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

var THREE = { REVISION: '67' };
//reference for meteor
window.THREE = THREE;

self.console = self.console || {

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

};

// 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
// using 'self' instead of 'window' for compatibility with both NodeJS and IE10.
( function () {

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

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

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

	}

	if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) {

		self.requestAnimationFrame = function ( callback ) {

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

		};

	}

	if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) {

		self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) };

	}

}() );

// GL STATE CONSTANTS

THREE.CullFaceNone = 0;
THREE.CullFaceBack = 1;
THREE.CullFaceFront = 2;
THREE.CullFaceFrontBack = 3;

THREE.FrontFaceDirectionCW = 0;
THREE.FrontFaceDirectionCCW = 1;

// SHADOWING TYPES

THREE.BasicShadowMap = 0;
THREE.PCFShadowMap = 1;
THREE.PCFSoftShadowMap = 2;

// 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;
THREE.AddOperation = 2;

// 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 mrdoob / http://mrdoob.com/
 */

THREE.Color = function ( color ) {

	if ( arguments.length === 3 ) {

		return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );

	}

	return this.set( color )

};

THREE.Color.prototype = {

	constructor: THREE.Color,

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

	set: function ( value ) {

		if ( value instanceof THREE.Color ) {

			this.copy( value );

		} else if ( typeof value === 'number' ) {

			this.setHex( value );

		} else if ( typeof value === 'string' ) {

			this.setStyle( value );

		}

		return this;

	},

	setHex: function ( hex ) {

		hex = Math.floor( hex );

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

		return this;

	},

	setRGB: function ( r, g, b ) {

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

		return this;

	},

	setHSL: function ( h, s, l ) {

		// h,s,l ranges are in 0.0 - 1.0

		if ( s === 0 ) {

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

		} else {

			var hue2rgb = function ( p, q, t ) {

				if ( t < 0 ) t += 1;
				if ( t > 1 ) t -= 1;
				if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
				if ( t < 1 / 2 ) return q;
				if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
				return p;

			};

			var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
			var q = ( 2 * l ) - p;

			this.r = hue2rgb( q, p, h + 1 / 3 );
			this.g = hue2rgb( q, p, h );
			this.b = hue2rgb( q, p, h - 1 / 3 );

		}

		return this;

	},

	setStyle: function ( style ) {

		// rgb(255,0,0)

		if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {

			var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );

			this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
			this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
			this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

			return this;

		}

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

		if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {

			var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );

			this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
			this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
			this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

			return this;

		}

		// #ff0000

		if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {

			var color = /^\#([0-9a-f]{6})$/i.exec( style );

			this.setHex( parseInt( color[ 1 ], 16 ) );

			return this;

		}

		// #f00

		if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {

			var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );

			this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );

			return this;

		}

		// red

		if ( /^(\w+)$/i.test( style ) ) {

			this.setHex( THREE.ColorKeywords[ style ] );

			return this;

		}


	},

	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;

	},

	getHex: function () {

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

	},

	getHexString: function () {

		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

	},

	getHSL: function ( optionalTarget ) {

		// h,s,l ranges are in 0.0 - 1.0

		var hsl = optionalTarget || { h: 0, s: 0, l: 0 };

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

		var max = Math.max( r, g, b );
		var min = Math.min( r, g, b );

		var hue, saturation;
		var lightness = ( min + max ) / 2.0;

		if ( min === max ) {

			hue = 0;
			saturation = 0;

		} else {

			var delta = max - min;

			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

			switch ( max ) {

				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
				case g: hue = ( b - r ) / delta + 2; break;
				case b: hue = ( r - g ) / delta + 4; break;

			}

			hue /= 6;

		}

		hsl.h = hue;
		hsl.s = saturation;
		hsl.l = lightness;

		return hsl;

	},

	getStyle: function () {

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

	},

	offsetHSL: function ( h, s, l ) {

		var hsl = this.getHSL();

		hsl.h += h; hsl.s += s; hsl.l += l;

		this.setHSL( hsl.h, hsl.s, hsl.l );

		return this;

	},

	add: function ( color ) {

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

		return this;

	},

	addColors: function ( color1, color2 ) {

		this.r = color1.r + color2.r;
		this.g = color1.g + color2.g;
		this.b = color1.b + color2.b;

		return this;

	},

	addScalar: function ( s ) {

		this.r += s;
		this.g += s;
		this.b += s;

		return this;

	},

	multiply: function ( color ) {

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

		return this;

	},

	multiplyScalar: function ( s ) {

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

		return this;

	},

	lerp: function ( color, alpha ) {

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

		return this;

	},

	equals: function ( c ) {

		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

	},

	fromArray: function ( array ) {

		this.r = array[ 0 ];
		this.g = array[ 1 ];
		this.b = array[ 2 ];

		return this;

	},

	toArray: function () {

		return [ this.r, this.g, this.b ];

	},

	clone: function () {

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

	}

};

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

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

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,

	_x: 0,_y: 0, _z: 0, _w: 0,

	get x () {

		return this._x;

	},

	set x ( value ) {

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

	},

	get y () {

		return this._y;

	},

	set y ( value ) {

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

	},

	get z () {

		return this._z;

	},

	set z ( value ) {

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

	},

	get w () {

		return this._w;

	},

	set w ( value ) {

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

	},

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

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

		this.onChangeCallback();

		return this;

	},

	copy: function ( quaternion ) {

		this._x = quaternion._x;
		this._y = quaternion._y;
		this._z = quaternion._z;
		this._w = quaternion._w;

		this.onChangeCallback();

		return this;

	},

	setFromEuler: function ( euler, update ) {

		if ( euler instanceof THREE.Euler === false ) {

			throw new Error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
		}

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

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

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

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

		}

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

		return this;

	},

	setFromAxisAngle: function ( axis, angle ) {

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

		// assumes axis is normalized

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

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

		this.onChangeCallback();

		return this;

	},

	setFromRotationMatrix: function ( m ) {

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

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

		var te = m.elements,

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

			trace = m11 + m22 + m33,
			s;

		if ( trace > 0 ) {

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

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

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

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

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

		} else if ( m22 > m33 ) {

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

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

		} else {

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

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

		}

		this.onChangeCallback();

		return this;

	},

	setFromUnitVectors: function () {

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

		// assumes direction vectors vFrom and vTo are normalized

		var v1, r;

		var EPS = 0.000001;

		return function( vFrom, vTo ) {

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

			r = vFrom.dot( vTo ) + 1;

			if ( r < EPS ) {

				r = 0;

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

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

				} else {

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

				}

			} else {

				v1.crossVectors( vFrom, vTo );

			}

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

			this.normalize();

			return this;

		}

	}(),

	inverse: function () {

		this.conjugate().normalize();

		return this;

	},

	conjugate: function () {

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

		this.onChangeCallback();

		return this;

	},

	lengthSq: function () {

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

	},

	length: function () {

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

	},

	normalize: function () {

		var l = this.length();

		if ( l === 0 ) {

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

		} else {

			l = 1 / l;

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

		}

		this.onChangeCallback();

		return this;

	},

	multiply: function ( q, p ) {

		if ( p !== undefined ) {

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

		}

		return this.multiplyQuaternions( this, q );

	},

	multiplyQuaternions: function ( a, b ) {

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

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

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

		this.onChangeCallback();

		return this;

	},

	multiplyVector3: function ( vector ) {

		console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
		return vector.applyQuaternion( this );

	},

	slerp: 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 );

		this.onChangeCallback();

		return this;

	},

	equals: function ( quaternion ) {

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

	},

	fromArray: function ( array ) {

		this._x = array[ 0 ];
		this._y = array[ 1 ];
		this._z = array[ 2 ];
		this._w = array[ 3 ];

		this.onChangeCallback();

		return this;

	},

	toArray: function () {

		return [ this._x, this._y, this._z, this._w ];

	},

	onChange: function ( callback ) {

		this.onChangeCallback = callback;

		return this;

	},

	onChangeCallback: function () {},

	clone: function () {

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

	}

};

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

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

}

/**
 * @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;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setComponent: function ( index, value ) {

		switch ( index ) {

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

		}

	},

	getComponent: function ( index ) {

		switch ( index ) {

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

		}

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	addVectors: function ( a, b ) {

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	subVectors: function ( a, b ) {

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

		return this;

	},
	
	multiply: function ( v ) {

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

		return this;

	},

	multiplyScalar: function ( s ) {

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

		return this;

	},

	divide: function ( v ) {

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

		return this;

	},

	divideScalar: function ( scalar ) {

		if ( scalar !== 0 ) {

			var invScalar = 1 / scalar;

			this.x *= invScalar;
			this.y *= invScalar;

		} else {

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

		}

		return this;

	},

	min: function ( v ) {

		if ( this.x > v.x ) {

			this.x = v.x;

		}

		if ( this.y > v.y ) {

			this.y = v.y;

		}

		return this;

	},

	max: function ( v ) {

		if ( this.x < v.x ) {

			this.x = v.x;

		}

		if ( this.y < v.y ) {

			this.y = v.y;

		}

		return this;

	},

	clamp: function ( min, max ) {

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

		if ( this.x < min.x ) {

			this.x = min.x;

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

			this.x = max.x;

		}

		if ( this.y < min.y ) {

			this.y = min.y;

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

			this.y = max.y;

		}

		return this;
	},

	clampScalar: ( function () {

		var min, max;

		return function ( minVal, maxVal ) {

			if ( min === undefined ) {

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

			}

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

			return this.clamp( min, max );

		};
		
	} )(),

	floor: function () {

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

		return this;

	},

	ceil: function () {

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

		return this;

	},

	round: function () {

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

		return this;

	},

	roundToZero: function () {

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

		return this;

	},

	negate: function () {

		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.x * this.x + this.y * this.y );

	},

	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 ) {

		var oldLength = this.length();

		if ( oldLength !== 0 && l !== oldLength ) {

			this.multiplyScalar( l / oldLength );
		}

		return this;

	},

	lerp: 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 ) );

	},

	fromArray: function ( array ) {

		this.x = array[ 0 ];
		this.y = array[ 1 ];

		return this;

	},

	toArray: function () {

		return [ this.x, this.y ];

	},

	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;

	},

	setComponent: function ( index, value ) {

		switch ( index ) {

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

		}

	},

	getComponent: function ( index ) {

		switch ( index ) {

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

		}

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	addVectors: function ( a, b ) {

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

		return this;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	subVectors: function ( a, b ) {

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

		return this;

	},

	multiply: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	multiplyScalar: function ( scalar ) {

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

		return this;

	},

	multiplyVectors: function ( a, b ) {

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

		return this;

	},

	applyEuler: function () {

		var quaternion;

		return function ( euler ) {

			if ( euler instanceof THREE.Euler === false ) {

				console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );

			}

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

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

			return this;

		};

	}(),

	applyAxisAngle: function () {

		var quaternion;

		return function ( axis, angle ) {

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

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

			return this;

		};

	}(),

	applyMatrix3: function ( m ) {

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

		var e = m.elements;

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

		return this;

	},

	applyMatrix4: function ( m ) {

		// input: THREE.Matrix4 affine matrix

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

		var e = m.elements;

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

		return this;

	},

	applyProjection: function ( m ) {

		// input: THREE.Matrix4 projection matrix

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

		var e = m.elements;
		var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide

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

		return this;

	},

	applyQuaternion: function ( q ) {

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

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

		// calculate quat * vector

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

		// calculate result * inverse quat

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

		return this;

	},

	transformDirection: function ( m ) {

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

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

		var e = m.elements;

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

		this.normalize();

		return this;

	},

	divide: function ( v ) {

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

		return this;

	},

	divideScalar: function ( scalar ) {

		if ( scalar !== 0 ) {

			var invScalar = 1 / scalar;

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

		} else {

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

		}

		return this;

	},

	min: function ( v ) {

		if ( this.x > v.x ) {

			this.x = v.x;

		}

		if ( this.y > v.y ) {

			this.y = v.y;

		}

		if ( this.z > v.z ) {

			this.z = v.z;

		}

		return this;

	},

	max: function ( v ) {

		if ( this.x < v.x ) {

			this.x = v.x;

		}

		if ( this.y < v.y ) {

			this.y = v.y;

		}

		if ( this.z < v.z ) {

			this.z = v.z;

		}

		return this;

	},

	clamp: function ( min, max ) {

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

		if ( this.x < min.x ) {

			this.x = min.x;

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

			this.x = max.x;

		}

		if ( this.y < min.y ) {

			this.y = min.y;

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

			this.y = max.y;

		}

		if ( this.z < min.z ) {

			this.z = min.z;

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

			this.z = max.z;

		}

		return this;

	},

	clampScalar: ( function () {

		var min, max;

		return function ( minVal, maxVal ) {

			if ( min === undefined ) {

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

			}

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

			return this.clamp( min, max );

		};

	} )(),

	floor: function () {

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

		return this;

	},

	ceil: function () {

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

		return this;

	},

	round: function () {

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

		return this;

	},

	roundToZero: function () {

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

		return this;

	},

	negate: function () {

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

	},

	lengthManhattan: function () {

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

	},

	normalize: function () {

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

	},

	setLength: function ( l ) {

		var oldLength = this.length();

		if ( oldLength !== 0 && l !== oldLength  ) {

			this.multiplyScalar( l / oldLength );
		}

		return this;

	},

	lerp: function ( v, alpha ) {

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

		return this;

	},

	cross: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

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

		return this;

	},

	crossVectors: function ( a, b ) {

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

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

		return this;

	},

	projectOnVector: function () {

		var v1, dot;

		return function ( vector ) {

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

			v1.copy( vector ).normalize();

			dot = this.dot( v1 );

			return this.copy( v1 ).multiplyScalar( dot );

		};

	}(),

	projectOnPlane: function () {

		var v1;

		return function ( planeNormal ) {

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

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

			return this.sub( v1 );

		}

	}(),

	reflect: function () {

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

		var v1;

		return function ( normal ) {

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

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

		}

	}(),

	angleTo: function ( v ) {

		var theta = this.dot( v ) / ( this.length() * v.length() );

		// clamp, to handle numerical problems

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

	},

	distanceTo: function ( v ) {

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

	},

	distanceToSquared: function ( v ) {

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

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

	},

	setEulerFromRotationMatrix: function ( m, order ) {

		console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");

	},

	setEulerFromQuaternion: function ( q, order ) {

		console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");

	},

	getPositionFromMatrix: function ( m ) {

		console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );

		return this.setFromMatrixPosition( m );

	},

	getScaleFromMatrix: function ( m ) {

		console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );

		return this.setFromMatrixScale( m );
	},

	getColumnFromMatrix: function ( index, matrix ) {

		console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );

		return this.setFromMatrixColumn( index, matrix );

	},

	setFromMatrixPosition: function ( m ) {

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

		return this;

	},

	setFromMatrixScale: 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;
	},

	setFromMatrixColumn: function ( index, matrix ) {

		var offset = index * 4;

		var me = matrix.elements;

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

		return this;

	},

	equals: function ( v ) {

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

	},

	fromArray: function ( array ) {

		this.x = array[ 0 ];
		this.y = array[ 1 ];
		this.z = array[ 2 ];

		return this;

	},

	toArray: function () {

		return [ this.x, this.y, this.z ];

	},

	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;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

	setW: function ( w ) {

		this.w = w;

		return this;

	},

	setComponent: function ( index, value ) {

		switch ( index ) {

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

		}

	},

	getComponent: function ( index ) {

		switch ( index ) {

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

		}

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	addVectors: function ( a, b ) {

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

		return this;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

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

		}

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

		return this;

	},

	subVectors: function ( a, b ) {

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

		return this;

	},

	multiplyScalar: function ( scalar ) {

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

		return this;

	},

	applyMatrix4: function ( m ) {

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

		var e = m.elements;

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

		return this;

	},

	divideScalar: function ( scalar ) {

		if ( scalar !== 0 ) {

			var invScalar = 1 / scalar;

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

		} else {

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

		}

		return this;

	},

	setAxisAngleFromQuaternion: function ( q ) {

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

		// q is assumed to be normalized

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

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

		if ( s < 0.0001 ) {

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

		} else {

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

		}

		return this;

	},

	setAxisAngleFromRotationMatrix: function ( m ) {

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

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

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

			te = m.elements,

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

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

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

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

				// this singularity is identity matrix so angle = 0

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

				return this; // zero angle, arbitrary axis

			}

			// otherwise this singularity is angle = 180

			angle = Math.PI;

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

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

				if ( xx < epsilon ) {

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

				} else {

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

				}

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

				if ( yy < epsilon ) {

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

				} else {

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

				}

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

				if ( zz < epsilon ) {

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

				} else {

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

				}

			}

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

			return this; // return 180 deg rotation

		}

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

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

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

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

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

		return this;

	},

	min: function ( v ) {

		if ( this.x > v.x ) {

			this.x = v.x;

		}

		if ( this.y > v.y ) {

			this.y = v.y;

		}

		if ( this.z > v.z ) {

			this.z = v.z;

		}

		if ( this.w > v.w ) {

			this.w = v.w;

		}

		return this;

	},

	max: function ( v ) {

		if ( this.x < v.x ) {

			this.x = v.x;

		}

		if ( this.y < v.y ) {

			this.y = v.y;

		}

		if ( this.z < v.z ) {

			this.z = v.z;

		}

		if ( this.w < v.w ) {

			this.w = v.w;

		}

		return this;

	},

	clamp: function ( min, max ) {

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

		if ( this.x < min.x ) {

			this.x = min.x;

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

			this.x = max.x;

		}

		if ( this.y < min.y ) {

			this.y = min.y;

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

			this.y = max.y;

		}

		if ( this.z < min.z ) {

			this.z = min.z;

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

			this.z = max.z;

		}

		if ( this.w < min.w ) {

			this.w = min.w;

		} else if ( this.w > max.w ) {

			this.w = max.w;

		}

		return this;

	},

	clampScalar: ( function () {

		var min, max;

		return function ( minVal, maxVal ) {

			if ( min === undefined ) {

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

			}

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

			return this.clamp( min, max );

		};

	} )(),

    floor: function () {

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

        return this;

    },

    ceil: function () {

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

        return this;

    },

    round: function () {

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

        return this;

    },

    roundToZero: function () {

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

        return this;

    },

	negate: function () {

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

	},

	length: function () {

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

	},

	lengthManhattan: function () {

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

	},

	normalize: function () {

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

	},

	setLength: function ( l ) {

		var oldLength = this.length();

		if ( oldLength !== 0 && l !== oldLength ) {

			this.multiplyScalar( l / oldLength );

		}

		return this;

	},

	lerp: function ( v, alpha ) {

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

		return this;

	},

	equals: function ( v ) {

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

	},

	fromArray: function ( array ) {

		this.x = array[ 0 ];
		this.y = array[ 1 ];
		this.z = array[ 2 ];
		this.w = array[ 3 ];

		return this;

	},

	toArray: function () {

		return [ this.x, this.y, this.z, this.w ];

	},

	clone: function () {

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

	}

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://exocortex.com
 */

THREE.Euler = function ( x, y, z, order ) {

	this._x = x || 0;
	this._y = y || 0;
	this._z = z || 0;
	this._order = order || THREE.Euler.DefaultOrder;

};

THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

THREE.Euler.DefaultOrder = 'XYZ';

THREE.Euler.prototype = {

	constructor: THREE.Euler,

	_x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,

	get x () {

		return this._x;

	},

	set x ( value ) {

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

	},

	get y () {

		return this._y;

	},

	set y ( value ) {

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

	},

	get z () {

		return this._z;

	},

	set z ( value ) {

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

	},

	get order () {

		return this._order;

	},

	set order ( value ) {

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

	},

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

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

		this.onChangeCallback();

		return this;

	},

	copy: function ( euler ) {

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

		this.onChangeCallback();

		return this;

	},

	setFromRotationMatrix: function ( m, order ) {

		var clamp = THREE.Math.clamp;

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

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

		order = order || this._order;

		if ( order === 'XYZ' ) {

			this._y = Math.asin( clamp( m13, -1, 1 ) );

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

				this._x = Math.atan2( - m23, m33 );
				this._z = Math.atan2( - m12, m11 );

			} else {

				this._x = Math.atan2( m32, m22 );
				this._z = 0;

			}

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

			this._x = Math.asin( - clamp( m23, -1, 1 ) );

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

				this._y = Math.atan2( m13, m33 );
				this._z = Math.atan2( m21, m22 );

			} else {

				this._y = Math.atan2( - m31, m11 );
				this._z = 0;

			}

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

			this._x = Math.asin( clamp( m32, -1, 1 ) );

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

				this._y = Math.atan2( - m31, m33 );
				this._z = Math.atan2( - m12, m22 );

			} else {

				this._y = 0;
				this._z = Math.atan2( m21, m11 );

			}

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

			this._y = Math.asin( - clamp( m31, -1, 1 ) );

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

				this._x = Math.atan2( m32, m33 );
				this._z = Math.atan2( m21, m11 );

			} else {

				this._x = 0;
				this._z = Math.atan2( - m12, m22 );

			}

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

			this._z = Math.asin( clamp( m21, -1, 1 ) );

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

				this._x = Math.atan2( - m23, m22 );
				this._y = Math.atan2( - m31, m11 );

			} else {

				this._x = 0;
				this._y = Math.atan2( m13, m33 );

			}

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

			this._z = Math.asin( - clamp( m12, -1, 1 ) );

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

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

			} else {

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

			}

		} else {

			console.warn( 'WARNING: Euler.setFromRotationMatrix() given unsupported order: ' + order )

		}

		this._order = order;

		this.onChangeCallback();

		return this;

	},

	setFromQuaternion: function ( q, order, update ) {

		var clamp = THREE.Math.clamp;

		// q is assumed to be normalized

		// 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;

		order = order || this._order;

		if ( 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 ), -1, 1 ) );
			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 ), -1, 1 ) );
			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 ), -1, 1 ) );
			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 ), -1, 1 ) );
			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 ), -1, 1 ) );

		} 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 ), -1, 1 ) );

		} else {

			console.warn( 'WARNING: Euler.setFromQuaternion() given unsupported order: ' + order )

		}

		this._order = order;

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

		return this;

	},

	reorder: function () {

		// WARNING: this discards revolution information -bhouston

		var q = new THREE.Quaternion();

		return function ( newOrder ) {

			q.setFromEuler( this );
			this.setFromQuaternion( q, newOrder );

		};


	}(),

	equals: function ( euler ) {

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

	},

	fromArray: function ( array ) {

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

		this.onChangeCallback();

		return this;

	},

	toArray: function () {

		return [ this._x, this._y, this._z, this._order ];

	},

	onChange: function ( callback ) {

		this.onChangeCallback = callback;

		return this;

	},

	onChangeCallback: function () {},

	clone: function () {

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

	}

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Line3 = function ( start, end ) {

	this.start = ( start !== undefined ) ? start : new THREE.Vector3();
	this.end = ( end !== undefined ) ? end : new THREE.Vector3();

};

THREE.Line3.prototype = {

	constructor: THREE.Line3,

	set: function ( start, end ) {

		this.start.copy( start );
		this.end.copy( end );

		return this;

	},

	copy: function ( line ) {

		this.start.copy( line.start );
		this.end.copy( line.end );

		return this;

	},

	center: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

	},

	delta: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.subVectors( this.end, this.start );

	},

	distanceSq: function () {

		return this.start.distanceToSquared( this.end );

	},

	distance: function () {

		return this.start.distanceTo( this.end );

	},

	at: function ( t, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();

		return this.delta( result ).multiplyScalar( t ).add( this.start );

	},

	closestPointToPointParameter: function() {

		var startP = new THREE.Vector3();
		var startEnd = new THREE.Vector3();

		return function ( point, clampToLine ) {

			startP.subVectors( point, this.start );
			startEnd.subVectors( this.end, this.start );

			var startEnd2 = startEnd.dot( startEnd );
			var startEnd_startP = startEnd.dot( startP );

			var t = startEnd_startP / startEnd2;

			if ( clampToLine ) {

				t = THREE.Math.clamp( t, 0, 1 );

			}

			return t;

		};

	}(),

	closestPointToPoint: function ( point, clampToLine, optionalTarget ) {

		var t = this.closestPointToPointParameter( point, clampToLine );

		var result = optionalTarget || new THREE.Vector3();

		return this.delta( result ).multiplyScalar( t ).add( this.start );

	},

	applyMatrix4: function ( matrix ) {

		this.start.applyMatrix4( matrix );
		this.end.applyMatrix4( matrix );

		return this;

	},

	equals: function ( line ) {

		return line.start.equals( this.start ) && line.end.equals( this.end );

	},

	clone: function () {

		return new THREE.Line3().copy( this );

	}

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Box2 = function ( min, max ) {

	this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
	this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );

};

THREE.Box2.prototype = {

	constructor: THREE.Box2,

	set: function ( min, max ) {

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

		return this;

	},

	setFromPoints: function ( points ) {

		if ( points.length > 0 ) {

			var point = points[ 0 ];

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

			for ( var i = 1, il = points.length; i < il; i ++ ) {

				point = points[ i ];

				if ( point.x < this.min.x ) {

					this.min.x = point.x;

				} else if ( point.x > this.max.x ) {

					this.max.x = point.x;

				}

				if ( point.y < this.min.y ) {

					this.min.y = point.y;

				} else if ( point.y > this.max.y ) {

					this.max.y = point.y;

				}

			}

		} else {

			this.makeEmpty();

		}

		return this;

	},

	setFromCenterAndSize: function () {

		var v1 = new THREE.Vector2();

		return function ( center, size ) {

			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
			this.min.copy( center ).sub( halfSize );
			this.max.copy( center ).add( halfSize );

			return this;

		};

	}(),

	copy: function ( box ) {

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

		return this;

	},

	makeEmpty: function () {

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

		return this;

	},

	empty: function () {

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

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

	},

	center: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector2();
		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	},

	size: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector2();
		return result.subVectors( this.max, this.min );

	},

	expandByPoint: function ( point ) {

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

		return this;
	},

	expandByVector: function ( vector ) {

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

		return this;
	},

	expandByScalar: function ( scalar ) {

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

		return this;
	},

	containsPoint: function ( point ) {

		if ( point.x < this.min.x || point.x > this.max.x ||
		     point.y < this.min.y || point.y > this.max.y ) {

			return false;

		}

		return true;

	},

	containsBox: function ( box ) {

		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
		     ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {

			return true;

		}

		return false;

	},

	getParameter: function ( point, optionalTarget ) {

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

		var result = optionalTarget || new THREE.Vector2();

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

	},

	isIntersectionBox: function ( box ) {

		// using 6 splitting planes to rule out intersections.

