = b.normalize();

		// normals from pt i

		v_hat.set( -v.y, v.x );
		w_hat.set( w.y, -w.x );

		// pts from i

		p.copy( pt_i ).addSelf( v_hat );
		q.copy( pt_i ).addSelf( w_hat );

		if ( p.equals( q ) ) {

			//console.log("Warning: lines are straight");
			return w_hat.clone();

		}

		// Points from j, k. helps prevents points cross overover most of the time

		p.copy( pt_j ).addSelf( v_hat );
		q.copy( pt_k ).addSelf( w_hat );

		v_dot_w_hat = v.dot( w_hat );
		q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat );

		// We should not reach these conditions

		if ( v_dot_w_hat === 0 ) {

			console.log( "Either infinite or no solutions!" );

			if ( q_sub_p_dot_w_hat === 0 ) {

				console.log( "Its finite solutions." );

			} else {

				console.log( "Too bad, no solutions." );

			}

		}

		s = q_sub_p_dot_w_hat / v_dot_w_hat;

		if ( s < 0 ) {

			// in case of emergecy, revert to algorithm 1.

			return getBevelVec1( pt_i, pt_j, pt_k );

		}

		intersection = v.multiplyScalar( s ).addSelf( p );

		return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly

	}

	var contourMovements = [];

	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

		if ( j === il ) j = 0;
		if ( k === il ) k = 0;

		//  (j)---(i)---(k)
		// console.log('i,j,k', i, j , k)

		var pt_i = contour[ i ];
		var pt_j = contour[ j ];
		var pt_k = contour[ k ];

		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

	}

	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();

	for ( h = 0, hl = holes.length; h < hl; h ++ ) {

		ahole = holes[ h ];

		oneHoleMovements = [];

		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

			if ( j === il ) j = 0;
			if ( k === il ) k = 0;

			//  (j)---(i)---(k)
			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

		}

		holesMovements.push( oneHoleMovements );
		verticesMovements = verticesMovements.concat( oneHoleMovements );

	}


	// Loop bevelSegments, 1 for the front, 1 for the back

	for ( b = 0; b < bevelSegments; b ++ ) {
	//for ( b = bevelSegments; b > 0; b -- ) {

		t = b / bevelSegments;
		z = bevelThickness * ( 1 - t );

		//z = bevelThickness * t;
		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
		//bs = bevelSize * t ; // linear

		// contract shape

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

			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
			//vert = scalePt( contour[ i ], contourCentroid, bs, false );
			v( vert.x, vert.y,  - z );

		}

		// expand holes

		for ( h = 0, hl = holes.length; h < hl; h++ ) {

			ahole = holes[ h ];
			oneHoleMovements = holesMovements[ h ];

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

				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
				//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );

				v( vert.x, vert.y,  -z );

			}

		}

	}

	bs = bevelSize;

	// Back facing vertices

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

		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

		if ( !extrudeByPath ) {

			v( vert.x, vert.y, 0 );

		} else {

			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);

			position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal);

			v( position2.x, position2.y, position2.z );

		}

	}

	// Add stepped vertices...
	// Including front facing vertices

	var s;

	for ( s = 1; s <= steps; s ++ ) {

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

			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

			if ( !extrudeByPath ) {

				v( vert.x, vert.y, amount / steps * s );

			} else {

				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

				normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
				binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );

				position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal );

				v( position2.x, position2.y, position2.z );

			}

		}

	}


	// Add bevel segments planes

	//for ( b = 1; b <= bevelSegments; b ++ ) {
	for ( b = bevelSegments - 1; b >= 0; b -- ) {

		t = b / bevelSegments;
		z = bevelThickness * ( 1 - t );
		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
		bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;

		// contract shape

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

			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
			v( vert.x, vert.y,  amount + z );

		}

		// expand holes

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];
			oneHoleMovements = holesMovements[ h ];

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

				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

				if ( !extrudeByPath ) {

					v( vert.x, vert.y,  amount + z );

				} else {

					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

				}

			}

		}

	}

	/* Faces */

	// Top and bottom faces

	buildLidFaces();

	// Sides faces

	buildSideFaces();


	/////  Internal functions

	function buildLidFaces() {

		if ( bevelEnabled ) {

			var layer = 0 ; // steps + 1
			var offset = vlen * layer;

			// Bottom faces

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

				face = faces[ i ];
				f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );

			}

			layer = steps + bevelSegments * 2;
			offset = vlen * layer;

			// Top faces

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

				face = faces[ i ];
				f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );

			}

		} else {

			// Bottom faces

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

				face = faces[ i ];
				f3( face[ 2 ], face[ 1 ], face[ 0 ], true );

			}

			// Top faces

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

				face = faces[ i ];
				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );

			}
		}

	}

	// Create faces for the z-sides of the shape

	function buildSideFaces() {

		var layeroffset = 0;
		sidewalls( contour, layeroffset );
		layeroffset += contour.length;

		for ( h = 0, hl = holes.length;  h < hl; h ++ ) {

			ahole = holes[ h ];
			sidewalls( ahole, layeroffset );

			//, true
			layeroffset += ahole.length;

		}

	}

	function sidewalls( contour, layeroffset ) {

		var j, k;
		i = contour.length;

		while ( --i >= 0 ) {

			j = i;
			k = i - 1;
			if ( k < 0 ) k = contour.length - 1;

			//console.log('b', i,j, i-1, k,vertices.length);

			var s = 0, sl = steps  + bevelSegments * 2;

			for ( s = 0; s < sl; s ++ ) {

				var slen1 = vlen * s;
				var slen2 = vlen * ( s + 1 );

				var a = layeroffset + j + slen1,
					b = layeroffset + k + slen1,
					c = layeroffset + k + slen2,
					d = layeroffset + j + slen2;

				f4( a, b, c, d, contour, s, sl, j, k );

			}
		}

	}


	function v( x, y, z ) {

		scope.vertices.push( new THREE.Vector3( x, y, z ) );

	}

	function f3( a, b, c, isBottom ) {

		a += shapesOffset;
		b += shapesOffset;
		c += shapesOffset;

		// normal, color, material
		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );

		var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );

 		scope.faceVertexUvs[ 0 ].push( uvs );

	}

	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {

		a += shapesOffset;
		b += shapesOffset;
		c += shapesOffset;
		d += shapesOffset;

 		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );

 		var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
 		                                    stepIndex, stepsLength, contourIndex1, contourIndex2 );
 		scope.faceVertexUvs[ 0 ].push( uvs );

	}

};

THREE.ExtrudeGeometry.WorldUVGenerator = {

	generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
		var ax = geometry.vertices[ indexA ].x,
			ay = geometry.vertices[ indexA ].y,

			bx = geometry.vertices[ indexB ].x,
			by = geometry.vertices[ indexB ].y,

			cx = geometry.vertices[ indexC ].x,
			cy = geometry.vertices[ indexC ].y;

		return [
			new THREE.UV( ax, ay ),
			new THREE.UV( bx, by ),
			new THREE.UV( cx, cy )
		];

	},

	generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {

		return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );

	},

	generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
	                              indexA, indexB, indexC, indexD, stepIndex, stepsLength,
	                              contourIndex1, contourIndex2 ) {

		var ax = geometry.vertices[ indexA ].x,
			ay = geometry.vertices[ indexA ].y,
			az = geometry.vertices[ indexA ].z,

			bx = geometry.vertices[ indexB ].x,
			by = geometry.vertices[ indexB ].y,
			bz = geometry.vertices[ indexB ].z,

			cx = geometry.vertices[ indexC ].x,
			cy = geometry.vertices[ indexC ].y,
			cz = geometry.vertices[ indexC ].z,

			dx = geometry.vertices[ indexD ].x,
			dy = geometry.vertices[ indexD ].y,
			dz = geometry.vertices[ indexD ].z;

		if ( Math.abs( ay - by ) < 0.01 ) {
			return [
				new THREE.UV( ax, 1 - az ),
				new THREE.UV( bx, 1 - bz ),
				new THREE.UV( cx, 1 - cz ),
				new THREE.UV( dx, 1 - dz )
			];
		} else {
			return [
				new THREE.UV( ay, 1 - az ),
				new THREE.UV( by, 1 - bz ),
				new THREE.UV( cy, 1 - cz ),
				new THREE.UV( dy, 1 - dz )
			];
		}
	}
};

THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
/**
 * @author jonobr1 / http://jonobr1.com
 *
 * Creates a one-sided polygonal geometry from a path shape. Similar to
 * ExtrudeGeometry.
 *
 * parameters = {
 *
 *	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
 *
 *	material: <int> // material index for front and back faces
 *	uvGenerator: <Object> // object that provides UV generator functions
 *
 * }
 **/

THREE.ShapeGeometry = function ( shapes, options ) {

	THREE.Geometry.call( this );

	if ( shapes instanceof Array === false ) shapes = [ shapes ];

	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();

	this.addShapeList( shapes, options );

	this.computeCentroids();
	this.computeFaceNormals();

};

THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * Add an array of shapes to THREE.ShapeGeometry.
 */
THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {

	for ( var i = 0, l = shapes.length; i < l; i++ ) {

		this.addShape( shapes[ i ], options );

	}

	return this;

};

/**
 * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
 */
THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {

	if ( options === undefined ) options = {};

	var material = options.material;
	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;

	var shapebb = this.shapebb;

	//

	var i, l, hole, s;

	var shapesOffset = this.vertices.length;
	var shapePoints = shape.extractPoints();

	var vertices = shapePoints.shape;
	var holes = shapePoints.holes;

	var reverse = !THREE.Shape.Utils.isClockWise( vertices );

	if ( reverse ) {

		vertices = vertices.reverse();

		// Maybe we should also check if holes are in the opposite direction, just to be safe...

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

			hole = holes[ i ];

			if ( THREE.Shape.Utils.isClockWise( hole ) ) {

				holes[ i ] = hole.reverse();

			}

		}

		reverse = false;

	}

	var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );

	// Vertices

	var contour = vertices;

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

		hole = holes[ i ];
		vertices = vertices.concat( hole );

	}

	//

	var vert, vlen = vertices.length;
	var face, flen = faces.length;
	var cont, clen = contour.length;

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

		vert = vertices[ i ];

		this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );

	}

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

		face = faces[ i ];

		var a = face[ 0 ] + shapesOffset;
		var b = face[ 1 ] + shapesOffset;
		var c = face[ 2 ] + shapesOffset;

		this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
		this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );

	}

};
/**
 * @author astrodud / http://astrodud.isgreat.org/
 * @author zz85 / https://github.com/zz85
 */

THREE.LatheGeometry = function ( points, steps, angle ) {

	THREE.Geometry.call( this );

	var _steps = steps || 12;
	var _angle = angle || 2 * Math.PI;

	var _newV = [];
	var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );

	for ( var j = 0; j < points.length; j ++ ) {

		_newV[ j ] = points[ j ].clone();
		this.vertices.push( _newV[ j ] );

	}

	var i, il = _steps + 1;

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

		for ( var j = 0; j < _newV.length; j ++ ) {

			_newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() );
			this.vertices.push( _newV[ j ] );

		}

	}

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

		for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {

			var a = i * kl + k;
			var b = ( ( i + 1 ) % il ) * kl + k;
			var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
			var d = i * kl + ( k + 1 ) % kl;

			this.faces.push( new THREE.Face4( a, b, c, d ) );

			this.faceVertexUvs[ 0 ].push( [

				new THREE.UV( 1 - i / _steps, k / kl ),
				new THREE.UV( 1 - ( i + 1 ) / _steps, k / kl ),
				new THREE.UV( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
				new THREE.UV( 1 - i / _steps, ( k + 1 ) / kl )
				
			] );

		}

	}

	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
 */

THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {

	THREE.Geometry.call( this );

	var ix, iz,
	width_half = width / 2,
	height_half = height / 2,
	gridX = widthSegments || 1,
	gridZ = heightSegments || 1,
	gridX1 = gridX + 1,
	gridZ1 = gridZ + 1,
	segment_width = width / gridX,
	segment_height = height / gridZ,
	normal = new THREE.Vector3( 0, 0, 1 );

	for ( iz = 0; iz < gridZ1; iz ++ ) {

		for ( ix = 0; ix < gridX1; ix ++ ) {

			var x = ix * segment_width - width_half;
			var y = iz * segment_height - height_half;

			this.vertices.push( new THREE.Vector3( x, - y, 0 ) );

		}

	}

	for ( iz = 0; iz < gridZ; iz ++ ) {

		for ( ix = 0; ix < gridX; ix ++ ) {

			var a = ix + gridX1 * iz;
			var b = ix + gridX1 * ( iz + 1 );
			var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
			var d = ( ix + 1 ) + gridX1 * iz;

			var face = new THREE.Face4( a, b, c, d );
			face.normal.copy( normal );
			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );

			this.faces.push( face );
			this.faceVertexUvs[ 0 ].push( [
				new THREE.UV( ix / gridX, 1 - iz / gridZ ),
				new THREE.UV( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
				new THREE.UV( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
				new THREE.UV( ( ix + 1 ) / gridX, 1 - iz / gridZ )
			] );

		}

	}

	this.computeCentroids();

};

THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

	THREE.Geometry.call( this );

	radius = radius || 50;

	phiStart = phiStart !== undefined ? phiStart : 0;
	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

	var segmentsX = Math.max( 3, Math.floor( widthSegments ) || 8 );
	var segmentsY = Math.max( 2, Math.floor( heightSegments ) || 6 );

	var x, y, vertices = [], uvs = [];

	for ( y = 0; y <= segmentsY; y ++ ) {

		var verticesRow = [];
		var uvsRow = [];

		for ( x = 0; x <= segmentsX; x ++ ) {

			var u = x / segmentsX;
			var v = y / segmentsY;

			var vertex = new THREE.Vector3();
			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 );

			this.vertices.push( vertex );

			verticesRow.push( this.vertices.length - 1 );
			uvsRow.push( new THREE.UV( u, 1 - v ) );

		}

		vertices.push( verticesRow );
		uvs.push( uvsRow );

	}

	for ( y = 0; y < segmentsY; y ++ ) {

		for ( x = 0; x < segmentsX; x ++ ) {

			var v1 = vertices[ y ][ x + 1 ];
			var v2 = vertices[ y ][ x ];
			var v3 = vertices[ y + 1 ][ x ];
			var v4 = vertices[ y + 1 ][ x + 1 ];

			var n1 = this.vertices[ v1 ].clone().normalize();
			var n2 = this.vertices[ v2 ].clone().normalize();
			var n3 = this.vertices[ v3 ].clone().normalize();
			var n4 = this.vertices[ v4 ].clone().normalize();

			var uv1 = uvs[ y ][ x + 1 ].clone();
			var uv2 = uvs[ y ][ x ].clone();
			var uv3 = uvs[ y + 1 ][ x ].clone();
			var uv4 = uvs[ y + 1 ][ x + 1 ].clone();

			if ( Math.abs( this.vertices[ v1 ].y ) == radius ) {

				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );

			} else if ( Math.abs( this.vertices[ v3 ].y ) ==  radius ) {

				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

			} else {

				this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );

			}

		}

	}

	this.computeCentroids();
	this.computeFaceNormals();

	this.boundingSphere = { radius: radius };

};

THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author alteredq / http://alteredqualia.com/
 *
 * For creating 3D text geometry in three.js
 *
 * Text = 3D Text
 *
 * parameters = {
 *  size: 			<float>, 	// size of the text
 *  height: 		<float>, 	// thickness to extrude text
 *  curveSegments: 	<int>,		// number of points on the curves
 *
 *  font: 			<string>,		// font name
 *  weight: 		<string>,		// font weight (normal, bold)
 *  style: 			<string>,		// font style  (normal, italics)
 *
 *  bevelEnabled:	<bool>,			// turn on bevel
 *  bevelThickness: <float>, 		// how deep into text bevel goes
 *  bevelSize:		<float>, 		// how far from text outline is bevel
 *  }
 *
 */

/*	Usage Examples

	// TextGeometry wrapper

	var text3d = new TextGeometry( text, options );

	// Complete manner

	var textShapes = THREE.FontUtils.generateShapes( text, options );
	var text3d = new ExtrudeGeometry( textShapes, options );

*/


THREE.TextGeometry = function ( text, parameters ) {

	var textShapes = THREE.FontUtils.generateShapes( text, parameters );

	// translate parameters to ExtrudeGeometry API

	parameters.amount = parameters.height !== undefined ? parameters.height : 50;

	// defaults

	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

	THREE.ExtrudeGeometry.call( this, textShapes, parameters );

};

THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
/**
 * @author oosmoxiecode
 * @author mrdoob / http://mrdoob.com/
 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
 */

THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {

	THREE.Geometry.call( this );

	var scope = this;

	this.radius = radius || 100;
	this.tube = tube || 40;
	this.radialSegments = radialSegments || 8;
	this.tubularSegments = tubularSegments || 6;
	this.arc = arc || Math.PI * 2;

	var center = new THREE.Vector3(), uvs = [], normals = [];

	for ( var j = 0; j <= this.radialSegments; j ++ ) {

		for ( var i = 0; i <= this.tubularSegments; i ++ ) {

			var u = i / this.tubularSegments * this.arc;
			var v = j / this.radialSegments * Math.PI * 2;

			center.x = this.radius * Math.cos( u );
			center.y = this.radius * Math.sin( u );

			var vertex = new THREE.Vector3();
			vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
			vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
			vertex.z = this.tube * Math.sin( v );

			this.vertices.push( vertex );

			uvs.push( new THREE.UV( i / this.tubularSegments, j / this.radialSegments ) );
			normals.push( vertex.clone().subSelf( center ).normalize() );

		}
	}


	for ( var j = 1; j <= this.radialSegments; j ++ ) {

		for ( var i = 1; i <= this.tubularSegments; i ++ ) {

			var a = ( this.tubularSegments + 1 ) * j + i - 1;
			var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
			var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
			var d = ( this.tubularSegments + 1 ) * j + i;

			var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
			face.normal.addSelf( normals[ a ] );
			face.normal.addSelf( normals[ b ] );
			face.normal.addSelf( normals[ c ] );
			face.normal.addSelf( normals[ d ] );
			face.normal.normalize();

			this.faces.push( face );

			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
		}

	}

	this.computeCentroids();

};

THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author oosmoxiecode
 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
 */

THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {

	THREE.Geometry.call( this );

	var scope = this;

	this.radius = radius || 200;
	this.tube = tube || 40;
	this.radialSegments = radialSegments || 64;
	this.tubularSegments = tubularSegments || 8;
	this.p = p || 2;
	this.q = q || 3;
	this.heightScale = heightScale || 1;
	this.grid = new Array(this.radialSegments);

	var tang = new THREE.Vector3();
	var n = new THREE.Vector3();
	var bitan = new THREE.Vector3();

	for ( var i = 0; i < this.radialSegments; ++ i ) {

		this.grid[ i ] = new Array( this.tubularSegments );

		for ( var j = 0; j < this.tubularSegments; ++ j ) {

			var u = i / this.radialSegments * 2 * this.p * Math.PI;
			var v = j / this.tubularSegments * 2 * Math.PI;
			var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
			var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
			var cx, cy;

			tang.sub( p2, p1 );
			n.add( p2, p1 );

			bitan.cross( tang, n );
			n.cross( bitan, tang );
			bitan.normalize();
			n.normalize();

			cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			cy = this.tube * Math.sin( v );

			p1.x += cx * n.x + cy * bitan.x;
			p1.y += cx * n.y + cy * bitan.y;
			p1.z += cx * n.z + cy * bitan.z;

			this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );

		}

	}

	for ( var i = 0; i < this.radialSegments; ++ i ) {

		for ( var j = 0; j < this.tubularSegments; ++ j ) {

			var ip = ( i + 1 ) % this.radialSegments;
			var jp = ( j + 1 ) % this.tubularSegments;

			var a = this.grid[ i ][ j ];
			var b = this.grid[ ip ][ j ];
			var c = this.grid[ ip ][ jp ];
			var d = this.grid[ i ][ jp ];

			var uva = new THREE.UV( i / this.radialSegments, j / this.tubularSegments );
			var uvb = new THREE.UV( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
			var uvc = new THREE.UV( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
			var uvd = new THREE.UV( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );

			this.faces.push( new THREE.Face4( a, b, c, d ) );
			this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );

		}
	}

	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

	function vert( x, y, z ) {

		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;

	}

	function getPos( u, v, in_q, in_p, radius, heightScale ) {

		var cu = Math.cos( u );
		var cv = Math.cos( v );
		var su = Math.sin( u );
		var quOverP = in_q / in_p * u;
		var cs = Math.cos( quOverP );

		var tx = radius * ( 2 + cs ) * 0.5 * cu;
		var ty = radius * ( 2 + cs ) * su * 0.5;
		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;

		return new THREE.Vector3( tx, ty, tz );

	}

};

THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author WestLangley / https://github.com/WestLangley
 * @author zz85 / https://github.com/zz85
 * @author miningold / https://github.com/miningold
 *
 * Modified from the TorusKnotGeometry by @oosmoxiecode
 *
 * Creates a tube which extrudes along a 3d spline
 *
 * Uses parallel transport frames as described in
 * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
 */

THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {

	THREE.Geometry.call( this );

	this.path = path;
	this.segments = segments || 64;
	this.radius = radius || 1;
	this.radiusSegments = radiusSegments || 8;
	this.closed = closed || false;

	if ( debug ) this.debug = new THREE.Object3D();

	this.grid = [];

	var scope = this,

		tangent,
		normal,
		binormal,

		numpoints = this.segments + 1,

		x, y, z,
		tx, ty, tz,
		u, v,

		cx, cy,
		pos, pos2 = new THREE.Vector3(),
		i, j,
		ip, jp,
		a, b, c, d,
		uva, uvb, uvc, uvd;

	var frames = new THREE.TubeGeometry.FrenetFrames(path, segments, closed),
		tangents = frames.tangents,
		normals = frames.normals,
		binormals = frames.binormals;

	// proxy internals
	this.tangents = tangents;
	this.normals = normals;
	this.binormals = binormals;

	function vert( x, y, z ) {

		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;

	}


	// consruct the grid

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

		this.grid[ i ] = [];

		u = i / ( numpoints - 1 );

		pos = path.getPointAt( u );

		tangent = tangents[ i ];
		normal = normals[ i ];
		binormal = binormals[ i ];

		if ( this.debug ) {

			this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
			this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
			this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );

		}

		for ( j = 0; j < this.radiusSegments; j++ ) {

			v = j / this.radiusSegments * 2 * Math.PI;

			cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			cy = this.radius * Math.sin( v );

			pos2.copy( pos );
			pos2.x += cx * normal.x + cy * binormal.x;
			pos2.y += cx * normal.y + cy * binormal.y;
			pos2.z += cx * normal.z + cy * binormal.z;

			this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );

		}
	}


	// construct the mesh

	for ( i = 0; i < this.segments; i++ ) {

		for ( j = 0; j < this.radiusSegments; j++ ) {

			ip = ( closed ) ? (i + 1) % this.segments : i + 1;
			jp = (j + 1) % this.radiusSegments;

			a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
			b = this.grid[ ip ][ j ];
			c = this.grid[ ip ][ jp ];
			d = this.grid[ i ][ jp ];

			uva = new THREE.UV( i / this.segments, j / this.radiusSegments );
			uvb = new THREE.UV( ( i + 1 ) / this.segments, j / this.radiusSegments );
			uvc = new THREE.UV( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
			uvd = new THREE.UV( i / this.segments, ( j + 1 ) / this.radiusSegments );

			this.faces.push( new THREE.Face4( a, b, c, d ) );
			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );

		}
	}

	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );


// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {

	var 
		tangent = new THREE.Vector3(),
		normal = new THREE.Vector3(),
		binormal = new THREE.Vector3(),

		tangents = [],
		normals = [],
		binormals = [],

		vec = new THREE.Vector3(),
		mat = new THREE.Matrix4(),

		numpoints = segments + 1,
		theta,
		epsilon = 0.0001,
		smallest,

		tx, ty, tz,
		i, u, v;


	// expose internals
	this.tangents = tangents;
	this.normals = normals;
	this.binormals = binormals;

	// compute the tangent vectors for each segment on the path

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

		u = i / ( numpoints - 1 );

		tangents[ i ] = path.getTangentAt( u );
		tangents[ i ].normalize();

	}

	initialNormal3();

	function initialNormal1(lastBinormal) {
		// fixed start binormal. Has dangers of 0 vectors
		normals[ 0 ] = new THREE.Vector3();
		binormals[ 0 ] = new THREE.Vector3();
		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
		normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize();
		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
	}

	function initialNormal2() {

		// This uses the Frenet-Serret formula for deriving binormal
		var t2 = path.getTangentAt( epsilon );

		normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize();
		binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] );

		normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();

	}

	function initialNormal3() {
		// select an initial normal vector perpenicular to the first tangent vector,
		// and in the direction of the smallest tangent xyz component

		normals[ 0 ] = new THREE.Vector3();
		binormals[ 0 ] = new THREE.Vector3();
		smallest = Number.MAX_VALUE;
		tx = Math.abs( tangents[ 0 ].x );
		ty = Math.abs( tangents[ 0 ].y );
		tz = Math.abs( tangents[ 0 ].z );

		if ( tx <= smallest ) {
			smallest = tx;
			normal.set( 1, 0, 0 );
		}

		if ( ty <= smallest ) {
			smallest = ty;
			normal.set( 0, 1, 0 );
		}

		if ( tz <= smallest ) {
			normal.set( 0, 0, 1 );
		}

		vec.cross( tangents[ 0 ], normal ).normalize();

		normals[ 0 ].cross( tangents[ 0 ], vec );
		binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] );
	}


	// compute the slowly-varying normal and binormal vectors for each segment on the path

	for ( i = 1; i < numpoints; i++ ) {

		normals[ i ] = normals[ i-1 ].clone();

		binormals[ i ] = binormals[ i-1 ].clone();

		vec.cross( tangents[ i-1 ], tangents[ i ] );

		if ( vec.length() > epsilon ) {

			vec.normalize();

			theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );

			mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );

		}

		binormals[ i ].cross( tangents[ i ], normals[ i ] );

	}


	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

	if ( closed ) {

		theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
		theta /= ( numpoints - 1 );

		if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {

			theta = -theta;

		}

		for ( i = 1; i < numpoints; i++ ) {

			// twist a little...
			mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
			binormals[ i ].cross( tangents[ i ], normals[ i ] );

		}

	}
};
/**
 * @author clockworkgeek / https://github.com/clockworkgeek
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {

	THREE.Geometry.call( this );

	radius = radius || 1;
	detail = detail || 0;

	var that = this;

	for ( var i = 0, l = vertices.length; i < l; i ++ ) {

		prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );

	}

	var midpoints = [], p = this.vertices;

	for ( var i = 0, l = faces.length; i < l; i ++ ) {

		make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );

	}

	this.mergeVertices();

	// Apply radius

	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {

		this.vertices[ i ].multiplyScalar( radius );

	}


	// Project vector onto sphere's surface

	function prepare( vector ) {

		var vertex = vector.normalize().clone();
		vertex.index = that.vertices.push( vertex ) - 1;

		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.

		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
		var v = inclination( vector ) / Math.PI + 0.5;
		vertex.uv = new THREE.UV( u, 1 - v );

		return vertex;

	}


	// Approximate a curved face with recursively sub-divided triangles.

	function make( v1, v2, v3, detail ) {

		if ( detail < 1 ) {

			var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
			face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 );
			face.normal = face.centroid.clone().normalize();
			that.faces.push( face );

			var azi = azimuth( face.centroid );
			that.faceVertexUvs[ 0 ].push( [
				correctUV( v1.uv, v1, azi ),
				correctUV( v2.uv, v2, azi ),
				correctUV( v3.uv, v3, azi )
			] );

		} else {

			detail -= 1;

			// split triangle into 4 smaller triangles

			make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
			make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
			make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
			make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant

		}

	}

	function midpoint( v1, v2 ) {

		if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
		if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];

		var mid = midpoints[ v1.index ][ v2.index ];

		if ( mid === undefined ) {

			// generate mean point and project to surface with prepare()

			midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
				new THREE.Vector3().add( v1, v2 ).divideScalar( 2 )
			);
		}

		return mid;

	}


	// Angle around the Y axis, counter-clockwise when looking from above.

	function azimuth( vector ) {

		return Math.atan2( vector.z, -vector.x );

	}


	// Angle above the XZ plane.

	function inclination( vector ) {

		return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

	}


	// Texture fixing helper. Spheres have some odd behaviours.

	function correctUV( uv, vector, azimuth ) {

		if ( ( azimuth < 0 ) && ( uv.u === 1 ) ) uv = new THREE.UV( uv.u - 1, uv.v );
		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v );
		return uv;

	}

	this.computeCentroids();

	this.boundingSphere = { radius: radius };

};

THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.IcosahedronGeometry = function ( radius, detail ) {

	var t = ( 1 + Math.sqrt( 5 ) ) / 2;

	var vertices = [
		[ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
		[  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
		[  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
	];

	var faces = [
		[ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
		[ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
		[ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
		[ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
	];

	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );

};

THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.OctahedronGeometry = function ( radius, detail ) {

	var vertices = [
		[ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
	];

	var faces = [
		[ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
	];

	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
};

THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.TetrahedronGeometry = function ( radius, detail ) {

	var vertices = [
		[ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
	];

	var faces = [
		[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
	];

	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );

};

THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author zz85 / https://github.com/zz85
 * Parametric Surfaces Geometry
 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
 *
 * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
 *
 */

THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {

	THREE.Geometry.call( this );

	var verts = this.vertices;
	var faces = this.faces;
	var uvs = this.faceVertexUvs[ 0 ];

	useTris = (useTris === undefined) ? false : useTris;

	var i, il, j, p;
	var u, v;

	var stackCount = stacks + 1;
	var sliceCount = slices + 1;

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

		v = i / stacks;

		for ( j = 0; j <= slices; j ++ ) {

			u = j / slices;

			p = func( u, v );
			verts.push( p );

		}
	}

	var a, b, c, d;
	var uva, uvb, uvc, uvd;

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

		for ( j = 0; j < slices; j ++ ) {

			a = i * sliceCount + j;
			b = i * sliceCount + j + 1;
			c = (i + 1) * sliceCount + j;
			d = (i + 1) * sliceCount + j + 1;

			uva = new THREE.UV( j / slices, i / stacks );
			uvb = new THREE.UV( ( j + 1 ) / slices, i / stacks );
			uvc = new THREE.UV( j / slices, ( i + 1 ) / stacks );
			uvd = new THREE.UV( ( j + 1 ) / slices, ( i + 1 ) / stacks );

			if ( useTris ) {

				faces.push( new THREE.Face3( a, b, c ) );
				faces.push( new THREE.Face3( b, d, c ) );

				uvs.push( [ uva, uvb, uvc ] );
				uvs.push( [ uvb, uvd, uvc ] );

			} else {

				faces.push( new THREE.Face4( a, b, d, c ) );
				uvs.push( [ uva, uvb, uvd, uvc ] );

			}

		}

	}

	// console.log(this);

	// magic bullet
	// var diff = this.mergeVertices();
	// console.log('removed ', diff, ' vertices by merging');

	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author qiao / https://github.com/qiao
 * @fileoverview This is a convex hull generator using the incremental method. 
 * The complexity is O(n^2) where n is the number of vertices.
 * O(nlogn) algorithms do exist, but they are much more complicated.
 *
 * Benchmark: 
 *
 *  Platform: CPU: P7350 @2.00GHz Engine: V8
 *
 *  Num Vertices	Time(ms)
 *
 *     10           1
 *     20           3
 *     30           19
 *     40           48
 *     50           107
 */

THREE.ConvexGeometry = function( vertices ) {

	THREE.Geometry.call( this );

	var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; 

	for ( var i = 3; i < vertices.length; i++ ) {

		addPoint( i );

	}


	function addPoint( vertexId ) {

		var vertex = vertices[ vertexId ].clone();

		var mag = vertex.length();
		vertex.x += mag * randomOffset();
		vertex.y += mag * randomOffset();
		vertex.z += mag * randomOffset();

		var hole = [];

		for ( var f = 0; f < faces.length; ) {

			var face = faces[ f ];

			// for each face, if the vertex can see it,
			// then we try to add the face's edges into the hole.
			if ( visible( face, vertex ) ) {

				for ( var e = 0; e < 3; e++ ) {

					var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
					var boundary = true;

					// remove duplicated edges.
					for ( var h = 0; h < hole.length; h++ ) {

						if ( equalEdge( hole[ h ], edge ) ) {

							hole[ h ] = hole[ hole.length - 1 ];
							hole.pop();
							boundary = false;
							break;

						}

					}

					if ( boundary ) {

						hole.push( edge );

					}

				}

				// remove faces[ f ]
				faces[ f ] = faces[ faces.length - 1 ];
				faces.pop();

			} else { // not visible

				f++;

			}
		}

		// construct the new faces formed by the edges of the hole and the vertex
		for ( var h = 0; h < hole.length; h++ ) {

			faces.push( [ 
				hole[ h ][ 0 ],
				hole[ h ][ 1 ],
				vertexId
			] );

		}
	}

	/**
	 * Whether the face is visible from the vertex
	 */
	function visible( face, vertex ) {

		var va = vertices[ face[ 0 ] ];
		var vb = vertices[ face[ 1 ] ];
		var vc = vertices[ face[ 2 ] ];

		var n = normal( va, vb, vc );

		// distance from face to origin
		var dist = n.dot( va );

		return n.dot( vertex ) >= dist; 

	}

	/**
	 * Face normal
	 */
	function normal( va, vb, vc ) {

		var cb = new THREE.Vector3();
		var ab = new THREE.Vector3();

		cb.sub( vc, vb );
		ab.sub( va, vb );
		cb.crossSelf( ab );

		if ( !cb.isZero() ) {

			cb.normalize(); 

		}

		return cb;

	}

	/**
	 * Detect whether two edges are equal.
	 * Note that when constructing the convex hull, two same edges can only
	 * be of the negative direction.
	 */
	function equalEdge( ea, eb ) {

		return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; 

	}

	/**
	 * Create a random offset between -1e-6 and 1e-6.
	 */
	function randomOffset() {

		return ( Math.random() - 0.5 ) * 2 * 1e-6;

	}


	/**
	 * XXX: Not sure if this is the correct approach. Need someone to review.
	 */
	function vertexUv( vertex ) {

		var mag = vertex.length();
		return new THREE.UV( vertex.x / mag, vertex.y / mag );

	}

	// Push vertices into `this.vertices`, skipping those inside the hull
	var id = 0;
	var newId = new Array( vertices.length ); // map from old vertex id to new id

	for ( var i = 0; i < faces.length; i++ ) {

		 var face = faces[ i ];

		 for ( var j = 0; j < 3; j++ ) {

				if ( newId[ face[ j ] ] === undefined ) {

						newId[ face[ j ] ] = id++;
						this.vertices.push( vertices[ face[ j ] ] );