		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
		     box.max.y < this.min.y || box.min.y > this.max.y ) {

			return false;

		}

		return true;

	},

	clampPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector2();
		return result.copy( point ).clamp( this.min, this.max );

	},

	distanceToPoint: function () {

		var v1 = new THREE.Vector2();

		return function ( point ) {

			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
			return clampedPoint.sub( point ).length();

		};

	}(),

	intersect: function ( box ) {

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

		return this;

	},

	union: function ( box ) {

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

		return this;

	},

	translate: function ( offset ) {

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

		return this;

	},

	equals: function ( box ) {

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

	},

	clone: function () {

		return new THREE.Box2().copy( this );

	}

};

/**
 * @author bhouston / http://exocortex.com
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Box3 = function ( min, max ) {

	this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
	this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );

};

THREE.Box3.prototype = {

	constructor: THREE.Box3,

	set: function ( min, max ) {

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

		return this;

	},

	addPoint: function ( point ) {

		if ( point.x < this.min.x ) {

			this.min.x = point.x;

		} else if ( point.x > this.max.x ) {

			this.max.x = point.x;

		}

		if ( point.y < this.min.y ) {

			this.min.y = point.y;

		} else if ( point.y > this.max.y ) {

			this.max.y = point.y;

		}

		if ( point.z < this.min.z ) {

			this.min.z = point.z;

		} else if ( point.z > this.max.z ) {

			this.max.z = point.z;

		}
		
		return this;

	},

	setFromPoints: function ( points ) {

		if ( points.length > 0 ) {

			var point = points[ 0 ];

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

			for ( var i = 1, il = points.length; i < il; i ++ ) {

				this.addPoint( points[ i ] )

			}

		} else {

			this.makeEmpty();

		}

		return this;

	},

	setFromCenterAndSize: function() {

		var v1 = new THREE.Vector3();

		return function ( center, size ) {

			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );

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

			return this;

		};

	}(),

	setFromObject: function() {

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

		var v1 = new THREE.Vector3();

		return function( object ) {

			var scope = this;

			object.updateMatrixWorld( true );

			this.makeEmpty();

			object.traverse( function ( node ) {

				if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {

					var vertices = node.geometry.vertices;

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

						v1.copy( vertices[ i ] );

						v1.applyMatrix4( node.matrixWorld );

						scope.expandByPoint( v1 );

					}

				}

			} );

			return this;

		};

	}(),

	copy: function ( box ) {

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

		return this;

	},

	makeEmpty: function () {

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

		return this;

	},

	empty: function () {

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

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

	},

	center: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	},

	size: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.subVectors( this.max, this.min );

	},

	expandByPoint: function ( point ) {

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

		return this;

	},

	expandByVector: function ( vector ) {

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

		return this;

	},

	expandByScalar: function ( scalar ) {

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

		return this;

	},

	containsPoint: function ( point ) {

		if ( point.x < this.min.x || point.x > this.max.x ||
		     point.y < this.min.y || point.y > this.max.y ||
		     point.z < this.min.z || point.z > this.max.z ) {

			return false;

		}

		return true;

	},

	containsBox: function ( box ) {

		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
			 ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
			 ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {

			return true;

		}

		return false;

	},

	getParameter: function ( point, optionalTarget ) {

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

		var result = optionalTarget || new THREE.Vector3();

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

	},

	isIntersectionBox: function ( box ) {

		// using 6 splitting planes to rule out intersections.

		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
		     box.max.y < this.min.y || box.min.y > this.max.y ||
		     box.max.z < this.min.z || box.min.z > this.max.z ) {

			return false;

		}

		return true;

	},

	clampPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.copy( point ).clamp( this.min, this.max );

	},

	distanceToPoint: function() {

		var v1 = new THREE.Vector3();

		return function ( point ) {

			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
			return clampedPoint.sub( point ).length();

		};

	}(),

	getBoundingSphere: function() {

		var v1 = new THREE.Vector3();

		return function ( optionalTarget ) {

			var result = optionalTarget || new THREE.Sphere();

			result.center = this.center();
			result.radius = this.size( v1 ).length() * 0.5;

			return result;

		};

	}(),

	intersect: function ( box ) {

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

		return this;

	},

	union: function ( box ) {

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

		return this;

	},

	applyMatrix4: function() {

		var points = [
			new THREE.Vector3(),
			new THREE.Vector3(),
			new THREE.Vector3(),
			new THREE.Vector3(),
			new THREE.Vector3(),
			new THREE.Vector3(),
			new THREE.Vector3(),
			new THREE.Vector3()
		];

		return function ( matrix ) {

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

			this.makeEmpty();
			this.setFromPoints( points );

			return this;

		};

	}(),

	translate: function ( offset ) {

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

		return this;

	},

	equals: function ( box ) {

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

	},

	clone: function () {

		return new THREE.Box3().copy( this );

	}

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://exocortex.com
 */

THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

	this.elements = new Float32Array( 9 );

	var te = this.elements;

	te[0] = ( n11 !== undefined ) ? n11 : 1; te[3] = n12 || 0; te[6] = n13 || 0;
	te[1] = n21 || 0; te[4] = ( n22 !== undefined ) ? n22 : 1; te[7] = n23 || 0;
	te[2] = n31 || 0; te[5] = n32 || 0; te[8] = ( n33 !== undefined ) ? n33 : 1;

};

THREE.Matrix3.prototype = {

	constructor: THREE.Matrix3,

	set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

		var te = this.elements;

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

		return this;

	},

	identity: function () {

		this.set(

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

		);

		return this;

	},

	copy: function ( m ) {

		var me = m.elements;

		this.set(

			me[0], me[3], me[6],
			me[1], me[4], me[7],
			me[2], me[5], me[8]

		);

		return this;

	},

	multiplyVector3: function ( vector ) {

		console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
		return vector.applyMatrix3( this );

	},

	multiplyVector3Array: function ( a ) {

		console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
		return this.applyToVector3Array( a );

	},

	applyToVector3Array: function() {

		var v1 = new THREE.Vector3();

		return function ( array, offset, length ) {

			if ( offset === undefined ) offset = 0;
			if ( length === undefined ) length = array.length;

			for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {

				v1.x = array[ j ];
				v1.y = array[ j + 1 ];
				v1.z = array[ j + 2 ];

				v1.applyMatrix3( this );

				array[ j ]     = v1.x;
				array[ j + 1 ] = v1.y;
				array[ j + 2 ] = v1.z;

			}

			return array;

		};

	}(),

	multiplyScalar: function ( s ) {

		var te = this.elements;

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

		return this;

	},

	determinant: function () {

		var te = this.elements;

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

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

	},

	getInverse: function ( matrix, throwOnInvertible ) {

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

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

		te[ 0 ] =   me[10] * me[5] - me[6] * me[9];
		te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
		te[ 2 ] =   me[6] * me[1] - me[2] * me[5];
		te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
		te[ 4 ] =   me[10] * me[0] - me[2] * me[8];
		te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
		te[ 6 ] =   me[9] * me[4] - me[5] * me[8];
		te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
		te[ 8 ] =   me[5] * me[0] - me[1] * me[4];

		var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];

		// no inverse

		if ( det === 0 ) {

			var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";

			if ( throwOnInvertible || false ) {

				throw new Error( msg );

			} else {

				console.warn( msg );

			}

			this.identity();

			return this;

		}

		this.multiplyScalar( 1.0 / det );

		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;

	},

	flattenToArrayOffset: function( array, offset ) {

		var te = this.elements;

		array[ offset     ] = te[0];
		array[ offset + 1 ] = te[1];
		array[ offset + 2 ] = te[2];
		
		array[ offset + 3 ] = te[3];
		array[ offset + 4 ] = te[4];
		array[ offset + 5 ] = te[5];
		
		array[ offset + 6 ] = te[6];
		array[ offset + 7 ] = te[7];
		array[ offset + 8 ]  = te[8];

		return array;

	},

	getNormalMatrix: function ( m ) {

		// input: THREE.Matrix4

		this.getInverse( m ).transpose();

		return this;

	},

	transposeIntoArray: function ( r ) {

		var m = this.elements;

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

		return this;

	},

	fromArray: function ( array ) {

		this.elements.set( array );

		return this;

	},

	toArray: function () {

		var te = this.elements;

		return [
			te[ 0 ], te[ 1 ], te[ 2 ],
			te[ 3 ], te[ 4 ], te[ 5 ],
			te[ 6 ], te[ 7 ], te[ 8 ]
		];

	},

	clone: function () {

		var te = this.elements;

		return new THREE.Matrix3(

			te[0], te[3], te[6],
			te[1], te[4], te[7],
			te[2], te[5], te[8]

		);

	}

};

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


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

	this.elements = new Float32Array( 16 );

	// TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
	//   we should not support semi specification of Matrix4, it is just weird.

	var te = this.elements;

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

		this.elements.set( m.elements );

		return this;

	},

	extractPosition: function ( m ) {

		console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
		return this.copyPosition( m );

	},

	copyPosition: function ( m ) {

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

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

		return this;

	},

	extractRotation: function () {

		var v1 = new THREE.Vector3();

		return function ( m ) {

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

			var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
			var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
			var scaleZ = 1 / v1.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;

		};

	}(),

	makeRotationFromEuler: function ( euler ) {

		if ( euler instanceof THREE.Euler === false ) {

			console.error( 'ERROR: Matrix\'s .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );

		}

		var te = this.elements;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		}

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

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

		return this;

	},

	setRotationFromQuaternion: function ( q ) {

		console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion.  Please update your code.' );

		return this.makeRotationFromQuaternion( q );

	},

	makeRotationFromQuaternion: function ( q ) {

		var te = this.elements;

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

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

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

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

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

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

		return this;

	},

	lookAt: function() {

		var x = new THREE.Vector3();
		var y = new THREE.Vector3();
		var z = new THREE.Vector3();

		return function ( eye, target, up ) {

			var te = this.elements;

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

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

				z.z = 1;

			}

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

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

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

			}

			y.crossVectors( z, x );


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

			return this;

		};

	}(),

	multiply: function ( m, n ) {

		if ( n !== undefined ) {

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

		}

		return this.multiplyMatrices( this, m );

	},

	multiplyMatrices: function ( a, b ) {

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

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

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

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

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

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

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

		return this;

	},

	multiplyToArray: function ( a, b, r ) {

		var te = this.elements;

		this.multiplyMatrices( a, b );

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

		return this;

	},

	multiplyScalar: function ( s ) {

		var te = this.elements;

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

		return this;

	},

	multiplyVector3: function ( vector ) {

		console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
		return vector.applyProjection( this );

	},

	multiplyVector4: function ( vector ) {

		console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		return vector.applyMatrix4( this );

	},

	multiplyVector3Array: function ( a ) {

		console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
		return this.applyToVector3Array( a );

	},

	applyToVector3Array: function() {

		var v1 = new THREE.Vector3();

		return function ( array, offset, length ) {

			if ( offset === undefined ) offset = 0;
			if ( length === undefined ) length = array.length;

			for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {

				v1.x = array[ j ];
				v1.y = array[ j + 1 ];
				v1.z = array[ j + 2 ];

				v1.applyMatrix4( this );

				array[ j ]     = v1.x;
				array[ j + 1 ] = v1.y;
				array[ j + 2 ] = v1.z;

			}

			return array;

		};

	}(),

	rotateAxis: function ( v ) {

		console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );

		v.transformDirection( this );

	},

	crossVector: function ( vector ) {

		console.warn( 'DEPRECATED: Matrix4\'s .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		return vector.applyMatrix4( this );

	},

	determinant: function () {

		var te = this.elements;

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

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

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

		);

	},

	transpose: function () {

		var te = this.elements;
		var tmp;

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

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

		return this;

	},

	flattenToArrayOffset: function( array, offset ) {

		var te = this.elements;

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

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

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

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

		return array;

	},

	getPosition: function() {

		var v1 = new THREE.Vector3();

		return function () {

			console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );

			var te = this.elements;
			return 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;

	},

	getInverse: function ( m, throwOnInvertible ) {

		// 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;

		var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];

		if ( det == 0 ) {

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

			if ( throwOnInvertible || false ) {

				throw new Error( msg ); 

			} else {

				console.warn( msg );

			}

			this.identity();

			return this;
		}

		this.multiplyScalar( 1 / det );

		return this;

	},

	translate: function ( v ) {

		console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');

	},

	rotateX: function ( angle ) {

		console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');

	},

	rotateY: function ( angle ) {

		console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');

	},

	rotateZ: function ( angle ) {

		console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');

	},

	rotateByAxis: function ( axis, angle ) {

		console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');

	},

	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;

	},

	compose: function ( position, quaternion, scale ) {

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

		return this;

	},

	decompose: function () {

		var vector = new THREE.Vector3();
		var matrix = new THREE.Matrix4();

		return function ( position, quaternion, scale ) {

			var te = this.elements;

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

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

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

			// scale the rotation part

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

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

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

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

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

			quaternion.setFromRotationMatrix( matrix );

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

			return this;

		};

	}(),

	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( THREE.Math.degToRad( fov * 0.5 ) );
		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;

	},

	fromArray: function ( array ) {

		this.elements.set( array );

		return this;

	},

	toArray: function () {

		var te = this.elements;

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

	},

	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]

		);

	}

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Ray = function ( origin, direction ) {

	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();

};

THREE.Ray.prototype = {

	constructor: THREE.Ray,

	set: function ( origin, direction ) {

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

		return this;

	},

	copy: function ( ray ) {

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

		return this;

	},

	at: function ( t, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();

		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );

	},

	recast: function () {

		var v1 = new THREE.Vector3();

		return function ( t ) {

			this.origin.copy( this.at( t, v1 ) );

			return this;

		};

	}(),

	closestPointToPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		result.subVectors( point, this.origin );
		var directionDistance = result.dot( this.direction );

		if ( directionDistance < 0 ) {

			return result.copy( this.origin );

		}

		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

	},

	distanceToPoint: function () {

		var v1 = new THREE.Vector3();

		return function ( point ) {

			var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

			// point behind the ray

			if ( directionDistance < 0 ) {

				return this.origin.distanceTo( point );

			}

			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

			return v1.distanceTo( point );

		};

	}(),

	distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

		// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
		// It returns the min distance between the ray and the segment
		// defined by v0 and v1
		// It can also set two optional targets :
		// - The closest point on the ray
		// - The closest point on the segment

		var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
		var segDir = v1.clone().sub( v0 ).normalize();
		var segExtent = v0.distanceTo( v1 ) * 0.5;
		var diff = this.origin.clone().sub( segCenter );
		var a01 = - this.direction.dot( segDir );
		var b0 = diff.dot( this.direction );
		var b1 = - diff.dot( segDir );
		var c = diff.lengthSq();
		var det = Math.abs( 1 - a01 * a01 );
		var s0, s1, sqrDist, extDet;

		if ( det >= 0 ) {

			// The ray and segment are not parallel.

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

			if ( s0 >= 0 ) {

				if ( s1 >= - extDet ) {

					if ( s1 <= extDet ) {

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

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

					} else {

						// region 1

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

					}

				} else {

					// region 5

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

				}

			} else {

				if ( s1 <= - extDet) {

					// region 4

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

				} else if ( s1 <= extDet ) {

					// region 3

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

				} else {

					// region 2

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

				}

			}

		} else {

			// Ray and segment are parallel.

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

		}

		if ( optionalPointOnRay ) {

			optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );

		}

		if ( optionalPointOnSegment ) {

			optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );

		}

		return sqrDist;

	},

	isIntersectionSphere: function ( sphere ) {

		return this.distanceToPoint( sphere.center ) <= sphere.radius;

	},

	isIntersectionPlane: function ( plane ) {

		// check if the ray lies on the plane first

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

		if ( distToPoint === 0 ) {

			return true;

		}

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

		if ( denominator * distToPoint < 0 ) {

			return true

		}

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

		return false;

	},

	distanceToPlane: function ( plane ) {

		var denominator = plane.normal.dot( this.direction );
		if ( denominator == 0 ) {

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

				return 0;

			}

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

			return null;

		}

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

		// Return if the ray never intersects the plane

		return t >= 0 ? t :  null;

	},

	intersectPlane: function ( plane, optionalTarget ) {

		var t = this.distanceToPlane( plane );

		if ( t === null ) {

			return null;
		}

		return this.at( t, optionalTarget );

	},

	isIntersectionBox: function () {
		
		var v = new THREE.Vector3();

		return function ( box ) {

			return this.intersectBox( box, v ) !== null;

		}

	}(),

	intersectBox: function ( box , optionalTarget ) {

		// http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/

		var tmin,tmax,tymin,tymax,tzmin,tzmax;

		var invdirx = 1/this.direction.x,
			invdiry = 1/this.direction.y,
			invdirz = 1/this.direction.z;

		var origin = this.origin;

		if (invdirx >= 0) {
				
			tmin = (box.min.x - origin.x) * invdirx;
			tmax = (box.max.x - origin.x) * invdirx;

		} else { 

			tmin = (box.max.x - origin.x) * invdirx;
			tmax = (box.min.x - origin.x) * invdirx;
		}			

		if (invdiry >= 0) {
		
			tymin = (box.min.y - origin.y) * invdiry;
			tymax = (box.max.y - origin.y) * invdiry;

		} else {

			tymin = (box.max.y - origin.y) * invdiry;
			tymax = (box.min.y - origin.y) * invdiry;
		}

		if ((tmin > tymax) || (tymin > tmax)) return null;

		// These lines also handle the case where tmin or tmax is NaN
		// (result of 0 * Infinity). x !== x returns true if x is NaN
		
		if (tymin > tmin || tmin !== tmin ) tmin = tymin;

		if (tymax < tmax || tmax !== tmax ) tmax = tymax;

		if (invdirz >= 0) {
		
			tzmin = (box.min.z - origin.z) * invdirz;
			tzmax = (box.max.z - origin.z) * invdirz;

		} else {

			tzmin = (box.max.z - origin.z) * invdirz;
			tzmax = (box.min.z - origin.z) * invdirz;
		}

		if ((tmin > tzmax) || (tzmin > tmax)) return null;

		if (tzmin > tmin || tmin !== tmin ) tmin = tzmin;

		if (tzmax < tmax || tmax !== tmax ) tmax = tzmax;

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

		if ( tmax < 0 ) return null;

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

	},

	intersectTriangle: function() {

		// Compute the offset origin, edges, and normal.
		var diff = new THREE.Vector3();
		var edge1 = new THREE.Vector3();
		var edge2 = new THREE.Vector3();
		var normal = new THREE.Vector3();

		return function ( a, b, c, backfaceCulling, optionalTarget ) {

			// from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp

			edge1.subVectors( b, a );
			edge2.subVectors( c, a );
			normal.crossVectors( edge1, edge2 );

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

			if ( DdN > 0 ) {

				if ( backfaceCulling ) return null;
				sign = 1;

			} else if ( DdN < 0 ) {

				sign = - 1;
				DdN = - DdN;

			} else {

				return null;

			}

			diff.subVectors( this.origin, a );
			var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );

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

				return null;

			}

			var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );

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

				return null;

			}

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

				return null;

			}

			// Line intersects triangle, check if ray does.
			var QdN = - sign * diff.dot( normal );

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

				return null;

			}

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

	applyMatrix4: function ( matrix4 ) {

		this.direction.add( this.origin ).applyMatrix4( matrix4 );
		this.origin.applyMatrix4( matrix4 );
		this.direction.sub( this.origin );
		this.direction.normalize();

		return this;
	},

	equals: function ( ray ) {

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

	},

	clone: function () {

		return new THREE.Ray().copy( this );

	}

};

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

THREE.Sphere = function ( center, radius ) {

	this.center = ( center !== undefined ) ? center : new THREE.Vector3();
	this.radius = ( radius !== undefined ) ? radius : 0;

};

THREE.Sphere.prototype = {

	constructor: THREE.Sphere,

	set: function ( center, radius ) {

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

		return this;
	},


	setFromPoints: function () {

		var box = new THREE.Box3();

		return function ( points, optionalCenter )  {

			var center = this.center;

			if ( optionalCenter !== undefined ) {

				center.copy( optionalCenter );

			} else {

				box.setFromPoints( points ).center( center );

			}

			var maxRadiusSq = 0;

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

				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

			}

			this.radius = Math.sqrt( maxRadiusSq );

			return this;			
 		
 		};

	}(),

	copy: function ( sphere ) {

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

		return this;

	},

	empty: function () {

		return ( this.radius <= 0 );

	},

	containsPoint: function ( point ) {

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

	},

	distanceToPoint: function ( point ) {

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

	},

	intersectsSphere: function ( sphere ) {

		var radiusSum = this.radius + sphere.radius;

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

	},

	clampPoint: function ( point, optionalTarget ) {

		var deltaLengthSq = this.center.distanceToSquared( point );

		var result = optionalTarget || new THREE.Vector3();
		result.copy( point );

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

			result.sub( this.center ).normalize();
			result.multiplyScalar( this.radius ).add( this.center );

		}

		return result;

	},

	getBoundingBox: function ( optionalTarget ) {

		var box = optionalTarget || new THREE.Box3();

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

		return box;

	},

	applyMatrix4: function ( matrix ) {

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

		return this;

	},

	translate: function ( offset ) {

		this.center.add( offset );

		return this;

	},

	equals: function ( sphere ) {

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

	},

	clone: function () {

		return new THREE.Sphere().copy( this );

	}

};

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

THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {

	this.planes = [

		( p0 !== undefined ) ? p0 : new THREE.Plane(),
		( p1 !== undefined ) ? p1 : new THREE.Plane(),
		( p2 !== undefined ) ? p2 : new THREE.Plane(),
		( p3 !== undefined ) ? p3 : new THREE.Plane(),
		( p4 !== undefined ) ? p4 : new THREE.Plane(),
		( p5 !== undefined ) ? p5 : new THREE.Plane()

	];

};

THREE.Frustum.prototype = {

	constructor: THREE.Frustum,

	set: function ( p0, p1, p2, p3, p4, p5 ) {

		var planes = this.planes;

		planes[0].copy( p0 );
		planes[1].copy( p1 );
		planes[2].copy( p2 );
		planes[3].copy( p3 );
		planes[4].copy( p4 );
		planes[5].copy( p5 );

		return this;

	},

	copy: function ( frustum ) {

		var planes = this.planes;

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

			planes[i].copy( frustum.planes[i] );

		}

		return this;

	},

	setFromMatrix: function ( m ) {

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

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

		return this;

	},

	intersectsObject: function () {

		var sphere = new THREE.Sphere();

		return function ( object ) {

			var geometry = object.geometry;

			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

			sphere.copy( geometry.boundingSphere );
			sphere.applyMatrix4( object.matrixWorld );

			return this.intersectsSphere( sphere );

		};

	}(),

	intersectsSphere: function ( sphere ) {

		var planes = this.planes;
		var center = sphere.center;
		var negRadius = -sphere.radius;

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

			var distance = planes[ i ].distanceToPoint( center );

			if ( distance < negRadius ) {

				return false;

			}

		}

		return true;

	},

	intersectsBox : function() {

		var p1 = new THREE.Vector3(),
			p2 = new THREE.Vector3();

		return function( box ) {

			var planes = this.planes;
			
			for ( var i = 0; i < 6 ; i ++ ) {
			
				var plane = planes[i];
				
				p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
				p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
				p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
				p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
				p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
				p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;

				var d1 = plane.distanceToPoint( p1 );
				var d2 = plane.distanceToPoint( p2 );
				
				// if both outside plane, no intersection

				if ( d1 < 0 && d2 < 0 ) {
					
					return false;
		
				}
			}

			return true;
		};

	}(),


	containsPoint: function ( point ) {

		var planes = this.planes;

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

			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

				return false;

			}

		}

		return true;

	},

	clone: function () {

		return new THREE.Frustum().copy( this );

	}

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Plane = function ( normal, constant ) {

	this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
	this.constant = ( constant !== undefined ) ? constant : 0;

};

THREE.Plane.prototype = {

	constructor: THREE.Plane,

	set: function ( normal, constant ) {

		this.normal.copy( normal );
		this.constant = constant;

		return this;

	},

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

		this.normal.set( x, y, z );
		this.constant = w;

		return this;

	},

	setFromNormalAndCoplanarPoint: function ( normal, point ) {

		this.normal.copy( normal );
		this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized

		return this;

	},

	setFromCoplanarPoints: function() {

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

		return function ( a, b, c ) {

			var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();

			// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

			this.setFromNormalAndCoplanarPoint( normal, a );

			return this;

		};

	}(),


	copy: function ( plane ) {

		this.normal.copy( plane.normal );
		this.constant = plane.constant;

		return this;

	},

	normalize: function () {

		// Note: will lead to a divide by zero if the plane is invalid.

		var inverseNormalLength = 1.0 / this.normal.length();
		this.normal.multiplyScalar( inverseNormalLength );
		this.constant *= inverseNormalLength;

		return this;

	},

	negate: function () {

		this.constant *= -1;
		this.normal.negate();

		return this;

	},

	distanceToPoint: function ( point ) {

		return this.normal.dot( point ) + this.constant;

	},

	distanceToSphere: function ( sphere ) {

		return this.distanceToPoint( sphere.center ) - sphere.radius;

	},

	projectPoint: function ( point, optionalTarget ) {

		return this.orthoPoint( point, optionalTarget ).sub( point ).negate();

	},

	orthoPoint: function ( point, optionalTarget ) {

		var perpendicularMagnitude = this.distanceToPoint( point );

		var result = optionalTarget || new THREE.Vector3();
		return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );

	},

	isIntersectionLine: function ( line ) {

		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

		var startSign = this.distanceToPoint( line.start );
		var endSign = this.distanceToPoint( line.end );

		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

	},

	intersectLine: function() {

		var v1 = new THREE.Vector3();

		return function ( line, optionalTarget ) {

			var result = optionalTarget || new THREE.Vector3();

			var direction = line.delta( v1 );

			var denominator = this.normal.dot( direction );

			if ( denominator == 0 ) {

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

					return result.copy( line.start );

				}

				// Unsure if this is the correct method to handle this case.
				return undefined;

			}

			var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

			if( t < 0 || t > 1 ) {

				return undefined;

			}

			return result.copy( direction ).multiplyScalar( t ).add( line.start );

		};

	}(),


	coplanarPoint: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.copy( this.normal ).multiplyScalar( - this.constant );

	},

	applyMatrix4: function() {

		var v1 = new THREE.Vector3();
		var v2 = new THREE.Vector3();
		var m1 = new THREE.Matrix3();

		return function ( matrix, optionalNormalMatrix ) {

			// compute new normal based on theory here:
			// http://www.songho.ca/opengl/gl_normaltransform.html
			var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
			var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
			
			var newCoplanarPoint = this.coplanarPoint( v2 );
			newCoplanarPoint.applyMatrix4( matrix );

			this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );

			return this;

		};

	}(),

	translate: function ( offset ) {

		this.constant = this.constant - offset.dot( this.normal );

		return this;

	},

	equals: function ( plane ) {

		return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );

	},

	clone: function () {

		return new THREE.Plane().copy( this );

	}

};

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

THREE.Math = {

	generateUUID: function () {

		// http://www.broofa.com/Tools/Math.uuid.htm
		
		var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
		var uuid = new Array(36);
		var rnd = 0, r;

		return function () {

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

				if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
			
					uuid[ i ] = '-';
			
				} else if ( i == 14 ) {
			
					uuid[ i ] = '4';
			
				} else {
			
					if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
					r = rnd & 0xf;
					rnd = rnd >> 4;
					uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];

				}
			}
			
			return uuid.join('');

		};

	}(),

	// Clamp 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 );

	},

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

	smoothstep: function ( x, min, max ) {

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

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

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

	},

	smootherstep: function ( x, min, max ) {

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

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

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

	},

	// Random 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;

	},

	degToRad: function() {

		var degreeToRadiansFactor = Math.PI / 180;

		return function ( degrees ) {

			return degrees * degreeToRadiansFactor;

		};

	}(),

	radToDeg: function() {

		var radianToDegreesFactor = 180 / Math.PI;

		return function ( radians ) {

			return radians * radianToDegreesFactor;

		};

	}(),

	isPowerOfTwo: function ( value ) {

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

	}

};

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

THREE.Triangle = function ( a, b, c ) {

	this.a = ( a !== undefined ) ? a : new THREE.Vector3();
	this.b = ( b !== undefined ) ? b : new THREE.Vector3();
	this.c = ( c !== undefined ) ? c : new THREE.Vector3();

};

THREE.Triangle.normal = function() {

	var v0 = new THREE.Vector3();

	return function ( a, b, c, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();

		result.subVectors( c, b );
		v0.subVectors( a, b );
		result.cross( v0 );

		var resultLengthSq = result.lengthSq();
		if( resultLengthSq > 0 ) {

			return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );

		}

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

	};

}();

// static/instance method to calculate barycoordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
THREE.Triangle.barycoordFromPoint = function() {

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

	return function ( point, a, b, c, optionalTarget ) {

		v0.subVectors( c, a );
		v1.subVectors( b, a );
		v2.subVectors( point, a );

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

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

		var result = optionalTarget || new THREE.Vector3();

		// colinear or singular triangle
		if( denom == 0 ) {
			// arbitrary location outside of triangle?
			// not sure if this is the best idea, maybe should be returning undefined
			return result.set( -2, -1, -1 );
		}

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

		// barycoordinates must always sum to 1
		return result.set( 1 - u - v, v, u );

	};

}();

THREE.Triangle.containsPoint = function() {

	var v1 = new THREE.Vector3();

	return function ( point, a, b, c ) {

		var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );

		return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );

	};

}();

THREE.Triangle.prototype = {

	constructor: THREE.Triangle,

	set: function ( a, b, c ) {

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

		return this;

	},

	setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

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

		return this;

	},

	copy: function ( triangle ) {

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

		return this;

	},

	area: function() {

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

		return function () {

			v0.subVectors( this.c, this.b );
			v1.subVectors( this.a, this.b );

			return v0.cross( v1 ).length() * 0.5;

		};

	}(),

	midpoint: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

	},

	normal: function ( optionalTarget ) {

		return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );

	},

	plane: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Plane();

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

	},

	barycoordFromPoint: function ( point, optionalTarget ) {

		return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );

	},

	containsPoint: function ( point ) {

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

	},

	equals: function ( triangle ) {

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

	},

	clone: function () {

		return new THREE.Triangle().copy( this );

	}

};

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

THREE.Vertex = function ( v ) {

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

};

/**
 * @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 = {

	constructor: THREE.Clock,

	start: function () {

		this.startTime = self.performance !== undefined && self.performance.now !== undefined
					? self.performance.now()
					: Date.now();

		this.oldTime = this.startTime;
		this.running = true;
	},

	stop: function () {

		this.getElapsedTime();
		this.running = false;

	},

	getElapsedTime: function () {

		this.getDelta();
		return this.elapsedTime;

	},

	getDelta: function () {

		var diff = 0;

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

			this.start();

		}

		if ( this.running ) {

			var newTime = self.performance !== undefined && self.performance.now !== undefined
					? self.performance.now()
					: Date.now();

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

			this.elapsedTime += diff;

		}

		return diff;

	}

};

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

THREE.EventDispatcher = function () {}

THREE.EventDispatcher.prototype = {

	constructor: THREE.EventDispatcher,

	apply: function ( object ) {

		object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
		object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
		object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
		object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;

	},

	addEventListener: function ( type, listener ) {

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

		var listeners = this._listeners;

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

			listeners[ type ] = [];

		}

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

			listeners[ type ].push( listener );

		}

	},

	hasEventListener: function ( type, listener ) {

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

		var listeners = this._listeners;

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

			return true;

		}

		return false;

	},

	removeEventListener: function ( type, listener ) {

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

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

		if ( listenerArray !== undefined ) {

			var index = listenerArray.indexOf( listener );

			if ( index !== - 1 ) {

				listenerArray.splice( index, 1 );

			}

		}

	},

	dispatchEvent: function ( event ) {
			
		if ( this._listeners === undefined ) return;

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

		if ( listenerArray !== undefined ) {

			event.target = this;

			var array = [];
			var length = listenerArray.length;

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

				array[ i ] = listenerArray[ i ];

			}

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

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

			}

		}

	}

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author bhouston / http://exocortex.com/
 * @author stephomi / http://stephaneginier.com/
 */

( function ( THREE ) {

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

		this.ray = new THREE.Ray( origin, direction );
		// direction is assumed to be normalized (for accurate distance calculations)

		this.near = near || 0;
		this.far = far || Infinity;

	};

	var sphere = new THREE.Sphere();
	var localRay = new THREE.Ray();
	var facePlane = new THREE.Plane();
	var intersectPoint = new THREE.Vector3();
	var matrixPosition = new THREE.Vector3();

	var inverseMatrix = new THREE.Matrix4();

	var descSort = function ( a, b ) {

		return a.distance - b.distance;

	};

	var vA = new THREE.Vector3();
	var vB = new THREE.Vector3();
	var vC = new THREE.Vector3();

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

		if ( object instanceof THREE.Sprite ) {

			matrixPosition.setFromMatrixPosition( object.matrixWorld );
			
			var distance = raycaster.ray.distanceToPoint( matrixPosition );

			if ( distance > object.scale.x ) {

				return intersects;

			}

			intersects.push( {

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

			} );

		} else if ( object instanceof THREE.LOD ) {

			matrixPosition.setFromMatrixPosition( object.matrixWorld );
			var distance = raycaster.ray.origin.distanceTo( matrixPosition );

			intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );

		} else if ( object instanceof THREE.Mesh ) {

			var geometry = object.geometry;

			// Checking boundingSphere distance to ray

			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

			sphere.copy( geometry.boundingSphere );
			sphere.applyMatrix4( object.matrixWorld );

			if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {

				return intersects;

			}

			// Check boundingBox before continuing
			
			inverseMatrix.getInverse( object.matrixWorld );  
			localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

			if ( geometry.boundingBox !== null ) {

				if ( localRay.isIntersectionBox( geometry.boundingBox ) === false )  {

					return intersects;

				}

			} 

			if ( geometry instanceof THREE.BufferGeometry ) {

				var material = object.material;

				if ( material === undefined ) return intersects;

				var attributes = geometry.attributes;

				var a, b, c;
				var precision = raycaster.precision;

				if ( attributes.index !== undefined ) {

					var indices = attributes.index.array;
					var positions = attributes.position.array;
					var offsets = geometry.offsets;

					if ( offsets.length === 0 ) {

						offsets = [ { start: 0, count: positions.length, index: 0 } ];

					}

					for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {

						var start = offsets[ oi ].start;
						var count = offsets[ oi ].count;
						var index = offsets[ oi ].index;

						for ( var i = start, il = start + count; i < il; i += 3 ) {

							a = index + indices[ i ];
							b = index + indices[ i + 1 ]; 
							c = index + indices[ i + 2 ];

							vA.set(
								positions[ a * 3 ],
								positions[ a * 3 + 1 ],
								positions[ a * 3 + 2 ]
							);
							vB.set(
								positions[ b * 3 ],
								positions[ b * 3 + 1 ],
								positions[ b * 3 + 2 ]
							);
							vC.set(
								positions[ c * 3 ],
								positions[ c * 3 + 1 ],
								positions[ c * 3 + 2 ]
							);

							
							if ( material.side === THREE.BackSide ) {
							
								var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true ); 

							} else {

								var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );

							}

							if ( intersectionPoint === null ) continue;

							intersectionPoint.applyMatrix4( object.matrixWorld );

							var distance = raycaster.ray.origin.distanceTo( intersectionPoint );

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

							intersects.push( {

								distance: distance,
								point: intersectionPoint,
								indices: [a, b, c],
								face: null,
								faceIndex: null,
								object: object

							} );

						}

					}

				} else {

					var offsets = geometry.offsets;
					var positions = attributes.position.array;

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

						a = i;
						b = i + 1;
						c = i + 2;

						vA.set(
							positions[ a * 3 ],
							positions[ a * 3 + 1 ],
							positions[ a * 3 + 2 ]
						);
						vB.set(
							positions[ b * 3 ],
							positions[ b * 3 + 1 ],
							positions[ b * 3 + 2 ]
						);
						vC.set(
							positions[ c * 3 ],
							positions[ c * 3 + 1 ],
							positions[ c * 3 + 2 ]
						);

						
						if ( material.side === THREE.BackSide ) {
							
							var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true ); 

						} else {

							var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );

						}

						if ( intersectionPoint === null ) continue;

						intersectionPoint.applyMatrix4( object.matrixWorld );

						var distance = raycaster.ray.origin.distanceTo( intersectionPoint );

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

						intersects.push( {

							distance: distance,
							point: intersectionPoint,
							indices: [a, b, c],
							face: null,
							faceIndex: null,
							object: object

						} );

					}

				}

			} else if ( geometry instanceof THREE.Geometry ) {

				var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
				var objectMaterials = isFaceMaterial === true ? object.material.materials : null;

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

				var vertices = geometry.vertices;

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

					var face = geometry.faces[ f ];

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

					if ( material === undefined ) continue;

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

					if ( material.morphTargets === true ) {

						var morphTargets = geometry.morphTargets;
						var morphInfluences = object.morphTargetInfluences;

						vA.set( 0, 0, 0 );
						vB.set( 0, 0, 0 );
						vC.set( 0, 0, 0 );

						for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {

							var influence = morphInfluences[ t ];

							if ( influence === 0 ) continue;

							var targets = morphTargets[ t ].vertices;

							vA.x += ( targets[ face.a ].x - a.x ) * influence;
							vA.y += ( targets[ face.a ].y - a.y ) * influence;
							vA.z += ( targets[ face.a ].z - a.z ) * influence;

							vB.x += ( targets[ face.b ].x - b.x ) * influence;
							vB.y += ( targets[ face.b ].y - b.y ) * influence;
							vB.z += ( targets[ face.b ].z - b.z ) * influence;

							vC.x += ( targets[ face.c ].x - c.x ) * influence;
							vC.y += ( targets[ face.c ].y - c.y ) * influence;
							vC.z += ( targets[ face.c ].z - c.z ) * influence;

						}

						vA.add( a );
						vB.add( b );
						vC.add( c );

						a = vA;
						b = vB;
						c = vC;

					}

					if ( material.side === THREE.BackSide ) {
							
						var intersectionPoint = localRay.intersectTriangle( c, b, a, true );

					} else {
								
						var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );

					}

					if ( intersectionPoint === null ) continue;

					intersectionPoint.applyMatrix4( object.matrixWorld );

					var distance = raycaster.ray.origin.distanceTo( intersectionPoint );

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

					intersects.push( {

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

					} );

				}

			}

		} else if ( object instanceof THREE.Line ) {

			var precision = raycaster.linePrecision;
			var precisionSq = precision * precision;

			var geometry = object.geometry;

			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

			// Checking boundingSphere distance to ray

			sphere.copy( geometry.boundingSphere );
			sphere.applyMatrix4( object.matrixWorld );
			
			if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {

				return intersects;

			}
			
			inverseMatrix.getInverse( object.matrixWorld );
			localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

			/* if ( geometry instanceof THREE.BufferGeometry ) {

			} else */ if ( geometry instanceof THREE.Geometry ) {

				var vertices = geometry.vertices;
				var nbVertices = vertices.length;
				var interSegment = new THREE.Vector3();
				var interRay = new THREE.Vector3();
				var step = object.type === THREE.LineStrip ? 1 : 2;

				for ( var i = 0; i < nbVertices - 1; i = i + step ) {

					var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

					if ( distSq > precisionSq ) continue;

					var distance = localRay.origin.distanceTo( interRay );

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

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( object.matrixWorld ),
						face: null,
						faceIndex: null,
						object: object

					} );

				}

			}

		}

	};

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

		var descendants = object.getDescendants();

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

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

		}
	};

	//

	THREE.Raycaster.prototype.precision = 0.0001;
	THREE.Raycaster.prototype.linePrecision = 1;

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

		this.ray.set( origin, direction );
		// direction is assumed to be normalized (for accurate distance calculations)

	};

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

		var intersects = [];

		if ( recursive === true ) {

			intersectDescendants( object, this, intersects );

		}

		intersectObject( object, this, intersects );

		intersects.sort( descSort );

		return intersects;

	};

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

THREE.Object3D = function () {

	this.id = THREE.Object3DIdCount ++;
	this.uuid = THREE.Math.generateUUID();

	this.name = '';

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

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

	this.position = new THREE.Vector3();

	var scope = this;

	Object.defineProperties( this, {
		rotation: {
			enumerable: true,
			value: new THREE.Euler().onChange( function () {
				scope.quaternion.setFromEuler( scope.rotation, false );
			} )
		},
		quaternion: {
			enumerable: true,
			value: new THREE.Quaternion().onChange( function () {
				scope.rotation.setFromQuaternion( scope.quaternion, undefined, false );
			} )
		},
		scale: {
			enumerable: true,
			value: new THREE.Vector3( 1, 1, 1 )
		}
	} );

	this.renderDepth = null;

	this.rotationAutoUpdate = true;

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

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

	this.visible = true;

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

	this.frustumCulled = true;

	this.userData = {};

};


THREE.Object3D.prototype = {

	constructor: THREE.Object3D,

	get eulerOrder () {

		console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );

		return this.rotation.order;

	},

	set eulerOrder ( value ) {

		console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );

		this.rotation.order = value;

	},

	get useQuaternion () {

		console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );

	},

	set useQuaternion ( value ) {

		console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );

	},

	applyMatrix: function ( matrix ) {

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

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

	},

	setRotationFromAxisAngle: function ( axis, angle ) {

		// assumes axis is normalized

		this.quaternion.setFromAxisAngle( axis, angle );

	},

	setRotationFromEuler: function ( euler ) {

		this.quaternion.setFromEuler( euler, true );

	},

	setRotationFromMatrix: function ( m ) {

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

		this.quaternion.setFromRotationMatrix( m );

	},

	setRotationFromQuaternion: function ( q ) {

		// assumes q is normalized

		this.quaternion.copy( q );

	},

	rotateOnAxis: function() {

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

		var q1 = new THREE.Quaternion();

		return function ( axis, angle ) {

			q1.setFromAxisAngle( axis, angle );

			this.quaternion.multiply( q1 );

			return this;

		}

	}(),

	rotateX: function () {

		var v1 = new THREE.Vector3( 1, 0, 0 );

		return function ( angle ) {

			return this.rotateOnAxis( v1, angle );

		};

	}(),

	rotateY: function () {

		var v1 = new THREE.Vector3( 0, 1, 0 );

		return function ( angle ) {

			return this.rotateOnAxis( v1, angle );

		};

	}(),

	rotateZ: function () {

		var v1 = new THREE.Vector3( 0, 0, 1 );

		return function ( angle ) {

			return this.rotateOnAxis( v1, angle );

		};

	}(),

	translateOnAxis: function () {

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

		var v1 = new THREE.Vector3();

		return function ( axis, distance ) {

			v1.copy( axis );

			v1.applyQuaternion( this.quaternion );

			this.position.add( v1.multiplyScalar( distance ) );

			return this;

		}

	}(),

	translate: function ( distance, axis ) {

		console.warn( 'DEPRECATED: Object3D\'s .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.' );
		return this.translateOnAxis( axis, distance );

	},

	translateX: function () {

		var v1 = new THREE.Vector3( 1, 0, 0 );

		return function ( distance ) {

			return this.translateOnAxis( v1, distance );

		};

	}(),

	translateY: function () {

		var v1 = new THREE.Vector3( 0, 1, 0 );

		return function ( distance ) {

			return this.translateOnAxis( v1, distance );

		};

	}(),

	translateZ: function () {

		var v1 = new THREE.Vector3( 0, 0, 1 );

		return function ( distance ) {

			return this.translateOnAxis( v1, distance );

		};

	}(),

	localToWorld: function ( vector ) {

		return vector.applyMatrix4( this.matrixWorld );

	},

	worldToLocal: function () {

		var m1 = new THREE.Matrix4();

		return function ( vector ) {

			return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );

		};

	}(),

	lookAt: function () {

		// This routine does not support objects with rotated and/or translated parent(s)

		var m1 = new THREE.Matrix4();

		return function ( vector ) {

			m1.lookAt( vector, this.position, this.up );

			this.quaternion.setFromRotationMatrix( m1 );

		};

	}(),

	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;
			object.dispatchEvent( { type: 'added' } );

			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;
			object.dispatchEvent( { type: 'removed' } );

			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 );

		}

	},

	getObjectById: function ( id, recursive ) {

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

			var child = this.children[ i ];

			if ( child.id === id ) {

				return child;

			}

			if ( recursive === true ) {

				child = child.getObjectById( id, recursive );

				if ( child !== undefined ) {

					return child;

				}

			}

		}

		return undefined;

	},

	getObjectByName: 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.getObjectByName( name, recursive );

				if ( child !== undefined ) {

					return child;

				}

			}

		}

		return undefined;

	},

	getChildByName: function ( name, recursive ) {

		console.warn( 'DEPRECATED: Object3D\'s .getChildByName() has been renamed to .getObjectByName().' );
		return this.getObjectByName( name, recursive );

	},

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

		this.matrixWorldNeedsUpdate = true;

	},

	updateMatrixWorld: function ( force ) {

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

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

			if ( this.parent === undefined ) {

				this.matrixWorld.copy( this.matrix );

			} else {

				this.matrixWorld.multiplyMatrices( 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, recursive ) {

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

		object.name = this.name;

		object.up.copy( this.up );

		object.position.copy( this.position );
		object.quaternion.copy( this.quaternion );
		object.scale.copy( this.scale );

		object.renderDepth = this.renderDepth;

		object.rotationAutoUpdate = this.rotationAutoUpdate;

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

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

		object.visible = this.visible;

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

		object.frustumCulled = this.frustumCulled;

		object.userData = JSON.parse( JSON.stringify( this.userData ) );

		if ( recursive === true ) {

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

				var child = this.children[ i ];
				object.add( child.clone() );

			}

		}

		return object;

	}

};

THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );

THREE.Object3DIdCount = 0;

/**
 * @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, _faceCount, _facePool = [], _facePoolLength = 0,
	_line, _lineCount, _linePool = [], _linePoolLength = 0,
	_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,

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

	_vA = new THREE.Vector3(),
	_vB = new THREE.Vector3(),
	_vC = new THREE.Vector3(),

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

	_clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
	_boundingBox = new THREE.Box3(),
	_points3 = new Array( 3 ),
	_points4 = new Array( 4 ),

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

	_modelMatrix,
	_modelViewProjectionMatrix = new THREE.Matrix4(),

	_normalMatrix = new THREE.Matrix3(),

	_frustum = new THREE.Frustum(),

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

	this.projectVector = function ( vector, camera ) {

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

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

		return vector.applyProjection( _viewProjectionMatrix );

	};

	this.unprojectVector = function () {

		var projectionMatrixInverse = new THREE.Matrix4();

		return function ( vector, camera ) {

			projectionMatrixInverse.getInverse( camera.projectionMatrix );
			_viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );

			return vector.applyProjection( _viewProjectionMatrix );

		};

	}();

	this.pickingRay = function ( vector, camera ) {

		// set two vectors with opposing z values
		vector.z = -1.0;
		var 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.sub( vector ).normalize();

		return new THREE.Raycaster( vector, end );

	};

	var projectObject = function ( object ) {

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

		if ( object instanceof THREE.Light ) {

			_renderData.lights.push( object );

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

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

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

				if ( object.renderDepth !== null ) {

					_object.z = object.renderDepth;

				} else {

					_vector3.setFromMatrixPosition( object.matrixWorld );
					_vector3.applyProjection( _viewProjectionMatrix );
					_object.z = _vector3.z;

				}

				_renderData.objects.push( _object );

			}

		}

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

			projectObject( object.children[ i ] );

		}

	};

	var projectGraph = function ( root, sortObjects ) {

		_objectCount = 0;

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

		projectObject( root );

		if ( sortObjects === true ) {

			_renderData.objects.sort( painterSort );

		}

	};

	var RenderList = function () {

		var normals = [];
		var uvs = [];

		var object = null;
		var material = null;

		var normalMatrix = new THREE.Matrix3();

		var setObject = function ( value ) {

			object = value;
			material = object.material;

			normalMatrix.getNormalMatrix( object.matrixWorld );

			normals.length = 0;
			uvs.length = 0;

		};

		var projectVertex = function ( vertex ) {

			var position = vertex.position;
			var positionWorld = vertex.positionWorld;
			var positionScreen = vertex.positionScreen;

			positionWorld.copy( position ).applyMatrix4( _modelMatrix );
			positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );

			var invW = 1 / positionScreen.w;

			positionScreen.x *= invW;
			positionScreen.y *= invW;
			positionScreen.z *= invW;

			vertex.visible = positionScreen.x >= -1 && positionScreen.x <= 1 &&
					 positionScreen.y >= -1 && positionScreen.y <= 1 &&
					 positionScreen.z >= -1 && positionScreen.z <= 1;

		};

		var pushVertex = function ( x, y, z ) {

			_vertex = getNextVertexInPool();
			_vertex.position.set( x, y, z );

			projectVertex( _vertex );

		};

		var pushNormal = function ( x, y, z ) {

			normals.push( x, y, z );

		};

		var pushUv = function ( x, y ) {

			uvs.push( x, y );

		};

		var checkTriangleVisibility = function ( v1, v2, v3 ) {

			if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;

			_points3[ 0 ] = v1.positionScreen;
			_points3[ 1 ] = v2.positionScreen;
			_points3[ 2 ] = v3.positionScreen;

			return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );

		};

		var checkBackfaceCulling = function ( v1, v2, v3 ) {

			return ( ( 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;

		};

		var pushLine = function ( a, b ) {

			var v1 = _vertexPool[ a ];
			var v2 = _vertexPool[ b ];

			_line = getNextLineInPool();

			_line.id = object.id;
			_line.v1.copy( v1 );
			_line.v2.copy( v2 );
			_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;

			_line.material = object.material;

			_renderData.elements.push( _line );

		};

		var pushTriangle = function ( a, b, c ) {

			var v1 = _vertexPool[ a ];
			var v2 = _vertexPool[ b ];
			var v3 = _vertexPool[ c ];

			if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;

			if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {

				_face = getNextFaceInPool();

				_face.id = object.id;
				_face.v1.copy( v1 );
				_face.v2.copy( v2 );
				_face.v3.copy( v3 );
				_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;

				for ( var i = 0; i < 3; i ++ ) {

					var offset = arguments[ i ] * 3;
					var normal = _face.vertexNormalsModel[ i ];

					normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
					normal.applyMatrix3( normalMatrix ).normalize();

					var offset2 = arguments[ i ] * 2;

					var uv = _face.uvs[ i ];
					uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );

				}

				_face.vertexNormalsLength = 3;

				_face.material = object.material;

				_renderData.elements.push( _face );

			}

		};

		return {
			setObject: setObject,
			projectVertex: projectVertex,
			checkTriangleVisibility: checkTriangleVisibility,
			checkBackfaceCulling: checkBackfaceCulling,
			pushVertex: pushVertex,
			pushNormal: pushNormal,
			pushUv: pushUv,
			pushLine: pushLine,
			pushTriangle: pushTriangle
		}

	};

	var renderList = new RenderList();

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

		var object, geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs,
		isFaceMaterial, objectMaterials;

		_faceCount = 0;
		_lineCount = 0;
		_spriteCount = 0;

		_renderData.elements.length = 0;

		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
		_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );

		_frustum.setFromMatrix( _viewProjectionMatrix );

		projectGraph( scene, sortObjects );

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

			object = _renderData.objects[ o ].object;
			geometry = object.geometry;

			renderList.setObject( object );

			_modelMatrix = object.matrixWorld;

			_vertexCount = 0;

			if ( object instanceof THREE.Mesh ) {

				if ( geometry instanceof THREE.BufferGeometry ) {

					var attributes = geometry.attributes;
					var offsets = geometry.offsets;

					if ( attributes.position === undefined ) continue;

					var positions = attributes.position.array;

					for ( var i = 0, l = positions.length; i < l; i += 3 ) {

						renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );

					}

					if ( attributes.normal !== undefined ) {

						var normals = attributes.normal.array;

						for ( var i = 0, l = normals.length; i < l; i += 3 ) {

							renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );

						}

					}

					if ( attributes.uv !== undefined ) {

						var uvs = attributes.uv.array;

						for ( var i = 0, l = uvs.length; i < l; i += 2 ) {

							renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );

						}

					}

					if ( attributes.index !== undefined ) {

						var indices = attributes.index.array;

						if ( offsets.length > 0 ) {

							for ( var o = 0; o < offsets.length; o ++ ) {

								var offset = offsets[ o ];
								var index = offset.index;

								for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {

									renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );

								}

							}

						} else {

							for ( var i = 0, l = indices.length; i < l; i += 3 ) {

								renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

							}

						}

					} else {

						for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {

							renderList.pushTriangle( i, i + 1, i + 2 );

						}

					}

				} else if ( geometry instanceof THREE.Geometry ) {

					vertices = geometry.vertices;
					faces = geometry.faces;
					faceVertexUvs = geometry.faceVertexUvs[ 0 ];

					_normalMatrix.getNormalMatrix( _modelMatrix );

					isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
					objectMaterials = isFaceMaterial === true ? object.material : null;

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

						var vertex = vertices[ v ];
						renderList.pushVertex( vertex.x, vertex.y, vertex.z );

					}

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

						face = faces[ f ];

						var material = isFaceMaterial === true
							? objectMaterials.materials[ face.materialIndex ]
							: object.material;

						if ( material === undefined ) continue;

						var side = material.side;

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

						if ( material.morphTargets === true ) {

							var morphTargets = geometry.morphTargets;
							var morphInfluences = object.morphTargetInfluences;

							var v1p = v1.position;
							var v2p = v2.position;
							var v3p = v3.position;

							_vA.set( 0, 0, 0 );
							_vB.set( 0, 0, 0 );
							_vC.set( 0, 0, 0 );

							for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {

								var influence = morphInfluences[ t ];

								if ( influence === 0 ) continue;

								var targets = morphTargets[ t ].vertices;

								_vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
								_vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
								_vA.z += ( targets[ face.a ].z - v1p.z ) * influence;

								_vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
								_vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
								_vB.z += ( targets[ face.b ].z - v2p.z ) * influence;

								_vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
								_vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
								_vC.z += ( targets[ face.c ].z - v3p.z ) * influence;

							}

							v1.position.add( _vA );
							v2.position.add( _vB );
							v3.position.add( _vC );

							renderList.projectVertex( v1 );
							renderList.projectVertex( v2 );
							renderList.projectVertex( v3 );

						}

						if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;

						var visible = renderList.checkBackfaceCulling( v1, v2, v3 );

						if ( side !== THREE.DoubleSide ) {
							if ( side === THREE.FrontSide && visible === false ) continue;
							if ( side === THREE.BackSide && visible === true ) continue;
						}

						_face = getNextFaceInPool();

						_face.id = object.id;
						_face.v1.copy( v1 );
						_face.v2.copy( v2 );
						_face.v3.copy( v3 );

						_face.normalModel.copy( face.normal );

						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

							_face.normalModel.negate();

						}

						_face.normalModel.applyMatrix3( _normalMatrix ).normalize();

						faceVertexNormals = face.vertexNormals;

						for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {

							var normalModel = _face.vertexNormalsModel[ n ];
							normalModel.copy( faceVertexNormals[ n ] );

							if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

								normalModel.negate();

							}

							normalModel.applyMatrix3( _normalMatrix ).normalize();

						}

						_face.vertexNormalsLength = faceVertexNormals.length;

						var vertexUvs = faceVertexUvs[ f ];

						if ( vertexUvs !== undefined ) {

							for ( var u = 0; u < 3; u ++ ) {

								_face.uvs[ u ].copy( vertexUvs[ u ] );

							}

						}

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

						_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;

						_renderData.elements.push( _face );

					}

				}

			} else if ( object instanceof THREE.Line ) {

				if ( geometry instanceof THREE.BufferGeometry ) {

					var attributes = geometry.attributes;

					if ( attributes.position !== undefined ) {

						var positions = attributes.position.array;

						for ( var i = 0, l = positions.length; i < l; i += 3 ) {

							renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );

						}

						if ( attributes.index !== undefined ) {

							var indices = attributes.index.array;

							for ( var i = 0, l = indices.length; i < l; i += 2 ) {

								renderList.pushLine( indices[ i ], indices[ i + 1 ] );

							}

						} else {

							for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i ++ ) {

								renderList.pushLine( i, i + 1 );

							}

						}

					}

				} else if ( geometry instanceof THREE.Geometry ) {

					_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );

					vertices = object.geometry.vertices;

					if ( vertices.length === 0 ) continue;

					v1 = getNextVertexInPool();
					v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );

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

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

						v1 = getNextVertexInPool();
						v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );

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

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

							_line.material = object.material;

							if ( object.material.vertexColors === THREE.VertexColors ) {

								_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
								_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );

							}

							_renderData.elements.push( _line );

						}

					}

				}

			} else if ( object instanceof THREE.Sprite ) {

				_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
				_vector4.applyMatrix4( _viewProjectionMatrix );

				var invW = 1 / _vector4.w;