				}

				face[ j ] = newId[ face[ j ] ];

		 }

	}

	// Convert faces into instances of THREE.Face3
	for ( var i = 0; i < faces.length; i++ ) {

		this.faces.push( new THREE.Face3( 
				faces[ i ][ 0 ],
				faces[ i ][ 1 ],
				faces[ i ][ 2 ]
		) );

	}

	// Compute UVs
	for ( var i = 0; i < this.faces.length; i++ ) {

		var face = this.faces[ i ];

		this.faceVertexUvs[ 0 ].push( [
			vertexUv( this.vertices[ face.a ] ),
			vertexUv( this.vertices[ face.b ] ),
			vertexUv( this.vertices[ face.c ])
		] );

	}


	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author sroucheray / http://sroucheray.org/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.AxisHelper = function ( size ) {

	var geometry = new THREE.Geometry();

	geometry.vertices.push(
		new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
		new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
		new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
	);

	geometry.colors.push(
		new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
		new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
		new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
	);

	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );

	THREE.Line.call( this, geometry, material, THREE.LinePieces );

};

THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
/**
 * @author WestLangley / http://github.com/WestLangley
 * @author zz85 / https://github.com/zz85
 *
 * Creates an arrow for visualizing directions
 *
 * Parameters:
 *  dir - Vector3
 *  origin - Vector3
 *  length - Number
 *  hex - color in hex value
 */

THREE.ArrowHelper = function ( dir, origin, length, hex ) {

	THREE.Object3D.call( this );

	if ( hex === undefined ) hex = 0xffff00;
	if ( length === undefined ) length = 20;

	var lineGeometry = new THREE.Geometry();
	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
	lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );

	this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
	this.add( this.line );

	var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );

	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
	this.cone.position.set( 0, 1, 0 );
	this.add( this.cone );

	if ( origin instanceof THREE.Vector3 ) this.position = origin;

	this.setDirection( dir );
	this.setLength( length );

};

THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.ArrowHelper.prototype.setDirection = function ( dir ) {

	var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir );

	var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) );

	this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );

	this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );

};

THREE.ArrowHelper.prototype.setLength = function ( length ) {

	this.scale.set( length, length, length );

};

THREE.ArrowHelper.prototype.setColor = function ( hex ) {

	this.line.material.color.setHex( hex );
	this.cone.material.color.setHex( hex );

};
/**
 * @author alteredq / http://alteredqualia.com/
 *
 *	- shows frustum, line of sight and up of the camera
 *	- suitable for fast updates
 * 	- based on frustum visualization in lightgl.js shadowmap example
 *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
 */

THREE.CameraHelper = function ( camera ) {

	THREE.Line.call( this );

	var scope = this;

	this.geometry = new THREE.Geometry();
	this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
	this.type = THREE.LinePieces;

	this.matrixWorld = camera.matrixWorld;
	this.matrixAutoUpdate = false;

	this.pointMap = {};

	// colors

	var hexFrustum = 0xffaa00;
	var hexCone = 0xff0000;
	var hexUp = 0x00aaff;
	var hexTarget = 0xffffff;
	var hexCross = 0x333333;

	// near

	addLine( "n1", "n2", hexFrustum );
	addLine( "n2", "n4", hexFrustum );
	addLine( "n4", "n3", hexFrustum );
	addLine( "n3", "n1", hexFrustum );

	// far

	addLine( "f1", "f2", hexFrustum );
	addLine( "f2", "f4", hexFrustum );
	addLine( "f4", "f3", hexFrustum );
	addLine( "f3", "f1", hexFrustum );

	// sides

	addLine( "n1", "f1", hexFrustum );
	addLine( "n2", "f2", hexFrustum );
	addLine( "n3", "f3", hexFrustum );
	addLine( "n4", "f4", hexFrustum );

	// cone

	addLine( "p", "n1", hexCone );
	addLine( "p", "n2", hexCone );
	addLine( "p", "n3", hexCone );
	addLine( "p", "n4", hexCone );

	// up

	addLine( "u1", "u2", hexUp );
	addLine( "u2", "u3", hexUp );
	addLine( "u3", "u1", hexUp );

	// target

	addLine( "c", "t", hexTarget );
	addLine( "p", "c", hexCross );

	// cross

	addLine( "cn1", "cn2", hexCross );
	addLine( "cn3", "cn4", hexCross );

	addLine( "cf1", "cf2", hexCross );
	addLine( "cf3", "cf4", hexCross );

	this.camera = camera;

	function addLine( a, b, hex ) {

		addPoint( a, hex );
		addPoint( b, hex );

	}

	function addPoint( id, hex ) {

		scope.geometry.vertices.push( new THREE.Vector3() );
		scope.geometry.colors.push( new THREE.Color( hex ) );

		if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];

		scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );

	}

	this.update( camera );

};

THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );

THREE.CameraHelper.prototype.update = function () {

	var scope = this;

	var w = 1, h = 1;

	// we need just camera projection matrix
	// world matrix must be identity

	THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );

	// center / target

	setPoint( "c", 0, 0, -1 );
	setPoint( "t", 0, 0,  1 );

	// near

	setPoint( "n1", -w, -h, -1 );
	setPoint( "n2",  w, -h, -1 );
	setPoint( "n3", -w,  h, -1 );
	setPoint( "n4",  w,  h, -1 );

	// far

	setPoint( "f1", -w, -h, 1 );
	setPoint( "f2",  w, -h, 1 );
	setPoint( "f3", -w,  h, 1 );
	setPoint( "f4",  w,  h, 1 );

	// up

	setPoint( "u1",  w * 0.7, h * 1.1, -1 );
	setPoint( "u2", -w * 0.7, h * 1.1, -1 );
	setPoint( "u3",        0, h * 2,   -1 );

	// cross

	setPoint( "cf1", -w,  0, 1 );
	setPoint( "cf2",  w,  0, 1 );
	setPoint( "cf3",  0, -h, 1 );
	setPoint( "cf4",  0,  h, 1 );

	setPoint( "cn1", -w,  0, -1 );
	setPoint( "cn2",  w,  0, -1 );
	setPoint( "cn3",  0, -h, -1 );
	setPoint( "cn4",  0,  h, -1 );

	function setPoint( point, x, y, z ) {

		THREE.CameraHelper.__v.set( x, y, z );
		THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );

		var points = scope.pointMap[ point ];

		if ( points !== undefined ) {

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

				scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );

			}

		}

	}

	this.geometry.verticesNeedUpdate = true;

};

THREE.CameraHelper.__projector = new THREE.Projector();
THREE.CameraHelper.__v = new THREE.Vector3();
THREE.CameraHelper.__c = new THREE.Camera();

/*
 *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog 
 * 
 *	Subdivision Geometry Modifier 
 *		using Catmull-Clark Subdivision Surfaces
 *		for creating smooth geometry meshes
 *
 *	Note: a modifier modifies vertices and faces of geometry,
 *		so use THREE.GeometryUtils.clone() if orignal geoemtry needs to be retained
 * 
 *	Readings: 
 *		http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
 *		http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/
 *		http://xrt.wikidot.com/blog:31
 *		"Subdivision Surfaces in Character Animation"
 *
 *		(on boundary edges)
 *		http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
 *		https://graphics.stanford.edu/wikis/cs148-09-summer/Assignment3Description
 *
 *	Supports:
 *		Closed and Open geometries.
 *
 *	TODO: 
 *		crease vertex and "semi-sharp" features
 *		selective subdivision
 */


THREE.SubdivisionModifier = function( subdivisions ) {
	
	this.subdivisions = (subdivisions === undefined ) ? 1 : subdivisions;
	
	// Settings
	this.useOldVertexColors = false;
	this.supportUVs = true;
	this.debug = false;
	
};

// Applies the "modify" pattern
THREE.SubdivisionModifier.prototype.modify = function ( geometry ) {
	
	var repeats = this.subdivisions;
	
	while ( repeats-- > 0 ) {
		this.smooth( geometry );
	}
	
};

/// REFACTORING THIS OUT

THREE.GeometryUtils.orderedKey = function ( a, b ) {

	return Math.min( a, b ) + "_" + Math.max( a, b );

};


// Returns a hashmap - of { edge_key: face_index }
THREE.GeometryUtils.computeEdgeFaces = function ( geometry ) {

	var i, il, v1, v2, j, k,
		face, faceIndices, faceIndex,
		edge,
		hash,
		edgeFaceMap = {};

	var orderedKey = THREE.GeometryUtils.orderedKey;

	function mapEdgeHash( hash, i ) {
		
		if ( edgeFaceMap[ hash ] === undefined ) {

			edgeFaceMap[ hash ] = [];
			
		}
		
		edgeFaceMap[ hash ].push( i );
	}


	// construct vertex -> face map

	for( i = 0, il = geometry.faces.length; i < il; i ++ ) {

		face = geometry.faces[ i ];

		if ( face instanceof THREE.Face3 ) {

			hash = orderedKey( face.a, face.b );
			mapEdgeHash( hash, i );

			hash = orderedKey( face.b, face.c );
			mapEdgeHash( hash, i );

			hash = orderedKey( face.c, face.a );
			mapEdgeHash( hash, i );

		} else if ( face instanceof THREE.Face4 ) {

			hash = orderedKey( face.a, face.b );
			mapEdgeHash( hash, i );

			hash = orderedKey( face.b, face.c );
			mapEdgeHash( hash, i );

			hash = orderedKey( face.c, face.d );
			mapEdgeHash( hash, i );
			
			hash = orderedKey( face.d, face.a );
			mapEdgeHash( hash, i );

		}

	}

	// extract faces
	
	// var edges = [];
	// 
	// var numOfEdges = 0;
	// for (i in edgeFaceMap) {
	// 	numOfEdges++;
	// 	
	// 	edge = edgeFaceMap[i];
	// 	edges.push(edge);
	// 	
	// }
	
	//debug('edgeFaceMap', edgeFaceMap, 'geometry.edges',geometry.edges, 'numOfEdges', numOfEdges);

	return edgeFaceMap;

}

/////////////////////////////

// Performs an iteration of Catmull-Clark Subdivision
THREE.SubdivisionModifier.prototype.smooth = function ( oldGeometry ) {
	
	//debug( 'running smooth' );
	
	// New set of vertices, faces and uvs
	var newVertices = [], newFaces = [], newUVs = [];
	
	function v( x, y, z ) {
		newVertices.push( new THREE.Vector3( x, y, z ) );
	}
	
	var scope = this;
	var orderedKey = THREE.GeometryUtils.orderedKey;
	var computeEdgeFaces = THREE.GeometryUtils.computeEdgeFaces;

	function assert() {
		if (scope.debug && console && console.assert) console.assert.apply(console, arguments);
	}

	function debug() {
		if (scope.debug) console.log.apply(console, arguments);
	}

	function warn() {
		if (console)
		console.log.apply(console, arguments);
	}

	function f4( a, b, c, d, oldFace, orders, facei ) {
		
		// TODO move vertex selection over here!
		
		var newFace = new THREE.Face4( a, b, c, d, null, oldFace.color, oldFace.materialIndex );
		
		if (scope.useOldVertexColors) {
			
			newFace.vertexColors = []; 
			
			var color, tmpColor, order;
			for (var i=0;i<4;i++) {
				order = orders[i];
				
				color = new THREE.Color(),
				color.setRGB(0,0,0);
				
				for (var j=0, jl=0; j<order.length;j++) {
					tmpColor = oldFace.vertexColors[order[j]-1];
					color.r += tmpColor.r;
					color.g += tmpColor.g;
					color.b += tmpColor.b;
				}
				
				color.r /= order.length;
				color.g /= order.length;
				color.b /= order.length;
				
				newFace.vertexColors[i] = color;
				