				_vector4.z *= invW;

				if ( _vector4.z >= -1 && _vector4.z <= 1 ) {

					_sprite = getNextSpriteInPool();
					_sprite.id = object.id;
					_sprite.x = _vector4.x * invW;
					_sprite.y = _vector4.y * invW;
					_sprite.z = _vector4.z;
					_sprite.object = object;

					_sprite.rotation = object.rotation;

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

					_sprite.material = object.material;

					_renderData.elements.push( _sprite );

				}

			}

		}

		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 getNextFaceInPool() {

		if ( _faceCount === _facePoolLength ) {

			var face = new THREE.RenderableFace();
			_facePool.push( face );
			_facePoolLength ++;
			_faceCount ++;
			return face;

		}

		return _facePool[ _faceCount ++ ];


	}

	function getNextLineInPool() {

		if ( _lineCount === _linePoolLength ) {

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

		}

		return _linePool[ _lineCount ++ ];

	}

	function getNextSpriteInPool() {

		if ( _spriteCount === _spritePoolLength ) {

			var sprite = new THREE.RenderableSprite();
			_spritePool.push( sprite );
			_spritePoolLength ++;
			_spriteCount ++
			return sprite;

		}

		return _spritePool[ _spriteCount ++ ];

	}

	//

	function painterSort( a, b ) {

		if ( a.z !== b.z ) {

			return b.z - a.z;

		} else if ( a.id !== b.id ) {

			return a.id - b.id;

		} else {

			return 0;

		}

	}

	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.lerp( s2, alpha1 );
				s2.lerp( s1, 1 - alpha2 );

				return true;

			}

		}

	}

};

/**
 * @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 !== undefined ? materialIndex : 0;

};

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

	console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.')

	return new THREE.Face3( a, b, c, normal, color, materialIndex );

};

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

THREE.BufferAttribute = function () {};

THREE.BufferAttribute.prototype = {

	constructor: THREE.BufferAttribute,

	get length () {

		return this.array.length;

	},

	set: function ( value ) {

		this.array.set( value );

	},

	setX: function ( index, x ) {

		this.array[ index * this.itemSize ] = x;

	},

	setY: function ( index, y ) {

		this.array[ index * this.itemSize + 1 ] = y;

	},

	setZ: function ( index, z ) {

		this.array[ index * this.itemSize + 2 ] = z;

	},

	setXY: function ( index, x, y ) {

		index *= this.itemSize;

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

	},

	setXYZ: function ( index, x, y, z ) {

		index *= this.itemSize;

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

	},

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

		index *= this.itemSize;

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

	}

};

//

THREE.Int8Attribute = function ( size, itemSize ) {

	this.array = new Int8Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Int8Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Uint8Attribute = function ( size, itemSize ) {

	this.array = new Uint8Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Uint8Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Uint8ClampedAttribute = function ( size, itemSize ) {

	this.array = new Uint8ClampedArray( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Uint8ClampedAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Int16Attribute = function ( size, itemSize ) {

	this.array = new Int16Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Int16Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Uint16Attribute = function ( size, itemSize ) {

	this.array = new Uint16Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Uint16Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Int32Attribute = function ( size, itemSize ) {

	this.array = new Int32Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Int32Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Uint32Attribute = function ( size, itemSize ) {

	this.array = new Uint32Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Uint32Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Float32Attribute = function ( size, itemSize ) {

	this.array = new Float32Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Float32Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );

THREE.Float64Attribute = function ( size, itemSize ) {

	this.array = new Float64Array( size * itemSize );
	this.itemSize = itemSize;

};

THREE.Float64Attribute.prototype = Object.create( THREE.BufferAttribute.prototype );
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.BufferGeometry = function () {

	this.id = THREE.GeometryIdCount ++;
	this.uuid = THREE.Math.generateUUID();

	this.name = '';

	this.attributes = {};
	this.drawcalls = [];
	this.offsets = this.drawcalls; // backwards compatibility

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

};

THREE.BufferGeometry.prototype = {

	constructor: THREE.BufferGeometry,

	addAttribute: function ( name, attribute ) {

		if ( attribute instanceof THREE.BufferAttribute === false ) {

			console.warn( 'DEPRECATED: BufferGeometry\'s addAttribute() now expects ( name, attribute ).' );

			this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };

			return;

		}

		this.attributes[ name ] = attribute;

	},

	getAttribute: function ( name ) {

		return this.attributes[ name ];

	},

	addDrawCall: function ( start, count, indexOffset ) {

		this.drawcalls.push( {

			start: start,
			count: count,
			index: indexOffset !== undefined ? indexOffset : 0

		} );

	},

	applyMatrix: function ( matrix ) {

		var position = this.attributes.position;

		if ( position !== undefined ) {

			matrix.applyToVector3Array( position.array );
			position.needsUpdate = true;

		}

		var normal = this.attributes.normal;

		if ( normal !== undefined ) {

			var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

			normalMatrix.applyToVector3Array( normal.array );
			normal.needsUpdate = true;

		}

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new THREE.Box3();

		}

		var positions = this.attributes[ "position" ].array;

		if ( positions ) {

			var bb = this.boundingBox;

			if( positions.length >= 3 ) {
				bb.min.x = bb.max.x = positions[ 0 ];
				bb.min.y = bb.max.y = positions[ 1 ];
				bb.min.z = bb.max.z = positions[ 2 ];
			}

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

				var x = positions[ i ];
				var y = positions[ i + 1 ];
				var 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 () {

		var box = new THREE.Box3();
		var vector = new THREE.Vector3();

		return function () {

			if ( this.boundingSphere === null ) {

				this.boundingSphere = new THREE.Sphere();

			}

			var positions = this.attributes[ "position" ].array;

			if ( positions ) {

				box.makeEmpty();

				var center = this.boundingSphere.center;

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

					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
					box.addPoint( vector );

				}

				box.center( center );

				// hoping to find a boundingSphere with a radius smaller than the
				// boundingSphere of the boundingBox:  sqrt(3) smaller in the best case

				var maxRadiusSq = 0;

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

					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );

				}

				this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

			}

		}

	}(),

	computeFaceNormals: function () {

		// backwards compatibility

	},

	computeVertexNormals: function () {

		if ( this.attributes[ "position" ] ) {

			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 )

				};

			} 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 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();

			// indexed elements

			if ( this.attributes[ "index" ] ) {

				var indices = this.attributes[ "index" ].array;

				var offsets = (this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ]);

				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.subVectors( pC, pB );
						ab.subVectors( pA, pB );
						cb.cross( 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;

					}

				}

			// non-indexed elements (unconnected triangle soup)

			} else {

				for ( i = 0, il = positions.length; i < il; i += 9 ) {

					x = positions[ i ];
					y = positions[ i + 1 ];
					z = positions[ i + 2 ];
					pA.set( x, y, z );

					x = positions[ i + 3 ];
					y = positions[ i + 4 ];
					z = positions[ i + 5 ];
					pB.set( x, y, z );

					x = positions[ i + 6 ];
					y = positions[ i + 7 ];
					z = positions[ i + 8 ];
					pC.set( x, y, z );

					cb.subVectors( pC, pB );
					ab.subVectors( pA, pB );
					cb.cross( ab );

					normals[ i     ] = cb.x;
					normals[ i + 1 ] = cb.y;
					normals[ i + 2 ] = cb.z;

					normals[ i + 3 ] = cb.x;
					normals[ i + 4 ] = cb.y;
					normals[ i + 5 ] = cb.z;

					normals[ i + 6 ] = cb.x;
					normals[ i + 7 ] = cb.y;
					normals[ i + 8 ] = cb.z;

				}

			}

			this.normalizeNormals();

			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 )

			};

		}

		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 ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

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

		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.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

			// Calculate handedness

			tmp2.crossVectors( 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 );

			}

		}

	},

	/*
		computeOffsets
		Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
		This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
		WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
		indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
	*/
	computeOffsets: function(indexBufferSize) {

		var size = indexBufferSize;
		if(indexBufferSize === undefined)
			size = 65535; //WebGL limits type of index buffer values to 16-bit.

		var s = Date.now();

		var indices = this.attributes['index'].array;
		var vertices = this.attributes['position'].array;

		var verticesCount = (vertices.length/3);
		var facesCount = (indices.length/3);

		/*
		console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
		console.log("Faces to process: "+(indices.length/3));
		console.log("Reordering "+verticesCount+" vertices.");
		*/

		var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
		var indexPtr = 0;
		var vertexPtr = 0;

		var offsets = [ { start:0, count:0, index:0 } ];
		var offset = offsets[0];

		var duplicatedVertices = 0;
		var newVerticeMaps = 0;
		var faceVertices = new Int32Array(6);
		var vertexMap = new Int32Array( vertices.length );
		var revVertexMap = new Int32Array( vertices.length );
		for(var j = 0; j < vertices.length; j++) { vertexMap[j] = -1; revVertexMap[j] = -1; }

		/*
			Traverse every face and reorder vertices in the proper offsets of 65k.
			We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
		*/
		for(var findex = 0; findex < facesCount; findex++) {
			newVerticeMaps = 0;

			for(var vo = 0; vo < 3; vo++) {
				var vid = indices[ findex*3 + vo ];
				if(vertexMap[vid] == -1) {
					//Unmapped vertice
					faceVertices[vo*2] = vid;
					faceVertices[vo*2+1] = -1;
					newVerticeMaps++;
				} else if(vertexMap[vid] < offset.index) {
					//Reused vertices from previous block (duplicate)
					faceVertices[vo*2] = vid;
					faceVertices[vo*2+1] = -1;
					duplicatedVertices++;
				} else {
					//Reused vertice in the current block
					faceVertices[vo*2] = vid;
					faceVertices[vo*2+1] = vertexMap[vid];
				}
			}

			var faceMax = vertexPtr + newVerticeMaps;
			if(faceMax > (offset.index + size)) {
				var new_offset = { start:indexPtr, count:0, index:vertexPtr };
				offsets.push(new_offset);
				offset = new_offset;

				//Re-evaluate reused vertices in light of new offset.
				for(var v = 0; v < 6; v+=2) {
					var new_vid = faceVertices[v+1];
					if(new_vid > -1 && new_vid < offset.index)
						faceVertices[v+1] = -1;
				}
			}

			//Reindex the face.
			for(var v = 0; v < 6; v+=2) {
				var vid = faceVertices[v];
				var new_vid = faceVertices[v+1];

				if(new_vid === -1)
					new_vid = vertexPtr++;

				vertexMap[vid] = new_vid;
				revVertexMap[new_vid] = vid;
				sortedIndices[indexPtr++] = new_vid - offset.index; //XXX overflows at 16bit
				offset.count++;
			}
		}

		/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
		this.reorderBuffers(sortedIndices, revVertexMap, vertexPtr);
		this.offsets = offsets;

		/*
		var orderTime = Date.now();
		console.log("Reorder time: "+(orderTime-s)+"ms");
		console.log("Duplicated "+duplicatedVertices+" vertices.");
		console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
		console.log("Draw offsets: "+offsets.length);
		*/

		return offsets;
	},

	merge: function () {

		console.log( 'BufferGeometry.merge(): TODO' );

	},

	normalizeNormals: function () {

		var normals = this.attributes[ "normal" ].array;

		var x, y, z, n;

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

			x = normals[ i ];
			y = normals[ i + 1 ];
			z = normals[ i + 2 ];

			n = 1.0 / Math.sqrt( x * x + y * y + z * z );

			normals[ i     ] *= n;
			normals[ i + 1 ] *= n;
			normals[ i + 2 ] *= n;

		}

	},

	/*
		reoderBuffers:
		Reorder attributes based on a new indexBuffer and indexMap.
		indexBuffer - Uint16Array of the new ordered indices.
		indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
		vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
	*/
	reorderBuffers: function(indexBuffer, indexMap, vertexCount) {

		/* Create a copy of all attributes for reordering. */
		var sortedAttributes = {};
		var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
		for( var attr in this.attributes ) {
			if(attr == 'index')
				continue;
			var sourceArray = this.attributes[attr].array;
			for ( var i = 0, il = types.length; i < il; i++ ) {
				var type = types[i];
				if (sourceArray instanceof type) {
					sortedAttributes[attr] = new type( this.attributes[attr].itemSize * vertexCount );
					break;
				}
			}
		}

		/* Move attribute positions based on the new index map */
		for(var new_vid = 0; new_vid < vertexCount; new_vid++) {
			var vid = indexMap[new_vid];
			for ( var attr in this.attributes ) {
				if(attr == 'index')
					continue;
				var attrArray = this.attributes[attr].array;
				var attrSize = this.attributes[attr].itemSize;
				var sortedAttr = sortedAttributes[attr];
				for(var k = 0; k < attrSize; k++)
					sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
			}
		}

		/* Carry the new sorted buffers locally */
		this.attributes['index'].array = indexBuffer;
		for ( var attr in this.attributes ) {
			if(attr == 'index')
				continue;
			this.attributes[attr].array = sortedAttributes[attr];
			this.attributes[attr].numItems = this.attributes[attr].itemSize * vertexCount;
		}
	},

	clone: function () {

		var geometry = new THREE.BufferGeometry();

		var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];

		for ( var attr in this.attributes ) {

			var sourceAttr = this.attributes[ attr ];
			var sourceArray = sourceAttr.array;

			var attribute = {

				itemSize: sourceAttr.itemSize,
				array: null

			};

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

				var type = types[ i ];

				if ( sourceArray instanceof type ) {

					attribute.array = new type( sourceArray );
					break;

				}

			}

			geometry.attributes[ attr ] = attribute;

		}

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

			var offset = this.offsets[ i ];

			geometry.offsets.push( {

				start: offset.start,
				index: offset.index,
				count: offset.count

			} );

		}

		return geometry;

	},

	dispose: function () {

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

	}

};

THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );

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

THREE.Geometry = function () {

	this.id = THREE.GeometryIdCount ++;
	this.uuid = THREE.Math.generateUUID();

	this.name = '';

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

	this.faces = [];

	this.faceVertexUvs = [[]];

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

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

	this.lineDistances = [];

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

	this.hasTangents = false;

	this.dynamic = true; // the intermediate typed arrays 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;
	this.lineDistancesNeedUpdate = false;

	this.buffersNeedUpdate = false;

};

THREE.Geometry.prototype = {

	constructor: THREE.Geometry,

	applyMatrix: function ( matrix ) {

		var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

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

			var vertex = this.vertices[ i ];
			vertex.applyMatrix4( matrix );

		}

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

			var face = this.faces[ i ];
			face.normal.applyMatrix3( normalMatrix ).normalize();

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

				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

			}

		}

		if ( this.boundingBox instanceof THREE.Box3 ) {

			this.computeBoundingBox();

		}

		if ( this.boundingSphere instanceof THREE.Sphere ) {

			this.computeBoundingSphere();

		}

	},

	computeFaceNormals: function () {

		var cb = new THREE.Vector3(), ab = new THREE.Vector3();

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

			var face = this.faces[ f ];

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

			cb.subVectors( vC, vB );
			ab.subVectors( vA, vB );
			cb.cross( ab );

			cb.normalize();

			face.normal.copy( cb );

		}

	},

	computeVertexNormals: function ( areaWeighted ) {

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

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

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

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

		}

		if ( areaWeighted ) {

			// vertex normals weighted by triangle areas
			// http://www.iquilezles.org/www/articles/normals/normals.htm

			var vA, vB, vC, vD;
			var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
				db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = 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.subVectors( vC, vB );
				ab.subVectors( vA, vB );
				cb.cross( ab );

				vertices[ face.a ].add( cb );
				vertices[ face.b ].add( cb );
				vertices[ face.c ].add( cb );

			}

		} else {

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

				face = this.faces[ f ];

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

			}

		}

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

			vertices[ v ].normalize();

		}

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

			face = this.faces[ f ];

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

		}

	},

	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 ++ ) {

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

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

			}

		}

		// restore original normals

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

			face = this.faces[ f ];

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

		}

	},

	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.x - uvA.x;
			s2 = uvC.x - uvA.x;
			t1 = uvB.y - uvA.y;
			t2 = uvC.y - uvA.y;

			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 ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

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

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

		}

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

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

			face = this.faces[ f ];

			for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i++ ) {

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

				vertexIndex = face[ faceIndex[ i ] ];

				t = tan1[ vertexIndex ];

				// Gram-Schmidt orthogonalize

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

				// Calculate handedness

				tmp2.crossVectors( 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;

	},

	computeLineDistances: function ( ) {

		var d = 0;
		var vertices = this.vertices;

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

			if ( i > 0 ) {

				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );

			}

			this.lineDistances[ i ] = d;

		}

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new THREE.Box3();

		}

		this.boundingBox.setFromPoints( this.vertices );

	},

	computeBoundingSphere: function () {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new THREE.Sphere();

		}

		this.boundingSphere.setFromPoints( this.vertices );

	},

	merge: function ( geometry, matrix, materialIndexOffset ) {

		if ( geometry instanceof THREE.Geometry === false ) {

			console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
			return;

		}

		var normalMatrix,
		vertexOffset = this.vertices.length,
		uvPosition = this.faceVertexUvs[ 0 ].length,
		vertices1 = this.vertices,
		vertices2 = geometry.vertices,
		faces1 = this.faces,
		faces2 = geometry.faces,
		uvs1 = this.faceVertexUvs[ 0 ],
		uvs2 = geometry.faceVertexUvs[ 0 ];

		if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

		if ( matrix !== undefined ) {

			normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

		}

		// vertices

		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

			var vertex = vertices2[ i ];

			var vertexCopy = vertex.clone();

			if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );

			vertices1.push( vertexCopy );

		}

		// faces

		for ( i = 0, il = faces2.length; i < il; i ++ ) {

			var face = faces2[ i ], faceCopy, normal, color,
			faceVertexNormals = face.vertexNormals,
			faceVertexColors = face.vertexColors;

			faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
			faceCopy.normal.copy( face.normal );

			if ( normalMatrix !== undefined ) {

				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

			}

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

				normal = faceVertexNormals[ j ].clone();

				if ( normalMatrix !== undefined ) {

					normal.applyMatrix3( normalMatrix ).normalize();

				}

				faceCopy.vertexNormals.push( normal );

			}

			faceCopy.color.copy( face.color );

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

				color = faceVertexColors[ j ];
				faceCopy.vertexColors.push( color.clone() );

			}

			faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

			faces1.push( faceCopy );

		}

		// uvs

		for ( i = 0, il = uvs2.length; i < il; i ++ ) {

			var uv = uvs2[ i ], uvCopy = [];
			
			if ( uv === undefined ) {
				
				continue;
				
			}

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

				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );

			}

			uvs1.push( uvCopy );

		}

	},

	/*
	 * 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 indices, 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 );

			if ( verticesMap[ key ] === undefined ) {

				verticesMap[ key ] = i;
				unique.push( this.vertices[ i ] );
				changes[ i ] = unique.length - 1;

			} else {

				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
				changes[ i ] = changes[ verticesMap[ key ] ];

			}

		};


		// if faces are completely degenerate after merging vertices, we
		// have to remove them from the geometry.
		var faceIndicesToRemove = [];

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

			face = this.faces[ i ];

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

			indices = [ face.a, face.b, face.c ];

			var dupIndex = -1;

			// if any duplicate vertices are found in a Face3
			// we have to remove the face as nothing can be saved
			for ( var n = 0; n < 3; n ++ ) {
				if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {

					dupIndex = n;
					faceIndicesToRemove.push( i );
					break;

				}
			}

		}

		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
			var idx = faceIndicesToRemove[ i ];

			this.faces.splice( idx, 1 );

			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

				this.faceVertexUvs[ j ].splice( idx, 1 );

			}

		}

		// Use unique set of vertices

		var diff = this.vertices.length - unique.length;
		this.vertices = unique;
		return diff;

	},

	// Geometry splitting

	makeGroups: ( function () {

		var geometryGroupCounter = 0;
		
		return function ( usesFaceMaterial, maxVerticesInGroup ) {

			var f, fl, face, materialIndex,
				groupHash, hash_map = {};

			var numMorphTargets = this.morphTargets.length;
			var numMorphNormals = this.morphNormals.length;

			this.geometryGroups = {};

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

				face = this.faces[ f ];
				materialIndex = usesFaceMaterial ? face.materialIndex : 0;

				if ( ! ( materialIndex in hash_map ) ) {

					hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };

				}

				groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

				if ( ! ( groupHash in this.geometryGroups ) ) {

					this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

				}

				if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {

					hash_map[ materialIndex ].counter += 1;
					groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

					if ( ! ( groupHash in this.geometryGroups ) ) {

						this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

					}

				}

				this.geometryGroups[ groupHash ].faces3.push( f );
				this.geometryGroups[ groupHash ].vertices += 3;

			}

			this.geometryGroupsList = [];

			for ( var g in this.geometryGroups ) {

				this.geometryGroups[ g ].id = geometryGroupCounter ++;

				this.geometryGroupsList.push( this.geometryGroups[ g ] );

			}

		};
		
	} )(),

	clone: function () {

		var geometry = new THREE.Geometry();

		var vertices = this.vertices;

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

			geometry.vertices.push( vertices[ i ].clone() );

		}

		var faces = this.faces;

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

			geometry.faces.push( faces[ i ].clone() );

		}

		var uvs = this.faceVertexUvs[ 0 ];

		for ( var 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.Vector2( uv[ j ].x, uv[ j ].y ) );

			}

			geometry.faceVertexUvs[ 0 ].push( uvCopy );

		}

		return geometry;

	},

	dispose: function () {

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

	}

};

THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );

THREE.GeometryIdCount = 0;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.Camera = function () {

	THREE.Object3D.call( this );

	this.matrixWorldInverse = new THREE.Matrix4();
	this.projectionMatrix = new THREE.Matrix4();

};

THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );

THREE.Camera.prototype.lookAt = function () {

	// This routine does not support cameras with rotated and/or translated parent(s)

	var m1 = new THREE.Matrix4();

	return function ( vector ) {

		m1.lookAt( this.position, vector, this.up );

		this.quaternion.setFromRotationMatrix( m1 );

	};

}();

THREE.Camera.prototype.clone = function (camera) {

	if ( camera === undefined ) camera = new THREE.Camera();

	THREE.Object3D.prototype.clone.call( this, camera );

	camera.matrixWorldInverse.copy( this.matrixWorldInverse );
	camera.projectionMatrix.copy( this.projectionMatrix );

	return camera;
};

/**
 * @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 );

};

THREE.OrthographicCamera.prototype.clone = function () {

	var camera = new THREE.OrthographicCamera();

	THREE.Camera.prototype.clone.call( this, camera );

	camera.left = this.left;
	camera.right = this.right;
	camera.top = this.top;
	camera.bottom = this.bottom;
	
	camera.near = this.near;
	camera.far = this.far;

	return camera;
};

/**
 * @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 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
	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( THREE.Math.degToRad( this.fov * 0.5 ) ) * 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 );

	}

};

THREE.PerspectiveCamera.prototype.clone = function () {

	var camera = new THREE.PerspectiveCamera();

	THREE.Camera.prototype.clone.call( this, camera );

	camera.fov = this.fov;
	camera.aspect = this.aspect;
	camera.near = this.near;
	camera.far = this.far;

	return camera;
};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */
 
THREE.Light = function ( color ) {

	THREE.Object3D.call( this );

	this.color = new THREE.Color( color );

};

THREE.Light.prototype = Object.create( THREE.Object3D.prototype );

THREE.Light.prototype.clone = function ( light ) {

	if ( light === undefined ) light = new THREE.Light();

	THREE.Object3D.prototype.clone.call( this, light );

	light.color.copy( this.color );

	return light;

};

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

THREE.AmbientLight = function ( color ) {

	THREE.Light.call( this, color );

};

THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );

THREE.AmbientLight.prototype.clone = function () {

	var light = new THREE.AmbientLight();

	THREE.Light.prototype.clone.call( this, light );

	return light;

};

/**
 * @author MPanknin / http://www.redplant.de/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.AreaLight = function ( color, intensity ) {

	THREE.Light.call( this, color );

	this.normal = new THREE.Vector3( 0, -1, 0 );
	this.right = new THREE.Vector3( 1, 0, 0 );

	this.intensity = ( intensity !== undefined ) ? intensity : 1;

	this.width = 1.0;
	this.height = 1.0;

	this.constantAttenuation = 1.5;
	this.linearAttenuation = 0.5;
	this.quadraticAttenuation = 0.1;

};

THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );


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

THREE.DirectionalLight = function ( color, intensity ) {

	THREE.Light.call( this, color );

	this.position.set( 0, 1, 0 );
	this.target = new THREE.Object3D();

	this.intensity = ( intensity !== undefined ) ? intensity : 1;

	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 );

THREE.DirectionalLight.prototype.clone = function () {

	var light = new THREE.DirectionalLight();

	THREE.Light.prototype.clone.call( this, light );

	light.target = this.target.clone();

	light.intensity = this.intensity;

	light.castShadow = this.castShadow;
	light.onlyShadow = this.onlyShadow;

	//

	light.shadowCameraNear = this.shadowCameraNear;
	light.shadowCameraFar = this.shadowCameraFar;

	light.shadowCameraLeft = this.shadowCameraLeft;
	light.shadowCameraRight = this.shadowCameraRight;
	light.shadowCameraTop = this.shadowCameraTop;
	light.shadowCameraBottom = this.shadowCameraBottom;

	light.shadowCameraVisible = this.shadowCameraVisible;

	light.shadowBias = this.shadowBias;
	light.shadowDarkness = this.shadowDarkness;

	light.shadowMapWidth = this.shadowMapWidth;
	light.shadowMapHeight = this.shadowMapHeight;

	//

	light.shadowCascade = this.shadowCascade;

	light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
	light.shadowCascadeCount = this.shadowCascadeCount;

	light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
	light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
	light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );

	light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
	light.shadowCascadeFarZ  = this.shadowCascadeFarZ.slice( 0 );

	return light;

};

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

THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {

	THREE.Light.call( this, skyColor );

	this.position.set( 0, 100, 0 );

	this.groundColor = new THREE.Color( groundColor );
	this.intensity = ( intensity !== undefined ) ? intensity : 1;

};

THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );

THREE.HemisphereLight.prototype.clone = function () {

	var light = new THREE.HemisphereLight();

	THREE.Light.prototype.clone.call( this, light );

	light.groundColor.copy( this.groundColor );
	light.intensity = this.intensity;

	return light;

};

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

THREE.PointLight = function ( color, intensity, distance ) {

	THREE.Light.call( this, color );

	this.intensity = ( intensity !== undefined ) ? intensity : 1;
	this.distance = ( distance !== undefined ) ? distance : 0;

};

THREE.PointLight.prototype = Object.create( THREE.Light.prototype );

THREE.PointLight.prototype.clone = function () {

	var light = new THREE.PointLight();

	THREE.Light.prototype.clone.call( this, light );

	light.intensity = this.intensity;
	light.distance = this.distance;

	return light;

};

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

THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {

	THREE.Light.call( this, color );

	this.position.set( 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 / 3;
	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 );

THREE.SpotLight.prototype.clone = function () {

	var light = new THREE.SpotLight();

	THREE.Light.prototype.clone.call( this, light );

	light.target = this.target.clone();

	light.intensity = this.intensity;
	light.distance = this.distance;
	light.angle = this.angle;
	light.exponent = this.exponent;

	light.castShadow = this.castShadow;
	light.onlyShadow = this.onlyShadow;

	//

	light.shadowCameraNear = this.shadowCameraNear;
	light.shadowCameraFar = this.shadowCameraFar;
	light.shadowCameraFov = this.shadowCameraFov;

	light.shadowCameraVisible = this.shadowCameraVisible;

	light.shadowBias = this.shadowBias;
	light.shadowDarkness = this.shadowDarkness;

	light.shadowMapWidth = this.shadowMapWidth;
	light.shadowMapHeight = this.shadowMapHeight;

	return light;

};

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

THREE.Cache = function () {

	this.files = {};