			}
			
		}
		
		newFaces.push( newFace );

		if (scope.supportUVs) {

			var aUv = [
				getUV(a, ''),
				getUV(b, facei),
				getUV(c, facei),
				getUV(d, facei)
			];
			
			if (!aUv[0]) debug('a :( ', a+':'+facei);
			else if (!aUv[1]) debug('b :( ', b+':'+facei);
			else if (!aUv[2]) debug('c :( ', c+':'+facei);
			else if (!aUv[3]) debug('d :( ', d+':'+facei);
			else 
				newUVs.push( aUv );

		}
	}
	
	var originalPoints = oldGeometry.vertices;
	var originalFaces = oldGeometry.faces;
	var originalVerticesLength = originalPoints.length;
	
	var newPoints = originalPoints.concat(); // New set of vertices to work on
		
	var facePoints = [], // these are new points on exisiting faces
		edgePoints = {}; // these are new points on exisiting edges
	
	var sharpEdges = {}, sharpVertices = []; // Mark edges and vertices to prevent smoothening on them
	// TODO: handle this correctly.
	
	var uvForVertices = {}; // Stored in {vertex}:{old face} format


	function debugCoreStuff() {
		console.log('facePoints', facePoints, 'edgePoints', edgePoints);
		console.log('edgeFaceMap', edgeFaceMap, 'vertexEdgeMap', vertexEdgeMap);
		
	}

	function getUV(vertexNo, oldFaceNo) {
		var j,jl;

		var key = vertexNo+':'+oldFaceNo;
		var theUV = uvForVertices[key];

		if (!theUV) {
			if (vertexNo>=originalVerticesLength && vertexNo < (originalVerticesLength + originalFaces.length)) {
				debug('face pt');
			} else {
				debug('edge pt');
			}

			warn('warning, UV not found for', key);

			return null;
		}

		return theUV;
 
		// Original faces -> Vertex Nos. 
		// new Facepoint -> Vertex Nos.
		// edge Points

	}

	function addUV(vertexNo, oldFaceNo, value) {

		var key = vertexNo+':'+oldFaceNo;
		if (!(key in uvForVertices)) {
			uvForVertices[key] = value;
		} else {
			warn('dup vertexNo', vertexNo, 'oldFaceNo', oldFaceNo, 'value', value, 'key', key, uvForVertices[key]);
		}
	}
	
	// Step 1
	//	For each face, add a face point
	//	Set each face point to be the centroid of all original points for the respective face.
	// debug(oldGeometry);
	var i, il, j, jl, face;
	
	// For Uvs
	var uvs = oldGeometry.faceVertexUvs[0];
	var abcd = 'abcd', vertice;

	debug('originalFaces, uvs, originalVerticesLength', originalFaces.length, uvs.length, originalVerticesLength);
	if (scope.supportUVs)
	for (i=0, il = uvs.length; i<il; i++ ) {
		for (j=0,jl=uvs[i].length;j<jl;j++) {
			vertice = originalFaces[i][abcd.charAt(j)];
			
			addUV(vertice, i, uvs[i][j]);
			
		}
	}

	if (uvs.length == 0) scope.supportUVs = false;

	// Additional UVs check, if we index original 
	var uvCount = 0;
	for (var u in uvForVertices) {
		uvCount++;
	}
	if (!uvCount) {
		scope.supportUVs = false;
		debug('no uvs');
	}

	var avgUv ;
	for (i=0, il = originalFaces.length; i<il ;i++) {
		face = originalFaces[ i ];
		facePoints.push( face.centroid );
		newPoints.push( face.centroid );
		
		
		if (!scope.supportUVs) continue;
		
		// Prepare subdivided uv
		
		avgUv = new THREE.UV();
		
		if ( face instanceof THREE.Face3 ) {
			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u;
			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v;
			avgUv.u /= 3;
			avgUv.v /= 3;
			
		} else if ( face instanceof THREE.Face4 ) {
			avgUv.u = getUV( face.a, i ).u + getUV( face.b, i ).u + getUV( face.c, i ).u + getUV( face.d, i ).u;
			avgUv.v = getUV( face.a, i ).v + getUV( face.b, i ).v + getUV( face.c, i ).v + getUV( face.d, i ).v;
			avgUv.u /= 4;
			avgUv.v /= 4;
		}

		addUV(originalVerticesLength + i, '', avgUv);

	}

	// Step 2
	//	For each edge, add an edge point.
	//	Set each edge point to be the average of the two neighbouring face points and its two original endpoints.
	
	var edgeFaceMap = computeEdgeFaces ( oldGeometry ); // Edge Hash -> Faces Index  eg { edge_key: [face_index, face_index2 ]}
	var edge, faceIndexA, faceIndexB, avg;
	
	// debug('edgeFaceMap', edgeFaceMap);

	var edgeCount = 0;

	var edgeVertex, edgeVertexA, edgeVertexB;
	
	////
	
	var vertexEdgeMap = {}; // Gives edges connecting from each vertex
	var vertexFaceMap = {}; // Gives faces connecting from each vertex
	
	function addVertexEdgeMap(vertex, edge) {
		if (vertexEdgeMap[vertex]===undefined) {
			vertexEdgeMap[vertex] = [];
		}
		
		vertexEdgeMap[vertex].push(edge);
	}
	
	function addVertexFaceMap(vertex, face, edge) {
		if (vertexFaceMap[vertex]===undefined) {
			vertexFaceMap[vertex] = {};
		}
		
		vertexFaceMap[vertex][face] = edge;
		// vertexFaceMap[vertex][face] = null;
	}
	
	// Prepares vertexEdgeMap and vertexFaceMap
	for (i in edgeFaceMap) { // This is for every edge
		edge = edgeFaceMap[i];
		
		edgeVertex = i.split('_');
		edgeVertexA = edgeVertex[0];
		edgeVertexB = edgeVertex[1];
		
		// Maps an edgeVertex to connecting edges
		addVertexEdgeMap(edgeVertexA, [edgeVertexA, edgeVertexB] );
		addVertexEdgeMap(edgeVertexB, [edgeVertexA, edgeVertexB] );
		
		
		for (j=0,jl=edge.length;j<jl;j++) {
			face = edge[j];
			
			addVertexFaceMap(edgeVertexA, face, i);
			addVertexFaceMap(edgeVertexB, face, i);
		}

		// {edge vertex: { face1: edge_key, face2: edge_key.. } }
		
		// this thing is fishy right now.
		if (edge.length < 2) {
			// edge is "sharp";
			sharpEdges[i] = true;
			sharpVertices[edgeVertexA] = true;
			sharpVertices[edgeVertexB] = true;
			
		}
		
	}
	
	for (i in edgeFaceMap) {
		edge = edgeFaceMap[i];
		
		faceIndexA = edge[0]; // face index a
		faceIndexB = edge[1]; // face index b
		
		edgeVertex = i.split('_');
		edgeVertexA = edgeVertex[0];
		edgeVertexB = edgeVertex[1];
		
		
		avg = new THREE.Vector3();
		
		//debug(i, faceIndexB,facePoints[faceIndexB]);

		assert(edge.length > 0, 'an edge without faces?!');
		
		if (edge.length==1) {

			avg.addSelf(originalPoints[edgeVertexA]);
			avg.addSelf(originalPoints[edgeVertexB]);			
			avg.multiplyScalar(0.5);
			
			sharpVertices[newPoints.length] = true;
			
		} else {
		
			avg.addSelf(facePoints[faceIndexA]);
			avg.addSelf(facePoints[faceIndexB]);
		
			avg.addSelf(originalPoints[edgeVertexA]);
			avg.addSelf(originalPoints[edgeVertexB]);
		
			avg.multiplyScalar(0.25);
		
		}
		
		edgePoints[i] = originalVerticesLength + originalFaces.length + edgeCount;
		
		newPoints.push( avg );
	
		edgeCount ++;
		
		if (!scope.supportUVs) {
			continue;
		}

		// Prepare subdivided uv
		
		avgUv = new THREE.UV();
		
		avgUv.u = getUV(edgeVertexA, faceIndexA).u + getUV(edgeVertexB, faceIndexA).u;
		avgUv.v = getUV(edgeVertexA, faceIndexA).v + getUV(edgeVertexB, faceIndexA).v;
		avgUv.u /= 2;
		avgUv.v /= 2;

		addUV(edgePoints[i], faceIndexA, avgUv);

		if (edge.length>=2) {
		assert(edge.length == 2, 'did we plan for more than 2 edges?');
		avgUv = new THREE.UV();
		
		avgUv.u = getUV(edgeVertexA, faceIndexB).u + getUV(edgeVertexB, faceIndexB).u;
		avgUv.v = getUV(edgeVertexA, faceIndexB).v + getUV(edgeVertexB, faceIndexB).v;
		avgUv.u /= 2;
		avgUv.v /= 2;
		
		addUV(edgePoints[i], faceIndexB, avgUv);
		}
		
	}

	debug('-- Step 2 done');

	// Step 3
	//	For each face point, add an edge for every edge of the face, 
	//	connecting the face point to each edge point for the face.
	
	var facePt, currentVerticeIndex;
	
	var hashAB, hashBC, hashCD, hashDA, hashCA;
	
	var abc123 = ['123', '12', '2', '23'];
	var bca123 = ['123', '23', '3', '31'];
	var cab123 = ['123', '31', '1', '12'];
	var abc1234 = ['1234', '12', '2', '23'];
	var bcd1234 = ['1234', '23', '3', '34'];
	var cda1234 = ['1234', '34', '4', '41'];
	var dab1234 = ['1234', '41', '1', '12'];
	
	
	for (i=0, il = facePoints.length; i<il ;i++) { // for every face
		facePt = facePoints[i];
		face = originalFaces[i];
		currentVerticeIndex = originalVerticesLength+ i;
		
		if ( face instanceof THREE.Face3 ) {
			
			// create 3 face4s
			
			hashAB = orderedKey( face.a, face.b );
			hashBC = orderedKey( face.b, face.c );
			hashCA = orderedKey( face.c, face.a );
			
			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc123, i );
			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCA], face, bca123, i );
			f4( currentVerticeIndex, edgePoints[hashCA], face.a, edgePoints[hashAB], face, cab123, i );
			
		} else if ( face instanceof THREE.Face4 ) {
			// create 4 face4s
			
			hashAB = orderedKey( face.a, face.b );
			hashBC = orderedKey( face.b, face.c );
			hashCD = orderedKey( face.c, face.d );
			hashDA = orderedKey( face.d, face.a );
			
			f4( currentVerticeIndex, edgePoints[hashAB], face.b, edgePoints[hashBC], face, abc1234, i );
			f4( currentVerticeIndex, edgePoints[hashBC], face.c, edgePoints[hashCD], face, bcd1234, i );
			f4( currentVerticeIndex, edgePoints[hashCD], face.d, edgePoints[hashDA], face, cda1234, i );
			f4( currentVerticeIndex, edgePoints[hashDA], face.a, edgePoints[hashAB], face, dab1234, i );

				
		} else {
			debug('face should be a face!', face);
		}
	}
	
	newVertices = newPoints;
	
	// Step 4
	
	//	For each original point P, 
	//		take the average F of all n face points for faces touching P, 
	//		and take the average R of all n edge midpoints for edges touching P, 
	//		where each edge midpoint is the average of its two endpoint vertices. 
	//	Move each original point to the point

	
	var F = new THREE.Vector3();
	var R = new THREE.Vector3();

	var n;
	for (i=0, il = originalPoints.length; i<il; i++) {
		// (F + 2R + (n-3)P) / n
		
		if (vertexEdgeMap[i]===undefined) continue;
		
		F.set(0,0,0);
		R.set(0,0,0);
		var newPos =  new THREE.Vector3(0,0,0);
		
		var f = 0; // this counts number of faces, original vertex is connected to (also known as valance?)
		for (j in vertexFaceMap[i]) {
			F.addSelf(facePoints[j]);
			f++;
		}
		
		var sharpEdgeCount = 0;
		
		n = vertexEdgeMap[i].length; // given a vertex, return its connecting edges

		// Are we on the border?
		var boundary_case = f != n;

		// if (boundary_case) {
		// 	console.error('moo', 'o', i, 'faces touched', f, 'edges',  n, n == 2);
		// }
		
		
		for (j=0;j<n;j++) {
			if (
				sharpEdges[
					orderedKey(vertexEdgeMap[i][j][0],vertexEdgeMap[i][j][1])
				]) {
					sharpEdgeCount++;
				}
		}
		
		// if ( sharpEdgeCount==2 ) {
		// 	continue;
		// 	// Do not move vertex if there's 2 connecting sharp edges.
		// }

		/*
		if (sharpEdgeCount>2) {
			// TODO
		}
		*/

		F.divideScalar(f);
		
		
		var boundary_edges = 0;

		

		if (boundary_case) {

			var bb_edge;
			for (j=0; j<n;j++) {
				edge = vertexEdgeMap[i][j];
				bb_edge = edgeFaceMap[orderedKey(edge[0], edge[1])].length == 1
				if (bb_edge) {
					var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
					R.addSelf(midPt);
					boundary_edges++;
				}
			}

			R.divideScalar(4);
			// console.log(j + ' --- ' + n + ' --- ' + boundary_edges);
			assert(boundary_edges == 2, 'should have only 2 boundary edges');

		} else {
			for (j=0; j<n;j++) {
				edge = vertexEdgeMap[i][j];
				var midPt = originalPoints[edge[0]].clone().addSelf(originalPoints[edge[1]]).divideScalar(2);
				R.addSelf(midPt);
			}

			R.divideScalar(n);
		}

		// Sum the formula
		newPos.addSelf(originalPoints[i]);


		if (boundary_case) {
			
			newPos.divideScalar(2);
			newPos.addSelf(R);

		} else {
	
			newPos.multiplyScalar(n - 3);
			
			newPos.addSelf(F);
			newPos.addSelf(R.multiplyScalar(2));
			newPos.divideScalar(n);

		}
		
		newVertices[i] = newPos;
		
		
	}
	
	var newGeometry = oldGeometry; // Let's pretend the old geometry is now new :P
	
	newGeometry.vertices = newVertices;
	newGeometry.faces = newFaces;
	newGeometry.faceVertexUvs[ 0 ] = newUVs;
	
	delete newGeometry.__tmpVertices; // makes __tmpVertices undefined :P
	
	newGeometry.computeCentroids();
	newGeometry.computeFaceNormals();
	newGeometry.computeVertexNormals();
	
};/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ImmediateRenderObject = function ( ) {

	THREE.Object3D.call( this );

	this.render = function ( renderCallback ) { };

};

THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.LensFlare = function ( texture, size, distance, blending, color ) {

	THREE.Object3D.call( this );

	this.lensFlares = [];

	this.positionScreen = new THREE.Vector3();
	this.customUpdateCallback = undefined;

	if( texture !== undefined ) {

		this.add( texture, size, distance, blending, color );

	}

};

THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );


/*
 * Add: adds another flare
 */

THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {

	if( size === undefined ) size = -1;
	if( distance === undefined ) distance = 0;
	if( opacity === undefined ) opacity = 1;
	if( color === undefined ) color = new THREE.Color( 0xffffff );
	if( blending === undefined ) blending = THREE.NormalBlending;

	distance = Math.min( distance, Math.max( 0, distance ) );

	this.lensFlares.push( { texture: texture, 			// THREE.Texture
		                    size: size, 				// size in pixels (-1 = use texture.width)
		                    distance: distance, 		// distance (0-1) from light source (0=at light source)
		                    x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
		                    scale: 1, 					// scale
		                    rotation: 1, 				// rotation
		                    opacity: opacity,			// opacity
							color: color,				// color
		                    blending: blending } );		// blending

};


/*
 * Update lens flares update positions on all flares based on the screen position
 * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
 */

THREE.LensFlare.prototype.updateLensFlares = function () {

	var f, fl = this.lensFlares.length;
	var flare;
	var vecX = -this.positionScreen.x * 2;
	var vecY = -this.positionScreen.y * 2;

	for( f = 0; f < fl; f ++ ) {

		flare = this.lensFlares[ f ];

		flare.x = this.positionScreen.x + vecX * flare.distance;
		flare.y = this.positionScreen.y + vecY * flare.distance;

		flare.wantedRotation = flare.x * Math.PI * 0.25;
		flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;

	}

};












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

THREE.MorphBlendMesh = function( geometry, material ) {

	THREE.Mesh.call( this, geometry, material );

	this.animationsMap = {};
	this.animationsList = [];

	// prepare default animation
	// (all frames played together in 1 second)

	var numFrames = this.geometry.morphTargets.length;

	var name = "__default";

	var startFrame = 0;
	var endFrame = numFrames - 1;

	var fps = numFrames / 1;

	this.createAnimation( name, startFrame, endFrame, fps );
	this.setAnimationWeight( name, 1 );

};

THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {

	var animation = {

		startFrame: start,
		endFrame: end,

		length: end - start + 1,

		fps: fps,
		duration: ( end - start ) / fps,

		lastFrame: 0,
		currentFrame: 0,

		active: false,

		time: 0,
		direction: 1,
		weight: 1,

		directionBackwards: false,
		mirroredLoop: false

	};

	this.animationsMap[ name ] = animation;
	this.animationsList.push( animation );

};

THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {

	var pattern = /([a-z]+)(\d+)/;

	var firstAnimation, frameRanges = {};

	var geometry = this.geometry;

	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {

		var morph = geometry.morphTargets[ i ];
		var chunks = morph.name.match( pattern );

		if ( chunks && chunks.length > 1 ) {

			var name = chunks[ 1 ];
			var num = chunks[ 2 ];

			if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };

			var range = frameRanges[ name ];

			if ( i < range.start ) range.start = i;
			if ( i > range.end ) range.end = i;

			if ( ! firstAnimation ) firstAnimation = name;

		}

	}

	for ( var name in frameRanges ) {

		var range = frameRanges[ name ];
		this.createAnimation( name, range.start, range.end, fps );

	}

	this.firstAnimation = firstAnimation;

};

THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.direction = 1;
		animation.directionBackwards = false;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.direction = -1;
		animation.directionBackwards = true;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.fps = fps;
		animation.duration = ( animation.end - animation.start ) / animation.fps;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.duration = duration;
		animation.fps = ( animation.end - animation.start ) / animation.duration;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.weight = weight;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.time = time;

	}

};

THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {

	var time = 0;

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		time = animation.time;

	}

	return time;

};

THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {

	var duration = -1;

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		duration = animation.duration;

	}

	return duration;

};

THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.time = 0;
		animation.active = true;

	} else {

		console.warn( "animation[" + name + "] undefined" );

	}

};

THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.active = false;

	}

};

THREE.MorphBlendMesh.prototype.update = function ( delta ) {

	for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {

		var animation = this.animationsList[ i ];

		if ( ! animation.active ) continue;

		var frameTime = animation.duration / animation.length;

		animation.time += animation.direction * delta;

		if ( animation.mirroredLoop ) {

			if ( animation.time > animation.duration || animation.time < 0 ) {

				animation.direction *= -1;

				if ( animation.time > animation.duration ) {

					animation.time = animation.duration;
					animation.directionBackwards = true;

				}

				if ( animation.time < 0 ) {

					animation.time = 0;
					animation.directionBackwards = false;

				}

			}

		} else {

			animation.time = animation.time % animation.duration;

			if ( animation.time < 0 ) animation.time += animation.duration;

		}

		var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
		var weight = animation.weight;

		if ( keyframe !== animation.currentFrame ) {

			this.morphTargetInfluences[ animation.lastFrame ] = 0;
			this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;

			this.morphTargetInfluences[ keyframe ] = 0;

			animation.lastFrame = animation.currentFrame;
			animation.currentFrame = keyframe;

		}

		var mix = ( animation.time % frameTime ) / frameTime;

		if ( animation.directionBackwards ) mix = 1 - mix;

		this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
		this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

	}

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.LensFlarePlugin = function ( ) {

	var _gl, _renderer, _lensFlare = {};

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		_lensFlare.vertices = new Float32Array( 8 + 8 );
		_lensFlare.faces = new Uint16Array( 6 );

		var i = 0;
		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.

		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;

		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;

		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;

		i = 0;
		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;

		// buffers

		_lensFlare.vertexBuffer     = _gl.createBuffer();
		_lensFlare.elementBuffer    = _gl.createBuffer();

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );

		// textures

		_lensFlare.tempTexture      = _gl.createTexture();
		_lensFlare.occlusionTexture = _gl.createTexture();

		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

		if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {

			_lensFlare.hasVertexTexture = false;
			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] );

		} else {

			_lensFlare.hasVertexTexture = true;
			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] );

		}

		_lensFlare.attributes = {};
		_lensFlare.uniforms = {};

		_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
		_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );

		_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
		_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
		_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
		_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
		_lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
		_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
		_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
		_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );

		_lensFlare.attributesEnabled = false;

	};


	/*
	 * Render lens flares
	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
	 *         reads these back and calculates occlusion.
	 *         Then _lensFlare.update_lensFlares() is called to re-position and
	 *         update transparency of flares. Then they are rendered.
	 *
	 */

	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

		var flares = scene.__webglFlares,
			nFlares = flares.length;

		if ( ! nFlares ) return;

		var tempPosition = new THREE.Vector3();

		var invAspect = viewportHeight / viewportWidth,
			halfViewportWidth = viewportWidth * 0.5,
			halfViewportHeight = viewportHeight * 0.5;

		var size = 16 / viewportHeight,
			scale = new THREE.Vector2( size * invAspect, size );

		var screenPosition = new THREE.Vector3( 1, 1, 0 ),
			screenPositionPixels = new THREE.Vector2( 1, 1 );

		var uniforms = _lensFlare.uniforms,
			attributes = _lensFlare.attributes;

		// set _lensFlare program and reset blending

		_gl.useProgram( _lensFlare.program );

		if ( ! _lensFlare.attributesEnabled ) {

			_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
			_gl.enableVertexAttribArray( _lensFlare.attributes.uv );

			_lensFlare.attributesEnabled = true;

		}

		// loop through all lens flares to update their occlusion and positions
		// setup gl and common used attribs/unforms

		_gl.uniform1i( uniforms.occlusionMap, 0 );
		_gl.uniform1i( uniforms.map, 1 );

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );

		_gl.disable( _gl.CULL_FACE );
		_gl.depthMask( false );

		var i, j, jl, flare, sprite;

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

			size = 16 / viewportHeight;
			scale.set( size * invAspect, size );

			// calc object screen position

			flare = flares[ i ];

			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );

			camera.matrixWorldInverse.multiplyVector3( tempPosition );
			camera.projectionMatrix.multiplyVector3( tempPosition );

			// setup arrays for gl programs

			screenPosition.copy( tempPosition )

			screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
			screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;

			// screen cull

			if ( _lensFlare.hasVertexTexture || (
				screenPositionPixels.x > 0 &&
				screenPositionPixels.x < viewportWidth &&
				screenPositionPixels.y > 0 &&
				screenPositionPixels.y < viewportHeight ) ) {

				// save current RGB to temp texture

				_gl.activeTexture( _gl.TEXTURE1 );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );


				// render pink quad

				_gl.uniform1i( uniforms.renderType, 0 );
				_gl.uniform2f( uniforms.scale, scale.x, scale.y );
				_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );

				_gl.disable( _gl.BLEND );
				_gl.enable( _gl.DEPTH_TEST );