};

THREE.Cache.prototype = {

	constructor: THREE.Cache,

	add: function ( key, file ) {

		// console.log( 'THREE.Cache', 'Adding key:', key );

		this.files[ key ] = file;

	},

	get: function ( key ) {

		// console.log( 'THREE.Cache', 'Checking key:', key );

		return this.files[ key ];

	},

	remove: function ( key ) {

		delete this.files[ key ];

	},

	clear: function () {

		this.files = {}

	}

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

THREE.Loader = function ( showStatus ) {

	this.showStatus = showStatus;
	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;

	this.imageLoader = new THREE.ImageLoader();

	this.onLoadStart = function () {};
	this.onLoadProgress = function () {};
	this.onLoadComplete = function () {};

};

THREE.Loader.prototype = {

	constructor: THREE.Loader,

	crossOrigin: undefined,

	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 / 1024 ).toFixed(2) + " KB";

		}

		this.statusDomElement.innerHTML = message;

	},

	extractUrlBase: function ( url ) {

		var parts = url.split( '/' );

		if ( parts.length === 1 ) return './';

		parts.pop();

		return parts.join( '/' ) + '/';

	},

	initMaterials: function ( materials, texturePath ) {

		var array = [];

		for ( var i = 0; i < materials.length; ++ i ) {

			array[ i ] = this.createMaterial( materials[ i ], texturePath );

		}

		return array;

	},

	needsTangents: function ( materials ) {

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

			var m = materials[ i ];

			if ( m instanceof THREE.ShaderMaterial ) return true;

		}

		return false;

	},

	createMaterial: function ( m, texturePath ) {

		var scope = this;

		function nearest_pow2( n ) {

			var l = Math.log( n ) / Math.LN2;
			return Math.pow( 2, Math.round(  l ) );

		}

		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {

			var isCompressed = /\.dds$/i.test( sourceFile );

			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 ) {

				var texture = where[ name ];

				scope.imageLoader.crossOrigin = scope.crossOrigin;
				scope.imageLoader.load( fullPath, function ( image ) {

					if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
						 THREE.Math.isPowerOfTwo( image.height ) === false ) {

						var width = nearest_pow2( image.width );
						var height = nearest_pow2( image.height );

						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;

				} );

			}

		}

		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 );

		}

		if ( m.colorEmissive ) {

			mpars.emissive = rgb2hex( m.colorEmissive );

		}

		// 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.ShaderLib[ "normalmap" ];
			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[ "diffuse" ].value.setHex( mpars.color );
			uniforms[ "specular" ].value.setHex( mpars.specular );
			uniforms[ "ambient" ].value.setHex( mpars.ambient );

			uniforms[ "shininess" ].value = mpars.shininess;

			if ( mpars.opacity !== undefined ) {

				uniforms[ "opacity" ].value = mpars.opacity;

			}

			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
			var material = new THREE.ShaderMaterial( parameters );

			if ( mpars.transparent ) {

				material.transparent = true;

			}

		} else {

			var material = new THREE[ mtype ]( mpars );

		}

		if ( m.DbgName !== undefined ) material.name = m.DbgName;

		return material;

	}

};

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

THREE.XHRLoader = function ( manager ) {

	this.cache = new THREE.Cache();
	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.XHRLoader.prototype = {

	constructor: THREE.XHRLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var cached = scope.cache.get( url );

		if ( cached !== undefined ) {

			onLoad( cached );
			return;

		}

		var request = new XMLHttpRequest();

		if ( onLoad !== undefined ) {

			request.addEventListener( 'load', function ( event ) {

				scope.cache.add( url, event.target.responseText );

				onLoad( event.target.responseText );
				scope.manager.itemEnd( url );

			}, false );

		}

		if ( onProgress !== undefined ) {

			request.addEventListener( 'progress', function ( event ) {

				onProgress( event );

			}, false );

		}

		if ( onError !== undefined ) {

			request.addEventListener( 'error', function ( event ) {

				onError( event );

			}, false );

		}

		if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;

		request.open( 'GET', url, true );
		request.send( null );

		scope.manager.itemStart( url );

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	}

};

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

THREE.ImageLoader = function ( manager ) {

	this.cache = new THREE.Cache();
	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.ImageLoader.prototype = {

	constructor: THREE.ImageLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var cached = scope.cache.get( url );

		if ( cached !== undefined ) {

			onLoad( cached );
			return;

		}

		var image = document.createElement( 'img' );

		if ( onLoad !== undefined ) {

			image.addEventListener( 'load', function ( event ) {

				scope.cache.add( url, this );

				onLoad( this );
				scope.manager.itemEnd( url );

			}, false );

		}

		if ( onProgress !== undefined ) {

			image.addEventListener( 'progress', function ( event ) {

				onProgress( event );

			}, false );

		}

		if ( onError !== undefined ) {

			image.addEventListener( 'error', function ( event ) {

				onError( event );

			}, false );

		}

		if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

		image.src = url;

		scope.manager.itemStart( url );

		return image;

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	}

}

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

THREE.JSONLoader = function ( showStatus ) {

	THREE.Loader.call( this, showStatus );

	this.withCredentials = false;

};

THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );

THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {

	var scope = this;

	// todo: unify load API to for easier SceneLoader use

	texturePath = texturePath && ( typeof texturePath === "string" ) ? 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 );

					if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {

						console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
						return;

					}

					var result = context.parse( json, texturePath );
					callback( result.geometry, result.materials );

				} else {

					console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file 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 ) {

			if ( callbackProgress !== undefined ) {

				length = xhr.getResponseHeader( "Content-Length" );

			}

		}

	};

	xhr.open( "GET", url, true );
	xhr.withCredentials = this.withCredentials;
	xhr.send( null );

};

THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {

	var scope = this,
	geometry = new THREE.Geometry(),
	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;

	parseModel( scale );

	parseSkin();
	parseMorphing( scale );

	geometry.computeFaceNormals();
	geometry.computeBoundingSphere();

	function parseModel( scale ) {

		function isBitSet( value, position ) {

			return value & ( 1 << position );

		}

		var i, j, fi,

		offset, zLength,

		colorIndex, normalIndex, uvIndex, materialIndex,

		type,
		isQuad,
		hasMaterial,
		hasFaceVertexUv,
		hasFaceNormal, hasFaceVertexNormal,
		hasFaceColor, hasFaceVertexColor,

		vertex, face, faceA, faceB, color, hex, normal,

		uvLayer, uv, u, v,

		faces = json.faces,
		vertices = json.vertices,
		normals = json.normals,
		colors = json.colors,

		nUvLayers = 0;

		if ( json.uvs !== undefined ) {

			// disregard empty arrays

			for ( i = 0; i < json.uvs.length; i++ ) {

				if ( json.uvs[ i ].length ) nUvLayers ++;

			}

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

				geometry.faceVertexUvs[ i ] = [];

			}

		}

		offset = 0;
		zLength = vertices.length;

		while ( offset < zLength ) {

			vertex = new 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 );
			hasFaceVertexUv     = isBitSet( type, 3 );
			hasFaceNormal       = isBitSet( type, 4 );
			hasFaceVertexNormal = isBitSet( type, 5 );
			hasFaceColor	    = isBitSet( type, 6 );
			hasFaceVertexColor  = isBitSet( type, 7 );

			// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

			if ( isQuad ) {

				faceA = new THREE.Face3();
				faceA.a = faces[ offset ];
				faceA.b = faces[ offset + 1 ];
				faceA.c = faces[ offset + 3 ];

				faceB = new THREE.Face3();
				faceB.a = faces[ offset + 1 ];
				faceB.b = faces[ offset + 2 ];
				faceB.c = faces[ offset + 3 ];

				offset += 4;

				if ( hasMaterial ) {

					materialIndex = faces[ offset ++ ];
					faceA.materialIndex = materialIndex;
					faceB.materialIndex = materialIndex;

				}

				// to get face <=> uv index correspondence

				fi = geometry.faces.length;

				if ( hasFaceVertexUv ) {

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

						uvLayer = json.uvs[ i ];

						geometry.faceVertexUvs[ i ][ fi ] = [];
						geometry.faceVertexUvs[ i ][ fi + 1 ] = []

						for ( j = 0; j < 4; j ++ ) {

							uvIndex = faces[ offset ++ ];

							u = uvLayer[ uvIndex * 2 ];
							v = uvLayer[ uvIndex * 2 + 1 ];

							uv = new THREE.Vector2( u, v );

							if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
							if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );

						}

					}

				}

				if ( hasFaceNormal ) {

					normalIndex = faces[ offset ++ ] * 3;

					faceA.normal.set(
						normals[ normalIndex ++ ],
						normals[ normalIndex ++ ],
						normals[ normalIndex ]
					);

					faceB.normal.copy( faceA.normal );

				}

				if ( hasFaceVertexNormal ) {

					for ( i = 0; i < 4; i++ ) {

						normalIndex = faces[ offset ++ ] * 3;

						normal = new THREE.Vector3(
							normals[ normalIndex ++ ],
							normals[ normalIndex ++ ],
							normals[ normalIndex ]
						);


						if ( i !== 2 ) faceA.vertexNormals.push( normal );
						if ( i !== 0 ) faceB.vertexNormals.push( normal );

					}

				}


				if ( hasFaceColor ) {

					colorIndex = faces[ offset ++ ];
					hex = colors[ colorIndex ];

					faceA.color.setHex( hex );
					faceB.color.setHex( hex );

				}


				if ( hasFaceVertexColor ) {

					for ( i = 0; i < 4; i++ ) {

						colorIndex = faces[ offset ++ ];
						hex = colors[ colorIndex ];

						if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
						if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );

					}

				}

				geometry.faces.push( faceA );
				geometry.faces.push( faceB );

			} else {

				face = new THREE.Face3();
				face.a = faces[ offset ++ ];
				face.b = faces[ offset ++ ];
				face.c = faces[ offset ++ ];

				if ( hasMaterial ) {

					materialIndex = faces[ offset ++ ];
					face.materialIndex = materialIndex;

				}

				// to get face <=> uv index correspondence

				fi = geometry.faces.length;

				if ( hasFaceVertexUv ) {

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

						uvLayer = json.uvs[ i ];

						geometry.faceVertexUvs[ i ][ fi ] = [];

						for ( j = 0; j < 3; j ++ ) {

							uvIndex = faces[ offset ++ ];

							u = uvLayer[ uvIndex * 2 ];
							v = uvLayer[ uvIndex * 2 + 1 ];

							uv = new THREE.Vector2( u, v );

							geometry.faceVertexUvs[ i ][ fi ].push( uv );

						}

					}

				}

				if ( hasFaceNormal ) {

					normalIndex = faces[ offset ++ ] * 3;

					face.normal.set(
						normals[ normalIndex ++ ],
						normals[ normalIndex ++ ],
						normals[ normalIndex ]
					);

				}

				if ( hasFaceVertexNormal ) {

					for ( i = 0; i < 3; i++ ) {

						normalIndex = faces[ offset ++ ] * 3;

						normal = new THREE.Vector3(
							normals[ normalIndex ++ ],
							normals[ normalIndex ++ ],
							normals[ normalIndex ]
						);

						face.vertexNormals.push( normal );

					}

				}


				if ( hasFaceColor ) {

					colorIndex = faces[ offset ++ ];
					face.color.setHex( colors[ colorIndex ] );

				}


				if ( hasFaceVertexColor ) {

					for ( i = 0; i < 3; i++ ) {

						colorIndex = faces[ offset ++ ];
						face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );

					}

				}

				geometry.faces.push( face );

			}

		}

	};

	function parseSkin() {
		var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;

		if ( json.skinWeights ) {

			for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {

				var x =                               json.skinWeights[ i     ];
				var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
				var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
				var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;

				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );

			}

		}

		if ( json.skinIndices ) {

			for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {

				var a =                               json.skinIndices[ i     ];
				var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
				var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
				var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;

				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );

			}

		}

		geometry.bones = json.bones;

		if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {

				console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
					geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );

		}


		// could change this to json.animations[0] or remove completely
		
		geometry.animation = json.animation;
		geometry.animations = json.animations;

	};

	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 );

				}

			}

		}

	};

	if ( json.materials === undefined || json.materials.length === 0 ) {

		return { geometry: geometry };

	} else {

		var materials = this.initMaterials( json.materials, texturePath );

		if ( this.needsTangents( materials ) ) {

			geometry.computeTangents();

		}

		return { geometry: geometry, materials: materials };

	}

};

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

THREE.LoadingManager = function ( onLoad, onProgress, onError ) {

	var scope = this;

	var loaded = 0, total = 0;

	this.onLoad = onLoad;
	this.onProgress = onProgress;
	this.onError = onError;

	this.itemStart = function ( url ) {

		total ++;

	};

	this.itemEnd = function ( url ) {

		loaded ++;

		if ( scope.onProgress !== undefined ) {

			scope.onProgress( url, loaded, total );

		}

		if ( loaded === total && scope.onLoad !== undefined ) {

			scope.onLoad();

		}

	};

};

THREE.DefaultLoadingManager = new THREE.LoadingManager();

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

THREE.BufferGeometryLoader = function ( manager ) {

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.BufferGeometryLoader.prototype = {

	constructor: THREE.BufferGeometryLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.XHRLoader();
		loader.setCrossOrigin( this.crossOrigin );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( JSON.parse( text ) ) );

		} );

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	parse: function ( json ) {

		var geometry = new THREE.BufferGeometry();

		var attributes = json.attributes;
		var offsets = json.offsets;
		var boundingSphere = json.boundingSphere;

		for ( var key in attributes ) {

			var attribute = attributes[ key ];

			geometry.attributes[ key ] = {
				itemSize: attribute.itemSize,
				array: new self[ attribute.type ]( attribute.array )
			}

		}

		if ( offsets !== undefined ) {

			geometry.offsets = JSON.parse( JSON.stringify( offsets ) );

		}

		if ( boundingSphere !== undefined ) {

			geometry.boundingSphere = new THREE.Sphere(
				new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
				boundingSphere.radius
			);

		}

		return geometry;

	}

};

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

THREE.MaterialLoader = function ( manager ) {

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.MaterialLoader.prototype = {

	constructor: THREE.MaterialLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.XHRLoader();
		loader.setCrossOrigin( this.crossOrigin );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( JSON.parse( text ) ) );

		} );

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	parse: function ( json ) {

		var material = new THREE[ json.type ];

		if ( json.color !== undefined ) material.color.setHex( json.color );
		if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
		if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
		if ( json.specular !== undefined ) material.specular.setHex( json.specular );
		if ( json.shininess !== undefined ) material.shininess = json.shininess;
		if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
		if ( json.blending !== undefined ) material.blending = json.blending;
		if ( json.side !== undefined ) material.side = json.side;
		if ( json.opacity !== undefined ) material.opacity = json.opacity;
		if ( json.transparent !== undefined ) material.transparent = json.transparent;
		if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;

		if ( json.materials !== undefined ) {

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

				material.materials.push( this.parse( json.materials[ i ] ) );

			}

		}

		return material;

	}

};

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

THREE.ObjectLoader = function ( manager ) {

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.ObjectLoader.prototype = {

	constructor: THREE.ObjectLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.XHRLoader( scope.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( JSON.parse( text ) ) );

		} );

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	parse: function ( json ) {

		var geometries = this.parseGeometries( json.geometries );
		var materials = this.parseMaterials( json.materials );
		var object = this.parseObject( json.object, geometries, materials );

		return object;

	},

	parseGeometries: function ( json ) {

		var geometries = {};

		if ( json !== undefined ) {

			var geometryLoader = new THREE.JSONLoader();
			var bufferGeometryLoader = new THREE.BufferGeometryLoader();

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

				var geometry;
				var data = json[ i ];

				switch ( data.type ) {

					case 'PlaneGeometry':

						geometry = new THREE.PlaneGeometry(
							data.width,
							data.height,
							data.widthSegments,
							data.heightSegments
						);

						break;

					case 'BoxGeometry':
					case 'CubeGeometry': // DEPRECATED

						geometry = new THREE.BoxGeometry(
							data.width,
							data.height,
							data.depth,
							data.widthSegments,
							data.heightSegments,
							data.depthSegments
						);

						break;

					case 'CircleGeometry':

						geometry = new THREE.CircleGeometry(
							data.radius,
							data.segments
						);

						break;

					case 'CylinderGeometry':

						geometry = new THREE.CylinderGeometry(
							data.radiusTop,
							data.radiusBottom,
							data.height,
							data.radialSegments,
							data.heightSegments,
							data.openEnded
						);

						break;

					case 'SphereGeometry':

						geometry = new THREE.SphereGeometry(
							data.radius,
							data.widthSegments,
							data.heightSegments,
							data.phiStart,
							data.phiLength,
							data.thetaStart,
							data.thetaLength
						);

						break;

					case 'IcosahedronGeometry':

						geometry = new THREE.IcosahedronGeometry(
							data.radius,
							data.detail
						);

						break;

					case 'TorusGeometry':

						geometry = new THREE.TorusGeometry(
							data.radius,
							data.tube,
							data.radialSegments,
							data.tubularSegments,
							data.arc
						);

						break;

					case 'TorusKnotGeometry':

						geometry = new THREE.TorusKnotGeometry(
							data.radius,
							data.tube,
							data.radialSegments,
							data.tubularSegments,
							data.p,
							data.q,
							data.heightScale
						);

						break;

					case 'BufferGeometry':

						geometry = bufferGeometryLoader.parse( data.data );

						break;

					case 'Geometry':

						geometry = geometryLoader.parse( data.data ).geometry;

						break;

				}

				geometry.uuid = data.uuid;

				if ( data.name !== undefined ) geometry.name = data.name;

				geometries[ data.uuid ] = geometry;

			}

		}

		return geometries;

	},

	parseMaterials: function ( json ) {

		var materials = {};

		if ( json !== undefined ) {

			var loader = new THREE.MaterialLoader();

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

				var data = json[ i ];
				var material = loader.parse( data );

				material.uuid = data.uuid;

				if ( data.name !== undefined ) material.name = data.name;

				materials[ data.uuid ] = material;

			}

		}

		return materials;

	},

	parseObject: function () {

		var matrix = new THREE.Matrix4();

		return function ( data, geometries, materials ) {

			var object;

			switch ( data.type ) {

				case 'Scene':

					object = new THREE.Scene();

					break;

				case 'PerspectiveCamera':

					object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

					break;

				case 'OrthographicCamera':

					object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

					break;

				case 'AmbientLight':

					object = new THREE.AmbientLight( data.color );

					break;

				case 'DirectionalLight':

					object = new THREE.DirectionalLight( data.color, data.intensity );

					break;

				case 'PointLight':

					object = new THREE.PointLight( data.color, data.intensity, data.distance );

					break;

				case 'SpotLight':

					object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );

					break;

				case 'HemisphereLight':

					object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );

					break;

				case 'Mesh':

					var geometry = geometries[ data.geometry ];
					var material = materials[ data.material ];

					if ( geometry === undefined ) {

						console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );

					}

					if ( material === undefined ) {

						console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );

					}

					object = new THREE.Mesh( geometry, material );

					break;

				case 'Sprite':

					var material = materials[ data.material ];

					if ( material === undefined ) {

						console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );

					}

					object = new THREE.Sprite( material );

					break;

				default:

					object = new THREE.Object3D();

			}

			object.uuid = data.uuid;

			if ( data.name !== undefined ) object.name = data.name;
			if ( data.matrix !== undefined ) {

				matrix.fromArray( data.matrix );
				matrix.decompose( object.position, object.quaternion, object.scale );

			} else {

				if ( data.position !== undefined ) object.position.fromArray( data.position );
				if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
				if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

			}

			if ( data.visible !== undefined ) object.visible = data.visible;
			if ( data.userData !== undefined ) object.userData = data.userData;

			if ( data.children !== undefined ) {

				for ( var child in data.children ) {

					object.add( this.parseObject( data.children[ child ], geometries, materials ) );

				}

			}

			return object;

		}

	}()

};

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

THREE.SceneLoader = function () {

	this.onLoadStart = function () {};
	this.onLoadProgress = function() {};
	this.onLoadComplete = function () {};

	this.callbackSync = function () {};
	this.callbackProgress = function () {};

	this.geometryHandlers = {};
	this.hierarchyHandlers = {};

	this.addGeometryHandler( "ascii", THREE.JSONLoader );

};

THREE.SceneLoader.prototype = {

	constructor: THREE.SceneLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.XHRLoader( scope.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.load( url, function ( text ) {

			scope.parse( JSON.parse( text ), onLoad, url );

		} );

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	addGeometryHandler: function ( typeID, loaderClass ) {

		this.geometryHandlers[ typeID ] = { "loaderClass": loaderClass };

	},

	addHierarchyHandler: function ( typeID, loaderClass ) {

		this.hierarchyHandlers[ typeID ] = { "loaderClass": loaderClass };

	},

	parse: function ( json, callbackFinished, url ) {

		var scope = this;

		var urlBase = THREE.Loader.prototype.extractUrlBase( url );

		var geometry, material, camera, fog,
			texture, images, color,
			light, hex, intensity,
			counter_models, counter_textures,
			total_models, total_textures,
			result;

		var target_array = [];

		var data = json;

		// async geometry loaders

		for ( var typeID in this.geometryHandlers ) {

			var loaderClass = this.geometryHandlers[ typeID ][ "loaderClass" ];
			this.geometryHandlers[ typeID ][ "loaderObject" ] = new loaderClass();

		}

		// async hierachy loaders

		for ( var typeID in this.hierarchyHandlers ) {

			var loaderClass = this.hierarchyHandlers[ typeID ][ "loaderClass" ];
			this.hierarchyHandlers[ typeID ][ "loaderObject" ] = new loaderClass();

		}

		counter_models = 0;
		counter_textures = 0;

		result = {

			scene: new THREE.Scene(),
			geometries: {},
			face_materials: {},
			materials: {},
			textures: {},
			objects: {},
			cameras: {},
			lights: {},
			fogs: {},
			empties: {},
			groups: {}

		};

		if ( data.transform ) {

			var position = data.transform.position,
				rotation = data.transform.rotation,
				scale = data.transform.scale;

			if ( position ) {

				result.scene.position.fromArray( position );

			}

			if ( rotation ) {

				result.scene.rotation.fromArray( rotation );

			}

			if ( scale ) {

				result.scene.scale.fromArray( scale );

			}

			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 ) {

			var mat, dst, pos, rot, scl, quat;

			for ( var objID in children ) {

				// check by id if child has already been handled,
				// if not, create new object

				var object = result.objects[ objID ];
				var objJSON = children[ objID ];

				if ( object === undefined ) {

					// meshes

					if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {

						if ( objJSON.loading === undefined ) {

							var reservedTypes = {
								"type": 1, "url": 1, "material": 1,
								"position": 1, "rotation": 1, "scale" : 1,
								"visible": 1, "children": 1, "userData": 1,
								"skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1
							};

							var loaderParameters = {};

							for ( var parType in objJSON ) {

								if ( ! ( parType in reservedTypes ) ) {

									loaderParameters[ parType ] = objJSON[ parType ];

								}

							}

							material = result.materials[ objJSON.material ];

							objJSON.loading = true;

							var loader = scope.hierarchyHandlers[ objJSON.type ][ "loaderObject" ];

							// ColladaLoader

							if ( loader.options ) {

								loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );

							// UTF8Loader
							// OBJLoader

							} else {

								loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );

							}

						}

					} else if ( objJSON.geometry !== undefined ) {

						geometry = result.geometries[ objJSON.geometry ];

						// geometry already loaded

						if ( geometry ) {

							var needsTangents = false;

							material = result.materials[ objJSON.material ];
							needsTangents = material instanceof THREE.ShaderMaterial;

							pos = objJSON.position;
							rot = objJSON.rotation;
							scl = objJSON.scale;
							mat = objJSON.matrix;
							quat = objJSON.quaternion;

							// use materials from the model file
							// if there is no material specified in the object

							if ( ! objJSON.material ) {

								material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );

							}

							// use materials from the model file
							// if there is just empty face material
							// (must create new material as each model has its own face material)

							if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {

								material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );

							}

							if ( material instanceof THREE.MeshFaceMaterial ) {

								for ( var i = 0; i < material.materials.length; i ++ ) {

									needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );

								}

							}

							if ( needsTangents ) {

								geometry.computeTangents();

							}

							if ( objJSON.skin ) {

								object = new THREE.SkinnedMesh( geometry, material );

							} else if ( objJSON.morph ) {

								object = new THREE.MorphAnimMesh( geometry, material );

								if ( objJSON.duration !== undefined ) {

									object.duration = objJSON.duration;

								}

								if ( objJSON.time !== undefined ) {

									object.time = objJSON.time;

								}

								if ( objJSON.mirroredLoop !== undefined ) {

									object.mirroredLoop = objJSON.mirroredLoop;

								}

								if ( material.morphNormals ) {

									geometry.computeMorphNormals();

								}

							} else {

								object = new THREE.Mesh( geometry, material );

							}

							object.name = objID;

							if ( mat ) {

								object.matrixAutoUpdate = false;
								object.matrix.set(
									mat[0],  mat[1],  mat[2],  mat[3],
									mat[4],  mat[5],  mat[6],  mat[7],
									mat[8],  mat[9],  mat[10], mat[11],
									mat[12], mat[13], mat[14], mat[15]
								);

							} else {

								object.position.fromArray( pos );

								if ( quat ) {

									object.quaternion.fromArray( quat );

								} else {

									object.rotation.fromArray( rot );

								}

								object.scale.fromArray( scl );

							}

							object.visible = objJSON.visible;
							object.castShadow = objJSON.castShadow;
							object.receiveShadow = objJSON.receiveShadow;

							parent.add( object );

							result.objects[ objID ] = object;

						}

					// lights

					} else if ( objJSON.type === "AmbientLight" || objJSON.type === "PointLight" ||
						objJSON.type === "DirectionalLight" || objJSON.type === "SpotLight" ||
						objJSON.type === "HemisphereLight" || objJSON.type === "AreaLight" ) {

						var color = objJSON.color;
						var intensity = objJSON.intensity;
						var distance = objJSON.distance;
						var position = objJSON.position;
						var rotation = objJSON.rotation;

						switch ( objJSON.type ) {

							case 'AmbientLight':
								light = new THREE.AmbientLight( color );
								break;

							case 'PointLight':
								light = new THREE.PointLight( color, intensity, distance );
								light.position.fromArray( position );
								break;

							case 'DirectionalLight':
								light = new THREE.DirectionalLight( color, intensity );
								light.position.fromArray( objJSON.direction );
								break;

							case 'SpotLight':
								light = new THREE.SpotLight( color, intensity, distance, 1 );
								light.angle = objJSON.angle;
								light.position.fromArray( position );
								light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
								light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
								break;

							case 'HemisphereLight':
								light = new THREE.DirectionalLight( color, intensity, distance );
								light.target.set( position[ 0 ], position[ 1 ] - distance, position[ 2 ] );
								light.target.applyEuler( new THREE.Euler( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ], 'XYZ' ) );
								break;

							case 'AreaLight':
								light = new THREE.AreaLight(color, intensity);
								light.position.fromArray( position );
								light.width = objJSON.size;
								light.height = objJSON.size_y;
								break;

						}

						parent.add( light );

						light.name = objID;
						result.lights[ objID ] = light;
						result.objects[ objID ] = light;

					// cameras

					} else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {

						pos = objJSON.position;
						rot = objJSON.rotation;
						quat = objJSON.quaternion;

						if ( objJSON.type === "PerspectiveCamera" ) {

							camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );

						} else if ( objJSON.type === "OrthographicCamera" ) {

							camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );

						}

						camera.name = objID;
						camera.position.fromArray( pos );

						if ( quat !== undefined ) {

							camera.quaternion.fromArray( quat );

						} else if ( rot !== undefined ) {

							camera.rotation.fromArray( rot );

						}

						parent.add( camera );

						result.cameras[ objID ] = camera;
						result.objects[ objID ] = camera;