				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


				// copy result to occlusionMap

				_gl.activeTexture( _gl.TEXTURE0 );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );


				// restore graphics

				_gl.uniform1i( uniforms.renderType, 1 );
				_gl.disable( _gl.DEPTH_TEST );

				_gl.activeTexture( _gl.TEXTURE1 );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


				// update object positions

				flare.positionScreen.copy( screenPosition )

				if ( flare.customUpdateCallback ) {

					flare.customUpdateCallback( flare );

				} else {

					flare.updateLensFlares();

				}

				// render flares

				_gl.uniform1i( uniforms.renderType, 2 );
				_gl.enable( _gl.BLEND );

				for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {

					sprite = flare.lensFlares[ j ];

					if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {

						screenPosition.x = sprite.x;
						screenPosition.y = sprite.y;
						screenPosition.z = sprite.z;

						size = sprite.size * sprite.scale / viewportHeight;

						scale.x = size * invAspect;
						scale.y = size;

						_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
						_gl.uniform2f( uniforms.scale, scale.x, scale.y );
						_gl.uniform1f( uniforms.rotation, sprite.rotation );

						_gl.uniform1f( uniforms.opacity, sprite.opacity );
						_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );

						_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
						_renderer.setTexture( sprite.texture, 1 );

						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

					}

				}

			}

		}

		// restore gl

		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( true );

	};

	function createProgram ( shader ) {

		var program = _gl.createProgram();

		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

		_gl.shaderSource( fragmentShader, shader.fragmentShader );
		_gl.shaderSource( vertexShader, shader.vertexShader );

		_gl.compileShader( fragmentShader );
		_gl.compileShader( vertexShader );

		_gl.attachShader( program, fragmentShader );
		_gl.attachShader( program, vertexShader );

		_gl.linkProgram( program );

		return program;

	};

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

THREE.ShadowMapPlugin = function ( ) {

	var _gl,
	_renderer,
	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,

	_frustum = new THREE.Frustum(),
	_projScreenMatrix = new THREE.Matrix4(),

	_min = new THREE.Vector3(),
	_max = new THREE.Vector3();

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );

		_depthMaterial._shadowPass = true;
		_depthMaterialMorph._shadowPass = true;
		_depthMaterialSkin._shadowPass = true;
		_depthMaterialMorphSkin._shadowPass = true;

	};

	this.render = function ( scene, camera ) {

		if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;

		this.update( scene, camera );

	};

	this.update = function ( scene, camera ) {

		var i, il, j, jl, n,

		shadowMap, shadowMatrix, shadowCamera,
		program, buffer, material,
		webglObject, object, light,
		renderList,

		lights = [],
		k = 0,

		fog = null;

		// set GL state for depth map

		_gl.clearColor( 1, 1, 1, 1 );
		_gl.disable( _gl.BLEND );

		_gl.enable( _gl.CULL_FACE );
		_gl.frontFace( _gl.CCW );

		if ( _renderer.shadowMapCullFrontFaces ) {

			_gl.cullFace( _gl.FRONT );

		} else {

			_gl.cullFace( _gl.BACK );

		}

		_renderer.setDepthTest( true );

		// preprocess lights
		// 	- skip lights that are not casting shadows
		//	- create virtual lights for cascaded shadow maps

		for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {

			light = scene.__lights[ i ];

			if ( ! light.castShadow ) continue;

			if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {

				for ( n = 0; n < light.shadowCascadeCount; n ++ ) {

					var virtualLight;

					if ( ! light.shadowCascadeArray[ n ] ) {

						virtualLight = createVirtualLight( light, n );
						virtualLight.originalCamera = camera;

						var gyro = new THREE.Gyroscope();
						gyro.position = light.shadowCascadeOffset;

						gyro.add( virtualLight );
						gyro.add( virtualLight.target );

						camera.add( gyro );

						light.shadowCascadeArray[ n ] = virtualLight;

						console.log( "Created virtualLight", virtualLight );

					} else {

						virtualLight = light.shadowCascadeArray[ n ];

					}

					updateVirtualLight( light, n );

					lights[ k ] = virtualLight;
					k ++;

				}

			} else {

				lights[ k ] = light;
				k ++;

			}

		}

		// render depth map

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

			light = lights[ i ];

			if ( ! light.shadowMap ) {

				var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };

				light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
				light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );

				light.shadowMatrix = new THREE.Matrix4();

			}

			if ( ! light.shadowCamera ) {

				if ( light instanceof THREE.SpotLight ) {

					light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );

				} else if ( light instanceof THREE.DirectionalLight ) {

					light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );

				} else {

					console.error( "Unsupported light type for shadow" );
					continue;

				}

				scene.add( light.shadowCamera );

				if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();

			}

			if ( light.shadowCameraVisible && ! light.cameraHelper ) {

				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
				light.shadowCamera.add( light.cameraHelper );

			}

			if ( light.isVirtual && virtualLight.originalCamera == camera ) {

				updateShadowCamera( camera, light );

			}

			shadowMap = light.shadowMap;
			shadowMatrix = light.shadowMatrix;
			shadowCamera = light.shadowCamera;

			shadowCamera.position.copy( light.matrixWorld.getPosition() );
			shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
			shadowCamera.updateMatrixWorld();

			shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );

			if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
			if ( light.shadowCameraVisible ) light.cameraHelper.update();

			// compute shadow matrix

			shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
							  0.0, 0.5, 0.0, 0.5,
							  0.0, 0.0, 0.5, 0.5,
							  0.0, 0.0, 0.0, 1.0 );

			shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
			shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );

			// update camera matrices and frustum

			if ( ! shadowCamera._viewMatrixArray ) shadowCamera._viewMatrixArray = new Float32Array( 16 );
			if ( ! shadowCamera._projectionMatrixArray ) shadowCamera._projectionMatrixArray = new Float32Array( 16 );

			shadowCamera.matrixWorldInverse.flattenToArray( shadowCamera._viewMatrixArray );
			shadowCamera.projectionMatrix.flattenToArray( shadowCamera._projectionMatrixArray );

			_projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
			_frustum.setFromMatrix( _projScreenMatrix );

			// render shadow map

			_renderer.setRenderTarget( shadowMap );
			_renderer.clear();

			// set object matrices & frustum culling

			renderList = scene.__webglObjects;

			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

				webglObject = renderList[ j ];
				object = webglObject.object;

				webglObject.render = false;

				if ( object.visible && object.castShadow ) {

					if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {

						object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );

						webglObject.render = true;

					}

				}

			}

			// render regular objects

			var objectMaterial, useMorphing, useSkinning;

			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

				webglObject = renderList[ j ];

				if ( webglObject.render ) {

					object = webglObject.object;
					buffer = webglObject.buffer;

					// culling is overriden globally for all objects
					// while rendering depth map

					// need to deal with MeshFaceMaterial somehow
					// in that case just use the first of geometry.materials for now
					// (proper solution would require to break objects by materials
					//  similarly to regular rendering and then set corresponding
					//  depth materials per each chunk instead of just once per object)

					objectMaterial = getObjectMaterial( object );

					useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
					useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;

					if ( object.customDepthMaterial ) {

						material = object.customDepthMaterial;

					} else if ( useSkinning ) {

						material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;

					} else if ( useMorphing ) {

						material = _depthMaterialMorph;

					} else {

						material = _depthMaterial;

					}

					if ( buffer instanceof THREE.BufferGeometry ) {

						_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );

					} else {

						_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );

					}

				}

			}

			// set matrices and render immediate objects

			renderList = scene.__webglObjectsImmediate;

			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

				webglObject = renderList[ j ];
				object = webglObject.object;

				if ( object.visible && object.castShadow ) {

					object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );

					_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );

				}

			}

		}

		// restore GL state

		var clearColor = _renderer.getClearColor(),
		clearAlpha = _renderer.getClearAlpha();

		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
		_gl.enable( _gl.BLEND );

		if ( _renderer.shadowMapCullFrontFaces ) {

			_gl.cullFace( _gl.BACK );

		}

	};

	function createVirtualLight( light, cascade ) {

		var virtualLight = new THREE.DirectionalLight();

		virtualLight.isVirtual = true;

		virtualLight.onlyShadow = true;
		virtualLight.castShadow = true;

		virtualLight.shadowCameraNear = light.shadowCameraNear;
		virtualLight.shadowCameraFar = light.shadowCameraFar;

		virtualLight.shadowCameraLeft = light.shadowCameraLeft;
		virtualLight.shadowCameraRight = light.shadowCameraRight;
		virtualLight.shadowCameraBottom = light.shadowCameraBottom;
		virtualLight.shadowCameraTop = light.shadowCameraTop;

		virtualLight.shadowCameraVisible = light.shadowCameraVisible;

		virtualLight.shadowDarkness = light.shadowDarkness;

		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
		virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
		virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];

		virtualLight.pointsWorld = [];
		virtualLight.pointsFrustum = [];

		var pointsWorld = virtualLight.pointsWorld,
			pointsFrustum = virtualLight.pointsFrustum;

		for ( var i = 0; i < 8; i ++ ) {

			pointsWorld[ i ] = new THREE.Vector3();
			pointsFrustum[ i ] = new THREE.Vector3();

		}

		var nearZ = light.shadowCascadeNearZ[ cascade ];
		var farZ = light.shadowCascadeFarZ[ cascade ];

		pointsFrustum[ 0 ].set( -1, -1, nearZ );
		pointsFrustum[ 1 ].set(  1, -1, nearZ );
		pointsFrustum[ 2 ].set( -1,  1, nearZ );
		pointsFrustum[ 3 ].set(  1,  1, nearZ );

		pointsFrustum[ 4 ].set( -1, -1, farZ );
		pointsFrustum[ 5 ].set(  1, -1, farZ );
		pointsFrustum[ 6 ].set( -1,  1, farZ );
		pointsFrustum[ 7 ].set(  1,  1, farZ );

		return virtualLight;

	}

	// Synchronize virtual light with the original light

	function updateVirtualLight( light, cascade ) {

		var virtualLight = light.shadowCascadeArray[ cascade ];

		virtualLight.position.copy( light.position );
		virtualLight.target.position.copy( light.target.position );
		virtualLight.lookAt( virtualLight.target );

		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
		virtualLight.shadowDarkness = light.shadowDarkness;

		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];

		var nearZ = light.shadowCascadeNearZ[ cascade ];
		var farZ = light.shadowCascadeFarZ[ cascade ];

		var pointsFrustum = virtualLight.pointsFrustum;

		pointsFrustum[ 0 ].z = nearZ;
		pointsFrustum[ 1 ].z = nearZ;
		pointsFrustum[ 2 ].z = nearZ;
		pointsFrustum[ 3 ].z = nearZ;

		pointsFrustum[ 4 ].z = farZ;
		pointsFrustum[ 5 ].z = farZ;
		pointsFrustum[ 6 ].z = farZ;
		pointsFrustum[ 7 ].z = farZ;

	}

	// Fit shadow camera's ortho frustum to camera frustum

	function updateShadowCamera( camera, light ) {

		var shadowCamera = light.shadowCamera,
			pointsFrustum = light.pointsFrustum,
			pointsWorld = light.pointsWorld;

		_min.set( Infinity, Infinity, Infinity );
		_max.set( -Infinity, -Infinity, -Infinity );

		for ( var i = 0; i < 8; i ++ ) {

			var p = pointsWorld[ i ];

			p.copy( pointsFrustum[ i ] );
			THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );

			shadowCamera.matrixWorldInverse.multiplyVector3( p );

			if ( p.x < _min.x ) _min.x = p.x;
			if ( p.x > _max.x ) _max.x = p.x;

			if ( p.y < _min.y ) _min.y = p.y;
			if ( p.y > _max.y ) _max.y = p.y;

			if ( p.z < _min.z ) _min.z = p.z;
			if ( p.z > _max.z ) _max.z = p.z;