					// pure Object3D

					} else {

						pos = objJSON.position;
						rot = objJSON.rotation;
						scl = objJSON.scale;
						quat = objJSON.quaternion;

						object = new THREE.Object3D();
						object.name = objID;
						object.position.fromArray( pos );

						if ( quat ) {

							object.quaternion.fromArray( quat );

						} else {

							object.rotation.fromArray( rot );

						}

						object.scale.fromArray( scl );
						object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;

						parent.add( object );

						result.objects[ objID ] = object;
						result.empties[ objID ] = object;

					}

					if ( object ) {

						if ( objJSON.userData !== undefined ) {

							for ( var key in objJSON.userData ) {

								var value = objJSON.userData[ key ];
								object.userData[ key ] = value;

							}

						}

						if ( objJSON.groups !== undefined ) {

							for ( var i = 0; i < objJSON.groups.length; i ++ ) {

								var groupID = objJSON.groups[ i ];

								if ( result.groups[ groupID ] === undefined ) {

									result.groups[ groupID ] = [];

								}

								result.groups[ groupID ].push( objID );

							}

						}

					}

				}

				if ( object !== undefined && objJSON.children !== undefined ) {

					handle_children( object, objJSON.children );

				}

			}

		};

		function handle_mesh( geo, mat, id ) {

			result.geometries[ id ] = geo;
			result.face_materials[ id ] = mat;
			handle_objects();

		};

		function handle_hierarchy( node, id, parent, material, obj ) {

			var p = obj.position;
			var r = obj.rotation;
			var q = obj.quaternion;
			var s = obj.scale;

			node.position.fromArray( p );

			if ( q ) {

				node.quaternion.fromArray( q );

			} else {

				node.rotation.fromArray( r );

			}

			node.scale.fromArray( s );

			// override children materials
			// if object material was specified in JSON explicitly

			if ( material ) {

				node.traverse( function ( child ) {

					child.material = material;

				} );

			}

			// override children visibility
			// with root node visibility as specified in JSON

			var visible = ( obj.visible !== undefined ) ? obj.visible : true;

			node.traverse( function ( child ) {

				child.visible = visible;

			} );

			parent.add( node );

			node.name = id;

			result.objects[ id ] = node;
			handle_objects();

		};

		function create_callback_geometry( id ) {

			return function ( geo, mat ) {

				geo.name = id;

				handle_mesh( geo, mat, id );

				counter_models -= 1;

				scope.onLoadComplete();

				async_callback_gate();

			}

		};

		function create_callback_hierachy( id, parent, material, obj ) {

			return function ( event ) {

				var result;

				// loaders which use EventDispatcher

				if ( event.content ) {

					result = event.content;

				// ColladaLoader

				} else if ( event.dae ) {

					result = event.scene;


				// UTF8Loader

				} else {

					result = event;

				}

				handle_hierarchy( result, id, parent, material, obj );

				counter_models -= 1;

				scope.onLoadComplete();

				async_callback_gate();

			}

		};

		function create_callback_embed( id ) {

			return function ( geo, mat ) {

				geo.name = id;

				result.geometries[ id ] = geo;
				result.face_materials[ id ] = mat;

			}

		};

		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 ) {

				finalize();
				callbackFinished( result );

			}

		};

		function finalize() {

			// take care of targets which could be asynchronously loaded objects

			for ( var i = 0; i < target_array.length; i ++ ) {

				var ta = target_array[ i ];

				var target = result.objects[ ta.targetName ];

				if ( target ) {

					ta.object.target = target;

				} else {

					// if there was error and target of specified name doesn't exist in the scene file
					// create instead dummy target
					// (target must be added to scene explicitly as parent is already added)

					ta.object.target = new THREE.Object3D();
					result.scene.add( ta.object.target );

				}

				ta.object.target.userData.targetInverse = ta.object;

			}

		};

		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 );

			};

		};

		function traverse_json_hierarchy( objJSON, callback ) {

			callback( objJSON );

			if ( objJSON.children !== undefined ) {

				for ( var objChildID in objJSON.children ) {

					traverse_json_hierarchy( objJSON.children[ objChildID ], callback );

				}

			}

		};

		// first go synchronous elements

		// fogs

		var fogID, fogJSON;

		for ( fogID in data.fogs ) {

			fogJSON = data.fogs[ fogID ];

			if ( fogJSON.type === "linear" ) {

				fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );

			} else if ( fogJSON.type === "exp2" ) {

				fog = new THREE.FogExp2( 0x000000, fogJSON.density );

			}

			color = fogJSON.color;
			fog.color.setRGB( color[0], color[1], color[2] );

			result.fogs[ fogID ] = fog;

		}

		// now come potentially asynchronous elements

		// geometries

		// count how many geometries will be loaded asynchronously

		var geoID, geoJSON;

		for ( geoID in data.geometries ) {

			geoJSON = data.geometries[ geoID ];

			if ( geoJSON.type in this.geometryHandlers ) {

				counter_models += 1;

				scope.onLoadStart();

			}

		}

		// count how many hierarchies will be loaded asynchronously

		for ( var objID in data.objects ) {

			traverse_json_hierarchy( data.objects[ objID ], function ( objJSON ) {

				if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {

					counter_models += 1;

					scope.onLoadStart();

				}

			});

		}

		total_models = counter_models;

		for ( geoID in data.geometries ) {

			geoJSON = data.geometries[ geoID ];

			if ( geoJSON.type === "cube" ) {

				geometry = new THREE.BoxGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
				geometry.name = geoID;
				result.geometries[ geoID ] = geometry;

			} else if ( geoJSON.type === "plane" ) {

				geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
				geometry.name = geoID;
				result.geometries[ geoID ] = geometry;

			} else if ( geoJSON.type === "sphere" ) {

				geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
				geometry.name = geoID;
				result.geometries[ geoID ] = geometry;

			} else if ( geoJSON.type === "cylinder" ) {

				geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
				geometry.name = geoID;
				result.geometries[ geoID ] = geometry;

			} else if ( geoJSON.type === "torus" ) {

				geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
				geometry.name = geoID;
				result.geometries[ geoID ] = geometry;

			} else if ( geoJSON.type === "icosahedron" ) {

				geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
				geometry.name = geoID;
				result.geometries[ geoID ] = geometry;

			} else if ( geoJSON.type in this.geometryHandlers ) {

				var loaderParameters = {};

				for ( var parType in geoJSON ) {

					if ( parType !== "type" && parType !== "url" ) {

						loaderParameters[ parType ] = geoJSON[ parType ];

					}

				}

				var loader = this.geometryHandlers[ geoJSON.type ][ "loaderObject" ];
				loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );

			} else if ( geoJSON.type === "embedded" ) {

				var modelJson = data.embeds[ geoJSON.id ],
					texture_path = "";

				// pass metadata along to jsonLoader so it knows the format version

				modelJson.metadata = data.metadata;

				if ( modelJson ) {

					var jsonLoader = this.geometryHandlers[ "ascii" ][ "loaderObject" ];
					var model = jsonLoader.parse( modelJson, texture_path );
					create_callback_embed( geoID )( model.geometry, model.materials );

				}

			}

		}

		// textures

		// count how many textures will be loaded asynchronously

		var textureID, textureJSON;

		for ( textureID in data.textures ) {

			textureJSON = data.textures[ textureID ];

			if ( textureJSON.url instanceof Array ) {

				counter_textures += textureJSON.url.length;

				for( var n = 0; n < textureJSON.url.length; n ++ ) {

					scope.onLoadStart();

				}

			} else {

				counter_textures += 1;

				scope.onLoadStart();

			}

		}

		total_textures = counter_textures;

		for ( textureID in data.textures ) {

			textureJSON = data.textures[ textureID ];

			if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {

				textureJSON.mapping = new THREE[ textureJSON.mapping ]();

			}

			if ( textureJSON.url instanceof Array ) {

				var count = textureJSON.url.length;
				var url_array = [];

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

					url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );

				}

				var isCompressed = /\.dds$/i.test( url_array[ 0 ] );

				if ( isCompressed ) {

					texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );

				} else {

					texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );

				}

			} else {

				var isCompressed = /\.dds$/i.test( textureJSON.url );
				var fullUrl = get_url( textureJSON.url, data.urlBaseType );
				var textureCallback = generateTextureCallback( 1 );

				if ( isCompressed ) {

					texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );

				} else {

					texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );

				}

				if ( THREE[ textureJSON.minFilter ] !== undefined )
					texture.minFilter = THREE[ textureJSON.minFilter ];

				if ( THREE[ textureJSON.magFilter ] !== undefined )
					texture.magFilter = THREE[ textureJSON.magFilter ];

				if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;

				if ( textureJSON.repeat ) {

					texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );

					if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
					if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;

				}

				if ( textureJSON.offset ) {

					texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );

				}

				// handle wrap after repeat so that default repeat can be overriden

				if ( textureJSON.wrap ) {

					var wrapMap = {
						"repeat": THREE.RepeatWrapping,
						"mirror": THREE.MirroredRepeatWrapping
					}

					if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
					if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];

				}

			}

			result.textures[ textureID ] = texture;

		}

		// materials

		var matID, matJSON;
		var parID;

		for ( matID in data.materials ) {

			matJSON = data.materials[ matID ];

			for ( parID in matJSON.parameters ) {

				if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {

					matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];

				} else if ( parID === "shading" ) {

					matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;

				} else if ( parID === "side" ) {

					if ( matJSON.parameters[ parID ] == "double" ) {

						matJSON.parameters[ parID ] = THREE.DoubleSide;

					} else if ( matJSON.parameters[ parID ] == "back" ) {

						matJSON.parameters[ parID ] = THREE.BackSide;

					} else {

						matJSON.parameters[ parID ] = THREE.FrontSide;

					}

				} else if ( parID === "blending" ) {

					matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;

				} else if ( parID === "combine" ) {

					matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;

				} else if ( parID === "vertexColors" ) {

					if ( matJSON.parameters[ parID ] == "face" ) {

						matJSON.parameters[ parID ] = THREE.FaceColors;

					// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false

					} else if ( matJSON.parameters[ parID ] ) {

						matJSON.parameters[ parID ] = THREE.VertexColors;

					}

				} else if ( parID === "wrapRGB" ) {

					var v3 = matJSON.parameters[ parID ];
					matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );

				}

			}

			if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {

				matJSON.parameters.transparent = true;

			}

			if ( matJSON.parameters.normalMap ) {

				var shader = THREE.ShaderLib[ "normalmap" ];
				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

				var diffuse = matJSON.parameters.color;
				var specular = matJSON.parameters.specular;
				var ambient = matJSON.parameters.ambient;
				var shininess = matJSON.parameters.shininess;

				uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];

				if ( matJSON.parameters.normalScale ) {

					uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );

				}

				if ( matJSON.parameters.map ) {

					uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
					uniforms[ "enableDiffuse" ].value = true;

				}

				if ( matJSON.parameters.envMap ) {

					uniforms[ "tCube" ].value = matJSON.parameters.envMap;
					uniforms[ "enableReflection" ].value = true;
					uniforms[ "reflectivity" ].value = matJSON.parameters.reflectivity;

				}

				if ( matJSON.parameters.lightMap ) {

					uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
					uniforms[ "enableAO" ].value = true;

				}

				if ( matJSON.parameters.specularMap ) {

					uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
					uniforms[ "enableSpecular" ].value = true;

				}

				if ( matJSON.parameters.displacementMap ) {

					uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
					uniforms[ "enableDisplacement" ].value = true;

					uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
					uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;

				}

				uniforms[ "diffuse" ].value.setHex( diffuse );
				uniforms[ "specular" ].value.setHex( specular );
				uniforms[ "ambient" ].value.setHex( ambient );

				uniforms[ "shininess" ].value = shininess;

				if ( matJSON.parameters.opacity ) {

					uniforms[ "opacity" ].value = matJSON.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[ matJSON.type ]( matJSON.parameters );

			}

			material.name = matID;

			result.materials[ matID ] = material;

		}

		// second pass through all materials to initialize MeshFaceMaterials
		// that could be referring to other materials out of order

		for ( matID in data.materials ) {

			matJSON = data.materials[ matID ];

			if ( matJSON.parameters.materials ) {

				var materialArray = [];

				for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {

					var label = matJSON.parameters.materials[ i ];
					materialArray.push( result.materials[ label ] );

				}

				result.materials[ matID ].materials = materialArray;

			}

		}

		// objects ( synchronous init of procedural primitives )

		handle_objects();

		// 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 ];

		}

		// synchronous callback

		scope.callbackSync( result );

		// just in case there are no async elements

		async_callback_gate();

	}

}

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

THREE.TextureLoader = function ( manager ) {

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.TextureLoader.prototype = {

	constructor: THREE.TextureLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.ImageLoader( scope.manager );
		loader.setCrossOrigin( this.crossOrigin );
		loader.load( url, function ( image ) {

			var texture = new THREE.Texture( image );
			texture.needsUpdate = true;

			if ( onLoad !== undefined ) {

				onLoad( texture );

			}

		} );

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	}

};

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

THREE.Material = function () {

	this.id = THREE.MaterialIdCount ++;
	this.uuid = THREE.Math.generateUUID();

	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 = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer

	this.visible = true;

	this.needsUpdate = true;

};

THREE.Material.prototype = {

	constructor: THREE.Material,

	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 ) {

					currentValue.set( newValue );

				} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {

					currentValue.copy( newValue );

				} else if ( key == 'overdraw') {

					// ensure overdraw is backwards-compatable with legacy boolean type
					this[ key ] = Number(newValue);

				} else {

					this[ key ] = newValue;

				}

			}

		}

	},

	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;

	},

	dispose: function () {

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

	}

};

THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );

THREE.MaterialIdCount = 0;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <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 alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  linewidth: <float>,
 *
 *  scale: <float>,
 *  dashSize: <float>,
 *  gapSize: <float>,
 *
 *  vertexColors: <bool>
 *
 *  fog: <bool>
 * }
 */

THREE.LineDashedMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );

	this.linewidth = 1;

	this.scale = 1;
	this.dashSize = 3;
	this.gapSize = 1;

	this.vertexColors = false;

	this.fog = true;

	this.setValues( parameters );

};

THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.LineDashedMaterial.prototype.clone = function () {

	var material = new THREE.LineDashedMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.linewidth = this.linewidth;

	material.scale = this.scale;
	material.dashSize = this.dashSize;
	material.gapSize = this.gapSize;

	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>,
 *  depthWrite: <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>,
 *  depthWrite: <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>,
 *  depthWrite: <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.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.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>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

THREE.MeshDepthMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.morphTargets = false;
	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.MeshDepthMaterial();

	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>,
 *  depthWrite: <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.morphTargets = false;

	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 ( materials ) {

	this.materials = materials instanceof Array ? materials : [];

};

THREE.MeshFaceMaterial.prototype.clone = function () {

	var material = new THREE.MeshFaceMaterial();

	for ( var i = 0; i < this.materials.length; i ++ ) {

		material.materials.push( this.materials[ i ].clone() );

	}

	return material;

};

/**
 * @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>,
 *  depthWrite: <bool>,
 *
 *  vertexColors: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.ParticleSystemMaterial = 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.ParticleSystemMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ParticleSystemMaterial.prototype.clone = function () {

	var material = new THREE.ParticleSystemMaterial();

	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;

};

// backwards compatibility

THREE.ParticleBasicMaterial = THREE.ParticleSystemMaterial;

/**
 * @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>,
 *  depthWrite: <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.linewidth = 1;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.fog = false; // set to use scene fog

	this.lights = false; // set to use scene lights

	this.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

	// When rendered geometry doesn't include these attributes but the material does,
	// use these default values in WebGL. This avoids errors when buffer data is missing.
	this.defaultAttributeValues = {
		"color" : [ 1, 1, 1 ],
		"uv" : [ 0, 0 ],
		"uv2" : [ 0, 0 ]
	};

	this.index0AttributeName = undefined;

	this.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 = THREE.UniformsUtils.clone( 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/
 */

THREE.RawShaderMaterial = function ( parameters ) {

	THREE.ShaderMaterial.call( this, parameters );

};

THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );

THREE.RawShaderMaterial.prototype.clone = function () {

	var material = new THREE.RawShaderMaterial();

	THREE.ShaderMaterial.prototype.clone.call( this, material );

	return material;

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *	uvOffset: new THREE.Vector2(),
 *	uvScale: new THREE.Vector2(),
 *
 *  fog: <bool>
 * }
 */

THREE.SpriteMaterial = function ( parameters ) {

	THREE.Material.call( this );

	// defaults

	this.color = new THREE.Color( 0xffffff );
	this.map = null;

	this.rotation = 0;

	this.fog = false;

	// set parameters

	this.setValues( parameters );

};

THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.SpriteMaterial.prototype.clone = function () {

	var material = new THREE.SpriteMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.map = this.map;

	material.rotation = this.rotation;

	material.fog = this.fog;

	return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  color: <hex>,
 *  program: <function>,
 *  opacity: <float>,
 *  blending: THREE.NormalBlending
 * }
 */

THREE.SpriteCanvasMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );
	this.program = function ( context, color ) {};

	this.setValues( parameters );

};

THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.SpriteCanvasMaterial.prototype.clone = function () {

	var material = new THREE.SpriteCanvasMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.program = this.program;

	return material;

};

// backwards compatibility

THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
/**
 * @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 ) {

	this.id = THREE.TextureIdCount ++;
	this.uuid = THREE.Math.generateUUID();

	this.name = '';

	this.image = image;
	this.mipmaps = [];

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

	this._needsUpdate = false;
	this.onUpdate = null;

};

THREE.Texture.prototype = {

	constructor: THREE.Texture,

	get needsUpdate () {

		return this._needsUpdate;

	},

	set needsUpdate ( value ) {

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

		this._needsUpdate = value;

	},

	clone: function ( texture ) {

		if ( texture === undefined ) texture = new THREE.Texture();

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

		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;
		texture.unpackAlignment = this.unpackAlignment;

		return texture;

	},

	update: function () {

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

	},

	dispose: function () {

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

	}

};

THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );

THREE.TextureIdCount = 0;

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

THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {

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

	this.image = { width: width, height: height };
	this.mipmaps = mipmaps;

	this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file

};

THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.CompressedTexture.prototype.clone = function () {

	var texture = new THREE.CompressedTexture();

	THREE.Texture.prototype.clone.call( this, texture );

	return texture;

};

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

THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {

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

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

};

THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.DataTexture.prototype.clone = function () {

	var texture = new THREE.DataTexture();

	THREE.Texture.prototype.clone.call( this, texture );

	return texture;

};

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

THREE.ParticleSystem = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
	this.material = material !== undefined ? material : new THREE.ParticleSystemMaterial( { color: Math.random() * 0xffffff } );

	this.sortParticles = false;
	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 !== undefined ? geometry : new THREE.Geometry();
	this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );

	this.type = ( type !== undefined ) ? type : THREE.LineStrip;

};

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/
 * @author jonobr1 / http://jonobr1.com/
 */

THREE.Mesh = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
	this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );

	this.updateMorphTargets();

};

THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );

THREE.Mesh.prototype.updateMorphTargets = function () {

	if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {

		this.morphTargetBase = -1;
		this.morphTargetForcedOrder = [];
		this.morphTargetInfluences = [];
		this.morphTargetDictionary = {};

		for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {

			this.morphTargetInfluences.push( 0 );
			this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;

		}

	}

};

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, recursive ) {

	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );

	THREE.Object3D.prototype.clone.call( this, object, recursive );

	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();

	this.accumulatedRotWeight = 0;
	this.accumulatedPosWeight = 0;
	this.accumulatedSclWeight = 0;

};

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.multiplyMatrices( parentSkinMatrix, this.matrix );

		} else {

			this.skinMatrix.copy( this.matrix );

		}

		this.matrixWorldNeedsUpdate = false;
		forceUpdate = true;

		// Reset weights to be re-accumulated in the next frame

		this.accumulatedRotWeight = 0;
		this.accumulatedPosWeight = 0;
		this.accumulatedSclWeight = 0;

	}

	// update children

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

		this.children[ i ].update( this.skinMatrix, forceUpdate );

	}

};


/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author michael guerrero / http://realitymeltdown.com
 */

THREE.Skeleton = function ( boneList, useVertexTexture ) {

	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;

	// init bones

	this.bones = [];
	this.boneMatrices = [];

	var bone, gbone, p, q, s;

	if ( boneList !== undefined ) {

		for ( var b = 0; b < boneList.length; ++b ) {

			gbone = boneList[ 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] );

			if ( s !== undefined ) {

				bone.scale.set( s[0], s[1], s[2] );

			} else {

				bone.scale.set( 1, 1, 1 );

			}

		}

		for ( var b = 0; b < boneList.length; ++b ) {

			gbone = boneList[ b ];

			if ( gbone.parent !== -1 ) {

				this.bones[ gbone.parent ].add( this.bones[ b ] );

			}

		}

		//

		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 );

		}

	}

};


THREE.Skeleton.prototype = Object.create( THREE.Mesh.prototype );


THREE.Skeleton.prototype.addBone = function( bone ) {

	if ( bone === undefined ) {

		bone = new THREE.Bone( this );

	}

	this.bones.push( bone );

	return bone;

};


THREE.Skeleton.prototype.calculateInverses = function( bone ) {

	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 );

	}

};

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

THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {

	THREE.Mesh.call( this, geometry, material );

	this.skeleton = new THREE.Skeleton( this.geometry && this.geometry.bones, useVertexTexture );

  // Add root level bones as children of the mesh

	for ( var b = 0; b < this.skeleton.bones.length; ++b ) {

		var bone = this.skeleton.bones[ b ];

		if ( bone.parent === undefined ) {

			this.add( bone );

		}

	}

	this.identityMatrix = new THREE.Matrix4();

	this.pose();

};


THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {

	var offsetMatrix = new THREE.Matrix4();

	return function ( force ) {

		this.matrixAutoUpdate && this.updateMatrix();

		// update matrixWorld

		if ( this.matrixWorldNeedsUpdate || force ) {

			if ( this.parent ) {

				this.matrixWorld.multiplyMatrices( 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.skeleton.boneInverses === undefined ) {

			this.skeleton.calculateInverses();

		}

		// flatten bone matrices to array

		for ( var b = 0, bl = this.skeleton.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

			offsetMatrix.multiplyMatrices( this.skeleton.bones[ b ].skinMatrix, this.skeleton.boneInverses[ b ] );
			offsetMatrix.flattenToArrayOffset( this.skeleton.boneMatrices, b * 16 );

		}

		if ( this.skeleton.useVertexTexture ) {

			this.skeleton.boneTexture.needsUpdate = true;

		}

	};

}();

THREE.SkinnedMesh.prototype.pose = function () {

	this.updateMatrixWorld( true );

	this.normalizeSkinWeights();

};

THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {

	if ( this.geometry instanceof THREE.Geometry ) {

		for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {

			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

			}

		}

	} else {

		// skinning weights assumed to be normalized for THREE.BufferGeometry

	}

};

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;

};

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

THREE.LOD = function () {

	THREE.Object3D.call( this );

	this.objects = [];

};


THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );

THREE.LOD.prototype.addLevel = function ( object, distance ) {

	if ( distance === undefined ) distance = 0;

	distance = Math.abs( distance );

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

		if ( distance < this.objects[ l ].distance ) {

			break;

		}

	}

	this.objects.splice( l, 0, { distance: distance, object: object } );
	this.add( object );

};

THREE.LOD.prototype.getObjectForDistance = function ( distance ) {

	for ( var i = 1, l = this.objects.length; i < l; i ++ ) {

		if ( distance < this.objects[ i ].distance ) {

			break;

		}

	}

	return this.objects[ i - 1 ].object;

};

THREE.LOD.prototype.update = function () {

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

	return function ( camera ) {

		if ( this.objects.length > 1 ) {

			v1.setFromMatrixPosition( camera.matrixWorld );
			v2.setFromMatrixPosition( this.matrixWorld );

			var distance = v1.distanceTo( v2 );

			this.objects[ 0 ].object.visible = true;

			for ( var i = 1, l = this.objects.length; i < l; i ++ ) {

				if ( distance >= this.objects[ i ].distance ) {

					this.objects[ i - 1 ].object.visible = false;
					this.objects[ i     ].object.visible = true;

				} else {

					break;

				}

			}

			for( ; i < l; i ++ ) {

				this.objects[ i ].object.visible = false;

			}

		}

	};

}();

THREE.LOD.prototype.clone = function ( object ) {

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

	THREE.Object3D.prototype.clone.call( this, object );

	for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
		var x = this.objects[i].object.clone();
		x.visible = i === 0;
		object.addLevel( x, this.objects[i].distance );
	}

	return object;

};

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

THREE.Sprite = ( function () {

	var vertices = new THREE.Float32Attribute( 3, 3 );
	vertices.set( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );

	var geometry = new THREE.BufferGeometry();
	geometry.addAttribute( 'position', vertices );

	return function ( material ) {

		THREE.Object3D.call( this );

		this.geometry = geometry;
		this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();

	};

} )();

THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );

/*
 * Custom update matrix
 */

THREE.Sprite.prototype.updateMatrix = function () {

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

	this.matrixWorldNeedsUpdate = true;

};

THREE.Sprite.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Sprite( this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};

// Backwards compatibility

THREE.Particle = THREE.Sprite;
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Scene = function () {

	THREE.Object3D.call( this );

	this.fog = null;
	this.overrideMaterial = null;

	this.autoUpdate = true; // checked by the renderer
	this.matrixAutoUpdate = false;

	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 ) ) {

		this.__objectsAdded.push( object );

		// check if previously removed

		var i = this.__objectsRemoved.indexOf( object );

		if ( i !== -1 ) {

			this.__objectsRemoved.splice( i, 1 );

		}

	}

	this.dispatchEvent( { type: 'objectAdded', object: object } );
	object.dispatchEvent( { type: 'addedToScene', scene: this } );

	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 );

		}

		if ( object.shadowCascadeArray ) {

			for ( var x = 0; x < object.shadowCascadeArray.length; x ++ ) {

				this.__removeObject( object.shadowCascadeArray[ x ] );

			}

		}

	} else if ( !( object instanceof THREE.Camera ) ) {

		this.__objectsRemoved.push( object );

		// check if previously added

		var i = this.__objectsAdded.indexOf( object );

		if ( i !== -1 ) {

			this.__objectsAdded.splice( i, 1 );

		}

	}

	this.dispatchEvent( { type: 'objectRemoved', object: object } );
	object.dispatchEvent( { type: 'removedFromScene', scene: this } );

	for ( var c = 0; c < object.children.length; c ++ ) {

		this.__removeObject( object.children[ c ] );

	}

};

THREE.Scene.prototype.clone = function ( object ) {

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

	THREE.Object3D.prototype.clone.call(this, object);

	if ( this.fog !== null ) object.fog = this.fog.clone();
	if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();

	object.autoUpdate = this.autoUpdate;
	object.matrixAutoUpdate = this.matrixAutoUpdate;

	return object;

};

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

THREE.Fog = function ( color, near, far ) {

	this.name = '';

	this.color = new THREE.Color( color );

	this.near = ( near !== undefined ) ? near : 1;
	this.far = ( far !== undefined ) ? far : 1000;

};

THREE.Fog.prototype.clone = function () {

	return new THREE.Fog( this.color.getHex(), this.near, this.far );

};

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

THREE.FogExp2 = function ( color, density ) {

	this.name = '';

	this.color = new THREE.Color( color );
	this.density = ( density !== undefined ) ? density : 0.00025;

};

THREE.FogExp2.prototype.clone = function () {

	return new THREE.FogExp2( this.color.getHex(), this.density );

};

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

THREE.CanvasRenderer = function ( parameters ) {

	console.log( 'THREE.CanvasRenderer', THREE.REVISION );

	var smoothstep = THREE.Math.smoothstep;

	parameters = parameters || {};

	var _this = this,
	_renderData, _elements, _lights,
	_projector = new THREE.Projector(),

	_canvas = parameters.canvas !== undefined
			? parameters.canvas
			: document.createElement( 'canvas' ),

	_canvasWidth = _canvas.width,
	_canvasHeight = _canvas.height,
	_canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
	_canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
	
	_context = _canvas.getContext( '2d', {
		alpha: parameters.alpha === true
	} ),

	_clearColor = new THREE.Color( 0x000000 ),
	_clearAlpha = 0,

	_contextGlobalAlpha = 1,
	_contextGlobalCompositeOperation = 0,
	_contextStrokeStyle = null,
	_contextFillStyle = null,
	_contextLineWidth = null,
	_contextLineCap = null,
	_contextLineJoin = null,
	_contextDashSize = null,
	_contextGapSize = 0,

	_camera,

	_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(),

	_lightColor = new THREE.Color(),

	_patterns = {},

	_image, _uvs,
	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,

	_clipBox = new THREE.Box2(),
	_clearBox = new THREE.Box2(),
	_elemBox = new THREE.Box2(),

	_ambientLight = new THREE.Color(),
	_directionalLights = new THREE.Color(),
	_pointLights = new THREE.Color(),

	_vector3 = new THREE.Vector3(), // Needed for PointLight
	_centroid = new THREE.Vector3(),
	_normal = new THREE.Vector3(),
	_normalViewMatrix = new THREE.Matrix3();

	// dash+gap fallbacks for Firefox and everything else

	if ( _context.setLineDash === undefined ) {

		_context.setLineDash = function () {}

	}

	this.domElement = _canvas;

	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
				? parameters.devicePixelRatio
				: self.devicePixelRatio !== undefined
					? self.devicePixelRatio
					: 1;

	this.autoClear = true;
	this.sortObjects = true;
	this.sortElements = true;

	this.info = {

		render: {

			vertices: 0,
			faces: 0

		}

	}

	// WebGLRenderer compatibility

	this.supportsVertexTextures = function () {};
	this.setFaceCulling = function () {};

	this.setSize = function ( width, height, updateStyle ) {

		_canvasWidth = width * this.devicePixelRatio;
		_canvasHeight = height * this.devicePixelRatio;

		_canvas.width = _canvasWidth;
		_canvas.height = _canvasHeight;

		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );

		if ( updateStyle !== false ) {

			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';

		}

		_clipBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf ),
		_clipBox.max.set(   _canvasWidthHalf,   _canvasHeightHalf );

		_clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
		_clearBox.max.set(   _canvasWidthHalf,   _canvasHeightHalf );

		_contextGlobalAlpha = 1;
		_contextGlobalCompositeOperation = 0;
		_contextStrokeStyle = null;
		_contextFillStyle = null;
		_contextLineWidth = null;
		_contextLineCap = null;
		_contextLineJoin = null;

		this.setViewport( 0, 0, width, height );

	};

	this.setViewport = function ( x, y, width, height ) {

		var viewportX = x * this.devicePixelRatio;
		var viewportY = y * this.devicePixelRatio;

		var viewportWidth = width * this.devicePixelRatio;
		var viewportHeight = height * this.devicePixelRatio;

		_context.setTransform( viewportWidth / _canvasWidth, 0, 0, - viewportHeight / _canvasHeight, viewportX, _canvasHeight - viewportY );
		_context.translate( _canvasWidthHalf, _canvasHeightHalf );

	};

	this.setScissor = function () {};
	this.enableScissorTest = function () {};

	this.setClearColor = function ( color, alpha ) {

		_clearColor.set( color );
		_clearAlpha = alpha !== undefined ? alpha : 1;

		_clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
		_clearBox.max.set(   _canvasWidthHalf,   _canvasHeightHalf );

	};

	this.setClearColorHex = function ( hex, alpha ) {

		console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
		this.setClearColor( hex, alpha );

	};

	this.getMaxAnisotropy = function () {

		return 0;

	};

	this.clear = function () {

		if ( _clearBox.empty() === false ) {

			_clearBox.intersect( _clipBox );
			_clearBox.expandByScalar( 2 );

			if ( _clearAlpha < 1 ) {

				_context.clearRect(
					_clearBox.min.x | 0,
					_clearBox.min.y | 0,
					( _clearBox.max.x - _clearBox.min.x ) | 0,
					( _clearBox.max.y - _clearBox.min.y ) | 0
				);

			}

			if ( _clearAlpha > 0 ) {

				setBlending( THREE.NormalBlending );
				setOpacity( 1 );

				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );

				_context.fillRect(
					_clearBox.min.x | 0,
					_clearBox.min.y | 0,
					( _clearBox.max.x - _clearBox.min.x ) | 0,
					( _clearBox.max.y - _clearBox.min.y ) | 0
				);

			}

			_clearBox.makeEmpty();

		}

	};

	// compatibility

	this.clearColor = function () {};
	this.clearDepth = function () {};
	this.clearStencil = function () {};

	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;

		}

		if ( this.autoClear === true ) this.clear();

		_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;
		_camera = camera;

		_normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );

		/* DEBUG
		setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
		_context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
		*/

		calculateLights();

		for ( var e = 0, el = _elements.length; e < el; e ++ ) {

			var element = _elements[ e ];

			var material = element.material;

			if ( material === undefined || material.opacity === 0 ) continue;

			_elemBox.makeEmpty();

			if ( element instanceof THREE.RenderableSprite ) {

				_v1 = element;
				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;

				renderSprite( _v1, element, material );

			} 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;

				_elemBox.setFromPoints( [
					_v1.positionScreen,
					_v2.positionScreen
				] );

				if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {

					renderLine( _v1, _v2, element, material );

				}

			} else if ( element instanceof THREE.RenderableFace ) {

				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;

				if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
				if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
				if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;

				_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 > 0 ) {

					expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
					expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
					expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );

				}

				_elemBox.setFromPoints( [
					_v1.positionScreen,
					_v2.positionScreen,
					_v3.positionScreen
				] );

				if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {

					renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );

				}

			}

			/* DEBUG
			setLineWidth( 1 );
			setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
			_context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
			*/

			_clearBox.union( _elemBox );

		}

		/* DEBUG
		setLineWidth( 1 );
		setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
		_context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
		*/

		// _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.add( lightColor );

			} else if ( light instanceof THREE.DirectionalLight ) {

				// for sprites

				_directionalLights.add( lightColor );

			} else if ( light instanceof THREE.PointLight ) {

				// for sprites

				_pointLights.add( lightColor );

			}

		}

	}

	function calculateLight( position, normal, color ) {

		for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {

			var light = _lights[ l ];

			_lightColor.copy( light.color );

			if ( light instanceof THREE.DirectionalLight ) {

				var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();

				var amount = normal.dot( lightPosition );

				if ( amount <= 0 ) continue;

				amount *= light.intensity;

				color.add( _lightColor.multiplyScalar( amount ) );

			} else if ( light instanceof THREE.PointLight ) {

				var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );

				var amount = normal.dot( _vector3.subVectors( 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.add( _lightColor.multiplyScalar( amount ) );

			}

		}

	}

	function renderSprite( v1, element, material ) {

		setOpacity( material.opacity );
		setBlending( material.blending );

		var scaleX = element.scale.x * _canvasWidthHalf;
		var scaleY = element.scale.y * _canvasHeightHalf;

		var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
		_elemBox.min.set( v1.x - dist, v1.y - dist );
		_elemBox.max.set( v1.x + dist, v1.y + dist );

		if ( material instanceof THREE.SpriteMaterial ||
			 material instanceof THREE.ParticleSystemMaterial ) { // Backwards compatibility

			var texture = material.map;

			if ( texture !== null ) {

				if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {

					if ( texture.image !== undefined && texture.image.width > 0 ) {

						textureToPattern( texture );

					}

					texture.addEventListener( 'update', onTextureUpdate );

				}

				var pattern = _patterns[ texture.id ];

				if ( pattern !== undefined ) {

					setFillStyle( pattern );

				} else {

					setFillStyle( 'rgba( 0, 0, 0, 1 )' );

				}

				//

				var bitmap = texture.image;

				var ox = bitmap.width * texture.offset.x;
				var oy = bitmap.height * texture.offset.y;

				var sx = bitmap.width * texture.repeat.x;
				var sy = bitmap.height * texture.repeat.y;

				var cx = scaleX / sx;
				var cy = scaleY / sy;

				_context.save();
				_context.translate( v1.x, v1.y );
				if ( material.rotation !== 0 ) _context.rotate( material.rotation );
				_context.translate( - scaleX / 2, - scaleY / 2 );
				_context.scale( cx, cy );
				_context.translate( - ox, - oy );
				_context.fillRect( ox, oy, sx, sy );
				_context.restore();

			} else { // no texture

				setFillStyle( material.color.getStyle() );

				_context.save();
				_context.translate( v1.x, v1.y );
				if ( material.rotation !== 0 ) _context.rotate( material.rotation );
				_context.scale( scaleX, - scaleY );
				_context.fillRect( - 0.5, - 0.5, 1, 1 );
				_context.restore();

			}

		} else if ( material instanceof THREE.SpriteCanvasMaterial ) {

			setStrokeStyle( material.color.getStyle() );
			setFillStyle( material.color.getStyle() );

			_context.save();
			_context.translate( v1.x, v1.y );
			if ( material.rotation !== 0 ) _context.rotate( material.rotation );
			_context.scale( scaleX, scaleY );

			material.program( _context );

			_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();
		*/

	}

	function renderLine( v1, v2, element, material ) {

		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 );

			if ( material.vertexColors !== THREE.VertexColors ) {

				setStrokeStyle( material.color.getStyle() );

			} else {

				var colorStyle1 = element.vertexColors[0].getStyle();
				var colorStyle2 = element.vertexColors[1].getStyle();

				if ( colorStyle1 === colorStyle2 ) {

					setStrokeStyle( colorStyle1 );

				} else {

					try {

						var grad = _context.createLinearGradient(
							v1.positionScreen.x,
							v1.positionScreen.y,
							v2.positionScreen.x,
							v2.positionScreen.y
						);
						grad.addColorStop( 0, colorStyle1 );
						grad.addColorStop( 1, colorStyle2 );

					} catch ( exception ) {

						grad = colorStyle1;

					}

					setStrokeStyle( grad );

				}

			}

			_context.stroke();
			_elemBox.expandByScalar( material.linewidth * 2 );

		} else if ( material instanceof THREE.LineDashedMaterial ) {

			setLineWidth( material.linewidth );
			setLineCap( material.linecap );
			setLineJoin( material.linejoin );
			setStrokeStyle( material.color.getStyle() );
			setDashAndGap( material.dashSize, material.gapSize );

			_context.stroke();

			_elemBox.expandByScalar( material.linewidth * 2 );

			setDashAndGap( null, null );

		}

	}

	function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {

		_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 ) {

			_diffuseColor.copy( material.color );
			_emissiveColor.copy( material.emissive );

			if ( material.vertexColors === THREE.FaceColors ) {

				_diffuseColor.multiply( element.color );

			}

			_color.copy( _ambientLight );

			_centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );

			calculateLight( _centroid, element.normalModel, _color );

			_color.multiply( _diffuseColor ).add( _emissiveColor );

			material.wireframe === true
				? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
				: fillPath( _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;
					patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );

				}

			} else if ( material.envMap !== null ) {

				if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {

					_normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
					_uv1x = 0.5 * _normal.x + 0.5;
					_uv1y = 0.5 * _normal.y + 0.5;

					_normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
					_uv2x = 0.5 * _normal.x + 0.5;
					_uv2y = 0.5 * _normal.y + 0.5;

					_normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
					_uv3x = 0.5 * _normal.x + 0.5;
					_uv3y = 0.5 * _normal.y + 0.5;

					patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );

				} else if ( material.envMap.mapping instanceof THREE.SphericalRefractionMapping ) {

					_normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
					_uv1x = - 0.5 * _normal.x + 0.5;
					_uv1y = - 0.5 * _normal.y + 0.5;

					_normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
					_uv2x = - 0.5 * _normal.x + 0.5;
					_uv2y = - 0.5 * _normal.y + 0.5;

					_normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
					_uv3x = - 0.5 * _normal.x + 0.5;
					_uv3y = - 0.5 * _normal.y + 0.5;

					patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );

				}


			} else {

				_color.copy( material.color );

				if ( material.vertexColors === THREE.FaceColors ) {

					_color.multiply( element.color );

				}

				material.wireframe === true
					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
					: fillPath( _color );

			}

		} else if ( material instanceof THREE.MeshDepthMaterial ) {

			_color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );

			material.wireframe === true
					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
					: fillPath( _color );

		} else if ( material instanceof THREE.MeshNormalMaterial ) {

			_normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );

			_color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

			material.wireframe === true
				? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
				: fillPath( _color );

		} else {

			_color.setRGB( 1, 1, 1 );

			material.wireframe === true
				? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
				: fillPath( _color );

		}

	}

	//

	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 strokePath( color, linewidth, linecap, linejoin ) {

		setLineWidth( linewidth );
		setLineCap( linecap );
		setLineJoin( linejoin );
		setStrokeStyle( color.getStyle() );

		_context.stroke();

		_elemBox.expandByScalar( linewidth * 2 );

	}

	function fillPath( color ) {

		setFillStyle( color.getStyle() );
		_context.fill();

	}

	function onTextureUpdate ( event ) {

		textureToPattern( event.target );

	}

	function textureToPattern( texture ) {

		var repeatX = texture.wrapS === THREE.RepeatWrapping;
		var repeatY = texture.wrapT === THREE.RepeatWrapping;

		var image = texture.image;

		var canvas = document.createElement( 'canvas' );
		canvas.width = image.width;
		canvas.height = image.height;

		var context = canvas.getContext( '2d' );
		context.setTransform( 1, 0, 0, - 1, 0, image.height );
		context.drawImage( image, 0, 0 );

		_patterns[ texture.id ] = _context.createPattern(
			canvas, repeatX === true && repeatY === true
				? 'repeat'
				: repeatX === true && repeatY === false
					? 'repeat-x'
					: repeatX === false && repeatY === true
						? 'repeat-y'
						: 'no-repeat'
		);

	}

	function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {

		if ( texture instanceof THREE.DataTexture ) return;

		if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {

			if ( texture.image !== undefined && texture.image.width > 0 ) {

				textureToPattern( texture );

			}

			texture.addEventListener( 'update', onTextureUpdate );

		}

		var pattern = _patterns[ texture.id ];

		if ( pattern !== undefined ) {

			setFillStyle( pattern );

		} else {

			setFillStyle( 'rgba(0,0,0,1)' );
			_context.fill();

			return;

		}	

		// 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 = ( v0 + offsetY ) * height;

		u1 = ( u1 + offsetX ) * width;
		v1 = ( v1 + offsetY ) * height;

		u2 = ( u2 + offsetX ) * width;
		v2 = ( 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 ) 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();

	}

	// Hide anti-alias gaps

	function expand( v1, v2, pixels ) {

		var x = v2.x - v1.x, y = v2.y - v1.y,
		det = x * x + y * y, idet;

		if ( det === 0 ) return;

		idet = pixels / 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;

		}

	}

	function setDashAndGap( dashSizeValue, gapSizeValue ) {

		if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {

			_context.setLineDash( [ dashSizeValue, gapSizeValue ] );
			_contextDashSize = dashSizeValue;
			_contextGapSize = gapSizeValue;

		}

	}

};

/**
 * Shader chunks for WebLG Shader library
 * 
 * @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",

		"	#ifdef USE_LOGDEPTHBUF_EXT",

		"		float depth = gl_FragDepthEXT / gl_FragCoord.w;",

		"	#else",

		"		float depth = gl_FragCoord.z / gl_FragCoord.w;",

		"	#endif",

		"	#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 );",

				// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
				// "Transforming Normal Vectors with the Inverse Transformation"

		"		vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );",

		"		if ( useRefract ) {",

		"			reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );",

		"		} else { ",

		"			reflectVec = reflect( cameraToVertex, worldNormal );",

		"		}",

		"	#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 if ( combine == 2 ) {",

		"		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 worldPosition = modelMatrix * skinned;",

		"	#endif",

		"	#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

		"		vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",

		"	#endif",

		"	#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

		"		vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",

		"	#endif",

		"#endif"

	].join("\n"),

	envmap_vertex : [

		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",

		"	vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
		"	worldNormal = normalize( worldNormal );",

		"	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",

		"	if ( useRefract ) {",

		"		vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",

		"	} else {",

		"		vReflect = reflect( cameraToVertex, worldNormal );",

		"	}",

		"#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",

		"	vec4 texelColor = texture2D( map, vUv );",

		"	#ifdef GAMMA_INPUT",

		"		texelColor.xyz *= texelColor.xyz;",

		"	#endif",

		"	gl_FragColor = gl_FragColor * texelColor;",

		"#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 hemisphereLightDirection[ 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 spotLightAngleCos[ 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;",

		"		float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",

		"		if ( spotEffect > spotLightAngleCos[ i ] ) {",

		"			spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

		"			float lDistance = 1.0;",
		"			if ( spotLightDistance[ i ] > 0.0 )",
		"				lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

		"			lVector = normalize( lVector );",

		"			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 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
		"		vec3 lVector = normalize( lDirection.xyz );",

		"		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: [

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",

		"	varying vec3 vWorldPosition;",

		"#endif"

	].join("\n"),


	lights_phong_vertex: [

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",

		"	vWorldPosition = worldPosition.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 hemisphereLightDirection[ 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 spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
		"	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",

		"	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",

		"	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( -vViewPosition, 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 ++ ) {",

		"		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 );",

				// 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 );",

				// 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( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );",
		"		pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",

		"	}",

		"#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 ++ ) {",

		"		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 );",

		"		float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

		"		if ( spotEffect > spotLightAngleCos[ i ] ) {",

		"			spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

					// 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 );",

					// 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( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );",
		"			spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",

		"		}",

		"	}",

		"#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 );",

					/*
				// 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( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
		"		dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",


		"	}",

		"#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 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
		"		vec3 lVector = normalize( lDirection.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 = -lVector;",

		"		vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
		"		float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
		"		float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",

		"		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( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
		"		vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
		"		hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

		"	}",

		"#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, 1.0 );",

		"#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;",
		"		uniform int boneTextureWidth;",
		"		uniform int boneTextureHeight;",

		"		mat4 getBoneMatrix( const in float i ) {",

		"			float j = i * 4.0;",
		"			float x = mod( j, float( boneTextureWidth ) );",
		"			float y = floor( j / float( boneTextureWidth ) );",

		"			float dx = 1.0 / float( boneTextureWidth );",
		"			float dy = 1.0 / float( boneTextureHeight );",

		"			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 );",
		"	mat4 boneMatZ = getBoneMatrix( skinIndex.z );",
		"	mat4 boneMatW = getBoneMatrix( skinIndex.w );",

		"#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;",
		"	skinned      += boneMatZ * skinVertex * skinWeight.z;",
		"	skinned      += boneMatW * skinVertex * skinWeight.w;",

		"#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;",
		"	skinMatrix 	+= skinWeight.z * boneMatZ;",
		"	skinMatrix 	+= skinWeight.w * boneMatW;",

		"	#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 ];",

		"			#if defined( SHADOWMAP_TYPE_PCF )",

						// 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 ) );",

		"			#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",

						// Percentage-close filtering
						// (9 pixel kernel)
						// http://fabiensanglard.net/shadowmappingPCF/

		"				float shadow = 0.0;",

		"				float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
		"				float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",

		"				float dx0 = -1.0 * xPixelOffset;",
		"				float dy0 = -1.0 * yPixelOffset;",
		"				float dx1 = 1.0 * xPixelOffset;",
		"				float dy1 = 1.0 * yPixelOffset;",

		"				mat3 shadowKernel;",
		"				mat3 depthKernel;",

		"				depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
		"				depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
		"				depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
		"				depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
		"				depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
		"				depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
		"				depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
		"				depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
		"				depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",

		"				vec3 shadowZ = vec3( shadowCoord.z );",
		"				shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
		"				shadowKernel[0] *= vec3(0.25);",
													
		"				shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
		"				shadowKernel[1] *= vec3(0.25);",

		"				shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
		"				shadowKernel[2] *= vec3(0.25);",

		"				vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",

		"				shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
		"				shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",

		"				vec4 shadowValues;",
		"				shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
		"				shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
		"				shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
		"				shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",

		"				shadow = dot( shadowValues, vec4( 1.0 ) );",

		"				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 ] * worldPosition;",

		"	}",

		"#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"),

	// LOGARITHMIC DEPTH BUFFER
	// http://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html

	// WebGL doesn't support gl_FragDepth out of the box, unless the EXT_frag_depth extension is available.  On platforms
	// without EXT_frag_depth, we have to fall back on linear z-buffer in the fragment shader, which means that some long 
	// faces close to the camera may have issues.	This can be worked around by tesselating the model more finely when
	// the camera is near the surface.

	logdepthbuf_pars_vertex: [

		"#ifdef USE_LOGDEPTHBUF",

		"	#ifdef USE_LOGDEPTHBUF_EXT",

		"		varying float vFragDepth;",

		"	#endif",

		"	uniform float logDepthBufFC;",

		"#endif",

	].join('\n'),

	logdepthbuf_vertex: [

		"#ifdef USE_LOGDEPTHBUF",

		"	gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;",

		"	#ifdef USE_LOGDEPTHBUF_EXT",

		"		vFragDepth = 1.0 + gl_Position.w;",

		"#else",

		"		gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;",

		"	#endif",

		"#endif"

	].join("\n"),

	logdepthbuf_pars_fragment: [

		"#ifdef USE_LOGDEPTHBUF",

		"	uniform float logDepthBufFC;",

		"	#ifdef USE_LOGDEPTHBUF_EXT",

		"		#extension GL_EXT_frag_depth : enable",
		"		varying float vFragDepth;",

		"	#endif",

		"#endif"

	].join('\n'),

	logdepthbuf_fragment: [
		"#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)",

		"	gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;",

		"#endif"

	].join("\n")

};

/**
 * Uniform Utilities
 */

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;

	}

};
/**
 * Uniforms library for shared webgl shaders
 */

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: [] },

		"hemisphereLightDirection" : { 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: [] },
		"spotLightAngleCos" : { 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: [] }

	}

};
/**
 * Webgl Shader Library for three.js
 *
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */


THREE.ShaderLib = {

	'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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],

			"	#ifdef USE_ENVMAP",

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

			"	#endif",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				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" ],
			THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				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" ],
			THREE.ShaderChunk[ "logdepthbuf_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 = normalize( transformedNormal );",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				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" ],
			THREE.ShaderChunk[ "logdepthbuf_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[ "logdepthbuf_vertex" ],
				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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( psColor, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				THREE.ShaderChunk[ "map_particle_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'dashed': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],

			{
				"scale":     { type: "f", value: 1 },
				"dashSize":  { type: "f", value: 1 },
				"totalSize": { type: "f", value: 2 }
			}

		] ),

		vertexShader: [

			"uniform float scale;",
			"attribute float lineDistance;",

			"varying float vLineDistance;",

			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "color_vertex" ],

			"	vLineDistance = scale * lineDistance;",

			"	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
			"	gl_Position = projectionMatrix * mvPosition;",

				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			"uniform float dashSize;",
			"uniform float totalSize;",

			"varying float vLineDistance;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	if ( mod( vLineDistance, totalSize ) > dashSize ) {",

			"		discard;",

			"	}",

			"	gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'depth': {

		uniforms: {

			"mNear": { type: "f", value: 1.0 },
			"mFar" : { type: "f", value: 2000.0 },
			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float mNear;",
			"uniform float mFar;",
			"uniform float opacity;",
			
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"	#ifdef USE_LOGDEPTHBUF_EXT",

			"		float depth = gl_FragDepthEXT / gl_FragCoord.w;",

			"	#else",

			"		float depth = gl_FragCoord.z / gl_FragCoord.w;",

			"	#endif",

			"	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;",

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

			"	vNormal = normalize( normalMatrix * normal );",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float opacity;",
			"varying vec3 vNormal;",

			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"}"

		].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)
	 ------------------------------------------------------------------------- */

	'normalmap' : {

		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 },

			"diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
			"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
			"ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
			"shininess": { type: "f", value: 30 },
			"opacity": { type: "f", value: 1 },

			"useRefract": { type: "i", value: 0 },
			"refractionRatio": { type: "f", value: 0.98 },
			"reflectivity": { 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 ambient;",
			"uniform vec3 diffuse;",
			"uniform vec3 specular;",
			"uniform float shininess;",
			"uniform float opacity;",

			"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 refractionRatio;",
			"uniform float reflectivity;",

			"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 hemisphereLightDirection[ 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 spotLightAngleCos[ 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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",
				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",

			"	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 ] * diffuse * pointDiffuseWeight;",

						// specular

			"			vec3 pointHalfVector = normalize( pointVector + viewPosition );",
			"			float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
			"			float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",

						// 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( pointVector, pointHalfVector ), 5.0 );",
			"			pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",

			"		}",

			"	#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 > spotLightAngleCos[ i ] ) {",

			"				spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

							// 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 ] * diffuse * spotDiffuseWeight * spotEffect;",

							// specular

			"				vec3 spotHalfVector = normalize( spotVector + viewPosition );",
			"				float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
			"				float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",

							// 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( spotVector, spotHalfVector ), 5.0 );",
			"				spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",

			"			}",

			"		}",

			"	#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 ] * diffuse * dirDiffuseWeight;",

						// specular

			"			vec3 dirHalfVector = normalize( dirVector + viewPosition );",
			"			float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
			"			float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",

						// 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( dirVector, dirHalfVector ), 5.0 );",
			"			dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

			"		}",

			"	#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 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
			"			vec3 lVector = normalize( lDirection.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 = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",

						// specular (ground light)

			"			vec3 lVectorGround = -lVector;",

			"			vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
			"			float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
			"			float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",

			"			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 ) );",

			"		}",

			"	#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 * ambient + totalSpecular );",

			"	#else",

			"		gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",

			"	#endif",

			"	if ( enableReflection ) {",

			"		vec3 vReflect;",
			"		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

			"		if ( useRefract ) {",

			"			vReflect = refract( cameraToVertex, normal, refractionRatio );",

			"		} 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 * reflectivity );",

			"	}",

				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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],

				// normal, tangent and binormal vectors

			"	#ifdef USE_SKINNING",

			"		vNormal = normalize( normalMatrix * skinnedNormal.xyz );",

			"		vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
			"		vTangent = normalize( normalMatrix * skinnedTangent.xyz );",

			"	#else",

			"		vNormal = normalize( normalMatrix * normal );",
			"		vTangent = normalize( normalMatrix * tangent.xyz );",

			"	#endif",

			"	vBinormal = normalize( 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;",
			"				skinned 	  += boneMatZ * skinVertex * skinWeight.z;",
			"				skinned 	  += boneMatW * skinVertex * skinWeight.w;",

			"				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;",
			"			skinned 	  += boneMatZ * skinVertex * skinWeight.z;",
			"			skinned 	  += boneMatW * skinVertex * skinWeight.w;",

			"			displacedPosition  = skinned.xyz;",

			"		#else",

			"			displacedPosition = position;",

			"		#endif",

			"	#endif",

				//

			"	vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
			"	vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",

			"	gl_Position = projectionMatrix * mvPosition;",

				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

				//

			"	vWorldPosition = worldPosition.xyz;",
			"	vViewPosition = -mvPosition.xyz;",

				// shadows

			"	#ifdef USE_SHADOWMAP",

			"		for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

			"			vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",

			"		}",

			"	#endif",

			"}"

		].join("\n")

	},

	/* -------------------------------------------------------------------------
	//	Cube map shader
	 ------------------------------------------------------------------------- */

	'cube': {

		uniforms: { "tCube": { type: "t", value: null },
					"tFlip": { type: "f", value: -1 } },

		vertexShader: [

			"varying vec3 vWorldPosition;",

			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

			"	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
			"	vWorldPosition = worldPosition.xyz;",