		}

		shadowCamera.left = _min.x;
		shadowCamera.right = _max.x;
		shadowCamera.top = _max.y;
		shadowCamera.bottom = _min.y;

		// can't really fit near/far
		//shadowCamera.near = _min.z;
		//shadowCamera.far = _max.z;

		shadowCamera.updateProjectionMatrix();

	}

	// For the moment just ignore objects that have multiple materials with different animation methods
	// Only the first material will be taken into account for deciding which depth material to use for shadow maps

	function getObjectMaterial( object ) {

		return object.material instanceof THREE.MeshFaceMaterial ? object.geometry.materials[ 0 ] : object.material;

	}

};

THREE.ShadowMapPlugin.__projector = new THREE.Projector();
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SpritePlugin = function ( ) {

	var _gl, _renderer, _sprite = {};

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		_sprite.vertices = new Float32Array( 8 + 8 );
		_sprite.faces    = new Uint16Array( 6 );

		var i = 0;

		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0

		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1

		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2

		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3

		i = 0;

		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;

		_sprite.vertexBuffer  = _gl.createBuffer();
		_sprite.elementBuffer = _gl.createBuffer();

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );

		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );

		_sprite.attributes = {};
		_sprite.uniforms = {};

		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );

		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );

		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );

		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );

		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
		_sprite.uniforms.affectedByDistance   = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );

		_sprite.attributesEnabled = false;

	};

	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

		var sprites = scene.__webglSprites,
			nSprites = sprites.length;

		if ( ! nSprites ) return;

		var attributes = _sprite.attributes,
			uniforms = _sprite.uniforms;

		var invAspect = viewportHeight / viewportWidth;

		var halfViewportWidth = viewportWidth * 0.5,
			halfViewportHeight = viewportHeight * 0.5;

		var mergeWith3D = true;

		// setup gl

		_gl.useProgram( _sprite.program );

		if ( ! _sprite.attributesEnabled ) {

			_gl.enableVertexAttribArray( attributes.position );
			_gl.enableVertexAttribArray( attributes.uv );

			_sprite.attributesEnabled = true;

		}

		_gl.disable( _gl.CULL_FACE );
		_gl.enable( _gl.BLEND );
		_gl.depthMask( true );

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );

		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray );

		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.uniform1i( uniforms.map, 0 );

		// update positions and sort

		var i, sprite, screenPosition, size, scale = [];

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

			sprite = sprites[ i ];

			if ( ! sprite.visible || sprite.opacity === 0 ) continue;

			if( ! sprite.useScreenCoordinates ) {

				sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld );
				sprite.z = - sprite._modelViewMatrix.elements[14];

			} else {

				sprite.z = - sprite.position.z;

			}

		}

		sprites.sort( painterSort );

		// render all sprites

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

			sprite = sprites[ i ];

			if ( ! sprite.visible || sprite.opacity === 0 ) continue;

			if ( sprite.map && sprite.map.image && sprite.map.image.width ) {

				if ( sprite.useScreenCoordinates ) {

					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
					_gl.uniform3f(
						uniforms.screenPosition,
						( sprite.position.x - halfViewportWidth  ) / halfViewportWidth,
						( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
						Math.max( 0, Math.min( 1, sprite.position.z ) )
					);

				} else {

					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
					_gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 );
					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );

				}

				size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 );

				scale[ 0 ] = size * invAspect * sprite.scale.x;
				scale[ 1 ] = size * sprite.scale.y;

				_gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y );
				_gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y );
				_gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y );

				_gl.uniform1f( uniforms.opacity, sprite.opacity );
				_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );

				_gl.uniform1f( uniforms.rotation, sprite.rotation );
				_gl.uniform2fv( uniforms.scale, scale );

				if ( sprite.mergeWith3D && !mergeWith3D ) {

					_gl.enable( _gl.DEPTH_TEST );
					mergeWith3D = true;

				} else if ( ! sprite.mergeWith3D && mergeWith3D ) {

					_gl.disable( _gl.DEPTH_TEST );
					mergeWith3D = false;

				}

				_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
				_renderer.setTexture( sprite.map, 0 );

				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

			}

		}

		// restore gl

		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( true );

	};

	function createProgram ( shader ) {

		var program = _gl.createProgram();

		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

		_gl.shaderSource( fragmentShader, shader.fragmentShader );
		_gl.shaderSource( vertexShader, shader.vertexShader );

		_gl.compileShader( fragmentShader );
		_gl.compileShader( vertexShader );

		_gl.attachShader( program, fragmentShader );
		_gl.attachShader( program, vertexShader );

		_gl.linkProgram( program );

		return program;

	};

	function painterSort ( a, b ) {

		return b.z - a.z;

	};

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

THREE.DepthPassPlugin = function ( ) {

	this.enabled = false;
	this.renderTarget = null;

	var _gl,
	_renderer,
	_depthMaterial, _depthMaterialMorph,

	_frustum = new THREE.Frustum(),
	_projScreenMatrix = new THREE.Matrix4();

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );

		_depthMaterial._shadowPass = true;
		_depthMaterialMorph._shadowPass = true;

	};

	this.render = function ( scene, camera ) {

		if ( ! this.enabled ) return;

		this.update( scene, camera );

	};

	this.update = function ( scene, camera ) {

		var i, il, j, jl, n,

		program, buffer, material,
		webglObject, object, light,
		renderList,

		fog = null;

		// set GL state for depth map

		_gl.clearColor( 1, 1, 1, 1 );
		_gl.disable( _gl.BLEND );

		_renderer.setDepthTest( true );

		// update scene

		if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		if ( ! camera._viewMatrixArray ) camera._viewMatrixArray = new Float32Array( 16 );
		if ( ! camera._projectionMatrixArray ) camera._projectionMatrixArray = new Float32Array( 16 );

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		camera.matrixWorldInverse.flattenToArray( camera._viewMatrixArray );
		camera.projectionMatrix.flattenToArray( camera._projectionMatrixArray );

		_projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

		// render depth map

		_renderer.setRenderTarget( this.renderTarget );
		_renderer.clear();

		// set object matrices & frustum culling

		renderList = scene.__webglObjects;

		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

			webglObject = renderList[ j ];
			object = webglObject.object;

			webglObject.render = false;

			if ( object.visible ) {

				if ( ! ( object instanceof THREE.Mesh ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {

					//object.matrixWorld.flattenToArray( object._modelMatrixArray );
					object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);

					webglObject.render = true;

				}

			}

		}

		// render regular objects

		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

			webglObject = renderList[ j ];

			if ( webglObject.render ) {

				object = webglObject.object;
				buffer = webglObject.buffer;

				if ( object.material ) _renderer.setMaterialFaces( object.material );

				if ( object.customDepthMaterial ) {

					material = object.customDepthMaterial;

				} else if ( object.geometry.morphTargets.length ) {

					material = _depthMaterialMorph;

				} else {

					material = _depthMaterial;

				}

				if ( buffer instanceof THREE.BufferGeometry ) {

					_renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );

				} else {

					_renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );

				}

			}

		}

		// set matrices and render immediate objects

		renderList = scene.__webglObjectsImmediate;

		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

			webglObject = renderList[ j ];
			object = webglObject.object;

			if ( object.visible && object.castShadow ) {

				/*
				if ( object.matrixAutoUpdate ) {

					object.matrixWorld.flattenToArray( object._modelMatrixArray );

				}
				*/

				object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld);

				_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );

			}

		}

		// restore GL state

		var clearColor = _renderer.getClearColor(),
		clearAlpha = _renderer.getClearAlpha();

		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
		_gl.enable( _gl.BLEND );

	};

};

/**
 * @author mikael emtinger / http://gomo.se/
 *
 */

THREE.ShaderFlares = {

	'lensFlareVertexTexture': {

		vertexShader: [

			"uniform vec3 screenPosition;",
			"uniform vec2 scale;",
			"uniform float rotation;",
			"uniform int renderType;",

			"uniform sampler2D occlusionMap;",

			"attribute vec2 position;",
			"attribute vec2 uv;",

			"varying vec2 vUV;",
			"varying float vVisibility;",

			"void main() {",

				"vUV = uv;",

				"vec2 pos = position;",

				"if( renderType == 2 ) {",

					"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",

					"vVisibility = (       visibility.r / 9.0 ) *",
								  "( 1.0 - visibility.g / 9.0 ) *",
								  "(       visibility.b / 9.0 ) *",
								  "( 1.0 - visibility.a / 9.0 );",

					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

				"}",

				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

			"}"

		].join( "\n" ),

		fragmentShader: [

			"precision mediump float;",

			"uniform sampler2D map;",
			"uniform float opacity;",
			"uniform int renderType;",
			"uniform vec3 color;",

			"varying vec2 vUV;",
			"varying float vVisibility;",

			"void main() {",

				// pink square

				"if( renderType == 0 ) {",

					"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",

				// restore

				"} else if( renderType == 1 ) {",

					"gl_FragColor = texture2D( map, vUV );",

				// flare

				"} else {",

					"vec4 texture = texture2D( map, vUV );",
					"texture.a *= opacity * vVisibility;",
					"gl_FragColor = texture;",
					"gl_FragColor.rgb *= color;",

				"}",

			"}"
		].join( "\n" )

	},


	'lensFlare': {

		vertexShader: [

			"uniform vec3 screenPosition;",
			"uniform vec2 scale;",
			"uniform float rotation;",
			"uniform int renderType;",

			"attribute vec2 position;",
			"attribute vec2 uv;",

			"varying vec2 vUV;",

			"void main() {",

				"vUV = uv;",

				"vec2 pos = position;",

				"if( renderType == 2 ) {",

					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

				"}",

				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

			"}"

		].join( "\n" ),

		fragmentShader: [

			"precision mediump float;",

			"uniform sampler2D map;",
			"uniform sampler2D occlusionMap;",
			"uniform float opacity;",
			"uniform int renderType;",
			"uniform vec3 color;",

			"varying vec2 vUV;",

			"void main() {",

				// pink square

				"if( renderType == 0 ) {",

					"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",

				// restore

				"} else if( renderType == 1 ) {",

					"gl_FragColor = texture2D( map, vUV );",

				// flare

				"} else {",

					"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
									   "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
									   "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
									   "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",

					"visibility = ( 1.0 - visibility / 4.0 );",

					"vec4 texture = texture2D( map, vUV );",
					"texture.a *= opacity * visibility;",
					"gl_FragColor = texture;",
					"gl_FragColor.rgb *= color;",

				"}",

			"}"

		].join( "\n" )

	}

};
/**
 * @author mikael emtinger / http://gomo.se/
 *
 */

THREE.ShaderSprite = {

	'sprite': {

		vertexShader: [

			"uniform int useScreenCoordinates;",
			"uniform int affectedByDistance;",
			"uniform vec3 screenPosition;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
			"uniform float rotation;",
			"uniform vec2 scale;",
			"uniform vec2 alignment;",
			"uniform vec2 uvOffset;",
			"uniform vec2 uvScale;",

			"attribute vec2 position;",
			"attribute vec2 uv;",

			"varying vec2 vUV;",

			"void main() {",

				"vUV = uvOffset + uv * uvScale;",

				"vec2 alignedPosition = position + alignment;",

				"vec2 rotatedPosition;",
				"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
				"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",

				"vec4 finalPosition;",

				"if( useScreenCoordinates != 0 ) {",

					"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",

				"} else {",

					"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
					"finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",

				"}",

				"gl_Position = finalPosition;",

			"}"

		].join( "\n" ),

		fragmentShader: [

			"precision mediump float;",

			"uniform vec3 color;",
			"uniform sampler2D map;",
			"uniform float opacity;",

			"varying vec2 vUV;",

			"void main() {",

				"vec4 texture = texture2D( map, vUV );",
				"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",

			"}"

		].join( "\n" )

	}

};