			"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform samplerCube tCube;",
			"uniform float tFlip;",

			"varying vec3 vWorldPosition;",

			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",

				THREE.ShaderChunk[ "logdepthbuf_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" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"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 = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // "	vec4 res = fract( depth * bit_shift );",
			"	res -= res.xxyz * bit_mask;",
			"	return res;",

			"}",

			"void main() {",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"	#ifdef USE_LOGDEPTHBUF_EXT",

			"		gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",

			"	#else",

			"		gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",

			"	#endif",

				//"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' ),
	_context = parameters.context !== undefined ? parameters.context : null,

	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',

	_buffers = {},

	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
	_depth = parameters.depth !== undefined ? parameters.depth : true,
	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
	_logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,

	_clearColor = new THREE.Color( 0x000000 ),
	_clearAlpha = 0;

	// public properties

	this.domElement = _canvas;
	this.context = null;
	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
				? parameters.devicePixelRatio
				: self.devicePixelRatio !== undefined
					? self.devicePixelRatio
					: 1;

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;
	this.autoUpdateObjects = true;

	// physically based shading

	this.gammaInput = false;
	this.gammaOutput = false;

	// shadow map

	this.shadowMapEnabled = false;
	this.shadowMapAutoUpdate = true;
	this.shadowMapType = THREE.PCFShadowMap;
	this.shadowMapCullFace = THREE.CullFaceFront;
	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 = [],

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
	_currentCamera = null,

	_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 = _canvas.width,
	_viewportHeight = _canvas.height,
	_currentWidth = 0,
	_currentHeight = 0,

	_newAttributes = new Uint8Array( 16 ),
	_enabledAttributes = new Uint8Array( 16 ),

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),
	_projScreenMatrixPS = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// 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(), anglesCos: new Array(), exponents: new Array() },
		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }

	};

	// initialize

	var _gl;

	var _glExtensionTextureFloat;
	var _glExtensionTextureFloatLinear;
	var _glExtensionStandardDerivatives;
	var _glExtensionTextureFilterAnisotropic;
	var _glExtensionCompressedTextureS3TC;
	var _glExtensionElementIndexUint;
	var _glExtensionFragDepth;


	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 ) : [];

	//

	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
	var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );

	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
	var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );

	/*
	var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
	var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
	var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );

	var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
	var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
	var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
	*/

	// clamp precision to maximum available

	var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
	var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;

	if ( _precision === "highp" && ! highpAvailable ) {

		if ( mediumpAvailable ) {

			_precision = "mediump";
			console.warn( "WebGLRenderer: highp not supported, using mediump" );

		} else {

			_precision = "lowp";
			console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );

		}

	}

	if ( _precision === "mediump" && ! mediumpAvailable ) {

		_precision = "lowp";
		console.warn( "WebGLRenderer: mediump not supported, using lowp" );

	}

	// API

	this.getContext = function () {

		return _gl;

	};

	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

	this.supportsFloatTextures = function () {

		return _glExtensionTextureFloat;

	};

	this.supportsStandardDerivatives = function () {

		return _glExtensionStandardDerivatives;

	};

	this.supportsCompressedTextureS3TC = function () {

		return _glExtensionCompressedTextureS3TC;

	};

	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

	this.getPrecision = function () {

		return _precision;

	};

	this.setSize = function ( width, height, updateStyle ) {

		_canvas.width = width * this.devicePixelRatio;
		_canvas.height = height * this.devicePixelRatio;

		if ( updateStyle !== false ) {

			_canvas.style.width = width + 'px';
			_canvas.style.height = height + 'px';

		}

		this.setViewport( 0, 0, width, height );

	};

	this.setViewport = function ( x, y, width, height ) {

		_viewportX = x * this.devicePixelRatio;
		_viewportY = y * this.devicePixelRatio;

		_viewportWidth = width * this.devicePixelRatio;
		_viewportHeight = height * this.devicePixelRatio;

		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

	this.setScissor = function ( x, y, width, height ) {

		_gl.scissor(
			x * this.devicePixelRatio,
			y * this.devicePixelRatio,
			width * this.devicePixelRatio,
			height * this.devicePixelRatio
		);

	};

	this.enableScissorTest = function ( enable ) {

		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );

	};

	// Clearing

	this.setClearColor = function ( color, alpha ) {

		_clearColor.set( color );
		_clearAlpha = alpha !== undefined ? alpha : 1;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	this.setClearColorHex = function ( hex, alpha ) {

		console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
		this.setClearColor( hex, alpha );

	};

	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.clearColor = function () {

		_gl.clear( _gl.COLOR_BUFFER_BIT );

	};

	this.clearDepth = function () {

		_gl.clear( _gl.DEPTH_BUFFER_BIT );

	};

	this.clearStencil = function () {

		_gl.clear( _gl.STENCIL_BUFFER_BIT );

	};

	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 );

	};

	// 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();
		geometry.__webglLineDistanceBuffer = _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 ++;

	};

	// Events

	var onGeometryDispose = function ( event ) {

		var geometry = event.target;

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		deallocateGeometry( geometry );

	};

	var onTextureDispose = function ( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

	var deleteBuffers = function ( geometry ) {

		if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
		if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
		if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
		if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
		if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
		if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );

		if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
		if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );

		if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
		if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );

		if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
		// custom attributes

		if ( geometry.__webglCustomAttributesList !== undefined ) {

			for ( var id in geometry.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );

			}

		}

		_this.info.memory.geometries --;

	};

	var deallocateGeometry = function ( geometry ) {

		geometry.__webglInit = undefined;

		if ( geometry instanceof THREE.BufferGeometry ) {

			var attributes = geometry.attributes;

			for ( var key in attributes ) {

				if ( attributes[ key ].buffer !== undefined ) {

					_gl.deleteBuffer( attributes[ key ].buffer );

				}

			}

			_this.info.memory.geometries --;

		} else {

			if ( geometry.geometryGroups !== undefined ) {

				for ( var g in geometry.geometryGroups ) {

					var geometryGroup = geometry.geometryGroups[ g ];

					if ( geometryGroup.numMorphTargets !== undefined ) {

						for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

							_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

						}

					}

					if ( geometryGroup.numMorphNormals !== undefined ) {

						for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

							_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );

						}

					}

					deleteBuffers( geometryGroup );

				}

			} else {

				deleteBuffers( geometry );

			}

		}

	};

	var deallocateTexture = function ( texture ) {

		if ( texture.image && texture.image.__webglTextureCube ) {

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

		} else {

			// 2D texture

			if ( ! texture.__webglInit ) return;

			texture.__webglInit = false;
			_gl.deleteTexture( texture.__webglTexture );

		}

	};

	var 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 );

		}

	};

	var deallocateMaterial = function ( material ) {

		var program = material.program;

		if ( program === undefined ) 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 === true ) {

			// 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 --;

		}

	};

	// 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.__lineDistanceArray = new Float32Array( nvertices * 1 );

		geometry.__webglLineCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initMeshBuffers ( geometryGroup, object ) {

		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,

			nvertices = faces3.length * 3,
			ntris     = faces3.length * 1,
			nlines    = faces3.length * 3,

			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.faceVertexUvs.length > 0 ) {

				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( 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 );

		}

		var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3

		geometryGroup.__typeArray = UintArray;
		geometryGroup.__faceArray = new UintArray( ntris * 3 );
		geometryGroup.__lineArray = new UintArray( 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 ) {

		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ geometryGroup.materialIndex ]
			: object.material;

	};

	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 ) {

		for ( var name in geometry.attributes ) {

			var bufferType = ( name === "index" ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;

			var attribute = geometry.attributes[ name ];
			attribute.buffer = _gl.createBuffer();

			_gl.bindBuffer( bufferType, attribute.buffer );
			_gl.bufferData( bufferType, 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.multiply( object.matrixWorld );

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				_vector3.copy( vertex );
				_vector3.applyProjection( _projScreenMatrixPS );

				sortArray[ v ] = [ _vector3.z, v ];

			}

			sortArray.sort( numericalSort );

			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, d, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		lineDistances = geometry.lineDistances,

		vl = vertices.length,
		cl = colors.length,
		dl = lineDistances.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
		lineDistanceArray = geometry.__lineDistanceArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,

		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 ( dirtyLineDistances ) {

			for ( d = 0; d < dl; d ++ ) {

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, 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 setMeshBuffers( geometryGroup, object, hint, dispose, material ) {

		if ( ! geometryGroup.__inittedArrays ) {

			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,
		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;

			}

			_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;

				}

				_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;

			}

			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;

			}

			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;

			}

			_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;

					}

				}

			}

			_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.x;
					uvArray[ offset_uv + 1 ] = uvi.y;

					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.x;
					uv2Array[ offset_uv2 + 1 ] = uv2i.y;

					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;

			}

			_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;

						}

					} 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;

						}

					}

				} 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;

						}

					} 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;

						}

					}

				} 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;

						}

					} 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;

						}

					} 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;

						}

					}

				} 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;

						}

					} 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;

						}

					} 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;

						}

					}

				}

				_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 ) {

		var attributes = geometry.attributes;

		var attributeName, attributeItem;

		for ( attributeName in attributes ) {

			attributeItem = attributes[ attributeName ];

			if ( attributeItem.needsUpdate ) {

				if ( attributeName === 'index' ) {

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );

				} else {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );

				}

				attributeItem.needsUpdate = false;

			}

		}

	}

	// Buffer rendering

	this.renderBufferImmediate = function ( object, program, material ) {

		initAttributes();

		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 );
			enableAttribute( 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 );
			enableAttribute( 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 );
			enableAttribute( 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 );
			enableAttribute( program.attributes.color );
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

		disableUnusedAttributes();

		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

	function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {

		for ( var attributeName in programAttributes ) {

			var attributePointer = programAttributes[ attributeName ];
			var attributeItem = geometryAttributes[ attributeName ];

			if ( attributePointer >= 0 ) {

				if ( attributeItem ) {

					var attributeSize = attributeItem.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
					enableAttribute( attributePointer );
					_gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32

				} else if ( material.defaultAttributeValues ) {

					if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {

						_gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

					} else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {

						_gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );

					}

				}

			}

		}

		disableUnusedAttributes();

	}

	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

		if ( material.visible === false ) return;

		var linewidth, a, attribute;
		var attributeItem, attributeName, attributePointer, attributeSize;

		var program = setProgram( camera, lights, fog, material, object );

		var programAttributes = program.attributes;
		var geometryAttributes = geometry.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

			initAttributes();

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			var index = geometryAttributes[ "index" ];

			if ( index ) {

				// indexed triangles

				var type, size;

				if ( index.array instanceof Uint32Array ) {

					type = _gl.UNSIGNED_INT;
					size = 4;

				} else {

					type = _gl.UNSIGNED_SHORT;
					size = 2;

				}

				var offsets = geometry.offsets;

				if ( offsets.length === 0 ) {

					if ( updateBuffers ) {

						setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

					}

					_gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );

					_this.info.render.calls ++;
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
					_this.info.render.faces += index.array.length / 3;

				} else {

					// 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

					updateBuffers = true;

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

						var startIndex = offsets[ i ].index;

						if ( updateBuffers ) {

							setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

						}

						// render indexed triangles

						_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );

						_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;

					}

				}

			} else {

				// non-indexed triangles

				if ( updateBuffers ) {

					setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );

				}

				var position = geometry.attributes[ "position" ];

				// render non-indexed triangles

				_gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );

				_this.info.render.calls ++;
				_this.info.render.vertices += position.array.length / 3;
				_this.info.render.faces += position.array.length / 9;

			}

		} else if ( object instanceof THREE.ParticleSystem ) {

			// render particles

			if ( updateBuffers ) {

				setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );

			}

			var position = geometryAttributes[ "position" ];

			// render particles

			_gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );

			_this.info.render.calls ++;
			_this.info.render.points += position.array.length / 3;

		} else if ( object instanceof THREE.Line ) {

			var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;

			setLineWidth( material.linewidth );

			var index = geometryAttributes[ "index" ];

			if ( index ) {

				// indexed lines

				var type, size;

				if ( index.array instanceof Uint32Array ){

					type = _gl.UNSIGNED_INT;
					size = 4;

				} else {

					type = _gl.UNSIGNED_SHORT;
					size = 2;

				}

				var offsets = geometry.offsets;

				if ( offsets.length === 0 ) {

					if ( updateBuffers ) {

						setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

					}

					_gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array

					_this.info.render.calls ++;
					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared

				} else {

					// 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 ) {

							setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

						}

						// render indexed lines

						_gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array

						_this.info.render.calls ++;
						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared

					}

				}

			} else {

				// non-indexed lines

				if ( updateBuffers ) {

					setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );

				}

				var position = geometryAttributes[ "position" ];

				_gl.drawArrays( mode, 0, position.array.length / 3 );

				_this.info.render.calls ++;
				_this.info.render.points += position.array.length / 3;

			}

		}

	};

	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {

		if ( material.visible === false ) return;

		var linewidth, a, attribute, i, il;

		var program = setProgram( camera, lights, fog, material, object );

		var 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;

		}

		if ( updateBuffers ) {

			initAttributes();

		}

		// vertices

		if ( !material.morphTargets && attributes.position >= 0 ) {

			if ( updateBuffers ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				enableAttribute( attributes.position );
				_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 );
						enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );

					}

				}

			}


			// colors

			if ( attributes.color >= 0 ) {

				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
					enableAttribute( attributes.color );
					_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );

				} else if ( material.defaultAttributeValues ) {


					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );

				}

			}

			// normals

			if ( attributes.normal >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				enableAttribute( attributes.normal );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

			}

			// tangents

			if ( attributes.tangent >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				enableAttribute( attributes.tangent );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );

			}

			// uvs

			if ( attributes.uv >= 0 ) {

				if ( object.geometry.faceVertexUvs[0] ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
					enableAttribute( attributes.uv );
					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

				} else if ( material.defaultAttributeValues ) {


					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );

				}

			}

			if ( attributes.uv2 >= 0 ) {

				if ( object.geometry.faceVertexUvs[1] ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
					enableAttribute( attributes.uv2 );
					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );

				} else if ( material.defaultAttributeValues ) {


					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );

				}

			}

			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				enableAttribute( attributes.skinIndex );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				enableAttribute( attributes.skinWeight );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );

			}

			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
				enableAttribute( attributes.lineDistance );
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

		}

		disableUnusedAttributes();

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;

			// wireframe

			if ( material.wireframe ) {

				setLineWidth( material.wireframeLinewidth );
				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );

			// triangles

			} else {

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 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 ) {

			var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;

			setLineWidth( material.linewidth );

			_gl.drawArrays( mode, 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;

		}

	};

	function initAttributes() {

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

			_newAttributes[ i ] = 0;

		}

	}

	function enableAttribute( attribute ) {

		_newAttributes[ attribute ] = 1;

		if ( _enabledAttributes[ attribute ] === 0 ) {

			_gl.enableVertexAttribArray( attribute );
			_enabledAttributes[ attribute ] = 1;

		}

	}

	function disableUnusedAttributes() {

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

			if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {

				_gl.disableVertexAttribArray( i );
				_enabledAttributes[ i ] = 0;

			}

		}

	}

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

		if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		} else if ( attributes.position >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			enableAttribute( attributes.position );
			_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 ) {

				if ( attributes[ "morphTarget" + m ] >= 0 ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
					enableAttribute( attributes[ "morphTarget" + m ] );
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

				if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
					enableAttribute( attributes[ "morphNormal" + 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( [ influence, i ] );

				}

			}

			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 ][ 1 ];

					if ( attributes[ "morphTarget" + m ] >= 0 ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
						enableAttribute( attributes[ "morphTarget" + m ] );
						_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}

					if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
						enableAttribute( attributes[ "morphNormal" + m ] );
						_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 painterSortStable ( a, b ) {

		if ( a.z !== b.z ) {

			return b.z - a.z;

		} else {

			return a.id - b.id;

		}

	};

	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	};


	// 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 ( scene.autoUpdate === true ) scene.updateMatrixWorld();

		// update camera matrices and frustum

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

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_projScreenMatrix.multiplyMatrices( 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.id = i;
			webglObject.render = false;

			if ( object.visible ) {

				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

					setupMatrices( object, camera );

					unrollBufferMaterial( webglObject );

					webglObject.render = true;

					if ( this.sortObjects === true ) {

						if ( object.renderDepth !== null ) {

							webglObject.z = object.renderDepth;

						} else {

							_vector3.setFromMatrixPosition( object.matrixWorld );
							_vector3.applyProjection( _projScreenMatrix );

							webglObject.z = _vector3.z;

						}

					}

				}

			}

		}

		if ( this.sortObjects ) {

			renderList.sort( painterSortStable );

		}

		// 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 ) {

				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 {

			var material = null;

			// opaque pass (front-to-back order)

			this.setBlending( THREE.NoBlending );

			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );

			// transparent pass (back-to-front order)

			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );

		}

		// 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;
		var buffer = globject.buffer;

		var geometry = object.geometry;
		var material = object.material;

		if ( material instanceof THREE.MeshFaceMaterial ) {

			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;

			material = material.materials[ materialIndex ];

			if ( material.transparent ) {

				globject.transparent = material;
				globject.opaque = null;

			} else {

				globject.opaque = material;
				globject.transparent = null;

			}

		} else {

			if ( material ) {

				if ( material.transparent ) {

					globject.transparent = material;
					globject.opaque = null;

				} else {

					globject.opaque = material;
					globject.transparent = null;

				}

			}

		}

	};

	// 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 ++ ) {

			var object = scene.__webglObjects[ o ].object;

			// TODO: Remove this hack (WebGLRenderer refactoring)

			if ( object.__webglInit === undefined ) {

				if ( object.__webglActive !== undefined ) {

					removeObject( object, scene );

				}

				addObject( object, scene );

			}

			updateObject( object );

		}

	};

	// Objects adding

	function addObject( object, scene ) {

		var g, geometry, material, geometryGroup;

		if ( object.__webglInit === undefined ) {

			object.__webglInit = true;

			object._modelViewMatrix = new THREE.Matrix4();
			object._normalMatrix = new THREE.Matrix3();

			geometry = object.geometry;

			if ( geometry === undefined ) {

				// ImmediateRenderObject

			} else if ( geometry.__webglInit === undefined ) {

				geometry.__webglInit = true;
				geometry.addEventListener( 'dispose', onGeometryDispose );

				if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

				} else if ( object instanceof THREE.Mesh ) {

					material = object.material;

					if ( geometry.geometryGroups === undefined ) {

						geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535  );

					}

					// 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 ( object instanceof THREE.Line ) {

					if ( ! geometry.__webglVertexBuffer ) {

						createLineBuffers( geometry );
						initLineBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;
						geometry.lineDistancesNeedUpdate = true;

					}

				} else if ( object instanceof THREE.ParticleSystem ) {

					if ( ! geometry.__webglVertexBuffer ) {

						createParticleBuffers( geometry );
						initParticleBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;

					}

				}

			}

		}

		if ( object.__webglActive === undefined ) {

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else if ( geometry instanceof THREE.Geometry ) {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];

						addBuffer( scene.__webglObjects, geometryGroup, object );

					}

				}

			} else if ( 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(
			{
				id: null,
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null,
				z: 0
			}
		);

	};

	function addBufferImmediate( objlist, object ) {

		objlist.push(
			{
				id: null,
				object: object,
				opaque: null,
				transparent: null,
				z: 0
			}
		);

	};

	// Objects updates

	function updateObject( object ) {

		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;

		if ( geometry instanceof THREE.BufferGeometry ) {

			setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );

		} else if ( object instanceof THREE.Mesh ) {

			// check all geometry groups

			for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

				geometryGroup = geometry.geometryGroupsList[ i ];

				material = getBufferMaterial( object, geometryGroup );

				if ( geometry.buffersNeedUpdate ) {

					initMeshBuffers( geometryGroup, object );

				}

				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;

			geometry.buffersNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );

		} else if ( object instanceof THREE.Line ) {

			material = getBufferMaterial( object, geometry );

			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {

				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );

			}

			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.lineDistancesNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );


		} else if ( object instanceof THREE.ParticleSystem ) {

			material = getBufferMaterial( object, geometry );

			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.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 );

		}

		delete object.__webglActive;

	};

	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 ) {

		material.addEventListener( 'dispose', onMaterialDispose );

		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.LineDashedMaterial ) {

			shaderID = 'dashed';

		} else if ( material instanceof THREE.ParticleSystemMaterial ) {

			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 = {

			precision: _precision,
			supportsVertexTextures: _supportsVertexTextures,

			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,
			fogExp: fog instanceof THREE.FogExp2,

			sizeAttenuation: material.sizeAttenuation,
			logarithmicDepthBuffer: _logarithmicDepthBuffer,

			skinning: material.skinning,
			maxBones: maxBones,
			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,

			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 && maxShadows > 0,
			shadowMapType: this.shadowMapType,
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,

			alphaTest: material.alphaTest,
			metal: material.metal,
			wrapAround: material.wrapAround,
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide

		};

		// Generate code

		var chunks = [];

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

			chunks.push( material.fragmentShader );
			chunks.push( material.vertexShader );

		}

		for ( var d in material.defines ) {

			chunks.push( d );
			chunks.push( material.defines[ d ] );

		}

		for ( var p in parameters ) {

			chunks.push( p );
			chunks.push( parameters[ p ] );

		}

		var code = chunks.join();

		var program;

		// Check if code has been already compiled

		for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				program = programInfo;
				program.usedTimes ++;

				break;

			}

		}

		if ( program === undefined ) {

			program = new THREE.WebGLProgram( this, code, material, parameters );
			_programs.push( program );

			_this.info.memory.programs = _programs.length;

		}

		material.program = program;

		var attributes = material.program.attributes;

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

			var id, base = "morphTarget";

			for ( i = 0; i < this.maxMorphTargets; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					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 ) {

					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 ) 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.id !== _currentProgram ) {

			_gl.useProgram( program.program );
			_currentProgram = program.id;

			refreshMaterial = true;

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
			refreshMaterial = true;

		}

		if ( refreshMaterial || camera !== _currentCamera ) {

			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

			if ( _logarithmicDepthBuffer ) {

				_gl.uniform1f(p_uniforms.logDepthBufFC, 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));

			}


			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.skeleton.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
					_this.setTexture( object.skeleton.boneTexture, textureUnit );

				}

				if ( p_uniforms.boneTextureWidth !== null ) {

					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );

				}

				if ( p_uniforms.boneTextureHeight !== null ) {

					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.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.LineDashedMaterial ) {

				refreshUniformsLine( m_uniforms, material );
				refreshUniformsDash( m_uniforms, material );

			} else if ( material instanceof THREE.ParticleSystemMaterial ) {

				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 ) {

					_vector3.setFromMatrixPosition( camera.matrixWorld );
					_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.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.matrixWorldInverse.elements );

				}

			}

		}

		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 refreshUniformsDash ( uniforms, material ) {

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

	};

	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.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;

		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
		uniforms.hemisphereLightDirection.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( "WebGLRenderer: 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 === "m3") { // single THREE.Matrix3

				_gl.uniformMatrix3fv( location, false, value.elements );

			} else if ( type === "m3v" ) { // array of THREE.Matrix3

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 9 * value.length );

				}

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

					value[ i ].flattenToArrayOffset( uniform._array, i * 9 );

				}

				_gl.uniformMatrix3fv( location, false, uniform._array );

			} else if ( type === "m4") { // single THREE.Matrix4

				_gl.uniformMatrix4fv( location, false, value.elements );

			} 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 );

				}

			} else {

				console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );

			}

		}

	};

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );

	};

	//

	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,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,

		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,

		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,

		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

			color = light.color;
			intensity = light.intensity;
			distance = light.distance;

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

				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 ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

				_direction.setFromMatrixPosition( light.matrixWorld );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
				_direction.sub( _vector3 );
				_direction.normalize();

				// skip lights with undefined direction
				// these create troubles in OpenGL (making pixel black)

				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

				dirOffset = dirLength * 3;

				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

				if ( _this.gammaInput ) {

					setColorGamma( dirColors, dirOffset, color, intensity * intensity );

				} else {

					setColorLinear( dirColors, dirOffset, color, intensity );

				}

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( pointColors, pointOffset, color, intensity * intensity );

				} else {

					setColorLinear( pointColors, pointOffset, color, intensity );

				}

				_vector3.setFromMatrixPosition( light.matrixWorld );

				pointPositions[ pointOffset ]     = _vector3.x;
				pointPositions[ pointOffset + 1 ] = _vector3.y;
				pointPositions[ pointOffset + 2 ] = _vector3.z;

				pointDistances[ pointLength ] = distance;

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( spotColors, spotOffset, color, intensity * intensity );

				} else {

					setColorLinear( spotColors, spotOffset, color, intensity );

				}

				_vector3.setFromMatrixPosition( light.matrixWorld );

				spotPositions[ spotOffset ]     = _vector3.x;
				spotPositions[ spotOffset + 1 ] = _vector3.y;
				spotPositions[ spotOffset + 2 ] = _vector3.z;

				spotDistances[ spotLength ] = distance;

				_direction.copy( _vector3 );
				_vector3.setFromMatrixPosition( light.target.matrixWorld );
				_direction.sub( _vector3 );
				_direction.normalize();

				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

				_direction.setFromMatrixPosition( light.matrixWorld );
				_direction.normalize();

				// skip lights with undefined direction
				// these create troubles in OpenGL (making pixel black)

				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

				hemiOffset = hemiLength * 3;

				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

				skyColor = light.color;
				groundColor = light.groundColor;

				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 );

				}

				hemiLength += 1;

			}

		}

		// null eventual remains from removed lights
		// (this is to avoid if in shader)

		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); 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, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

			} else if ( cullFace === THREE.CullFaceFront ) {

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _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;

		}

	};

	// Textures

	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.addEventListener( 'dispose', onTextureDispose );

				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 );
			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

			var image = texture.image,
			isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );

			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

			var mipmap, mipmaps = texture.mipmaps;

			if ( texture instanceof THREE.DataTexture ) {

				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels

				if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

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

						mipmap = mipmaps[ i ];
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

					texture.generateMipmaps = false;

				} else {

					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

				}

			} else if ( texture instanceof THREE.CompressedTexture ) {

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

					mipmap = mipmaps[ i ];
					if ( texture.format!==THREE.RGBAFormat ) {
						_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
					} else {
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
					}

				}

			} else { // regular Texture (image, video, canvas)

				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels

				if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

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

						mipmap = mipmaps[ i ];
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

					}

					texture.generateMipmaps = false;

				} 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.addEventListener( 'dispose', onTextureDispose );

					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

				_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 = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.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 ) {

						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

					} else {

						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

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

							mipmap = mipmaps[ j ];
							if ( texture.format!==THREE.RGBAFormat ) {

								_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, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
							}

						}
					}
				}

				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.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.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();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					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 );

				if ( renderTarget.shareDepthFrom ) {

					if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

					} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

					}

				} else {

					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.skeleton && object.skeleton.useVertexTexture ) {

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
			//  - leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _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.skeleton.bones.length, maxBones );

				if ( maxBones < object.skeleton.bones.length ) {

					console.warn( "WebGLRenderer: too many bones - " + object.skeleton.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );

				}

			}

			return maxBones;

		}

	};

	function allocateLights( lights ) {

		var dirLights = 0;
		var pointLights = 0;
		var spotLights = 0;
		var hemiLights = 0;

		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {

			var light = lights[ l ];

			if ( light.onlyShadow || light.visible === false ) 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 ++;

		}

		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };

	};

	function allocateShadows( lights ) {

		var maxShadows = 0;

		for ( var l = 0, ll = lights.length; l < ll; l++ ) {

			var 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 {

			var attributes = {
				alpha: _alpha,
				depth: _depth,
				stencil: _stencil,
				antialias: _antialias,
				premultipliedAlpha: _premultipliedAlpha,
				preserveDrawingBuffer: _preserveDrawingBuffer
			};

			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

			if ( _gl === null ) {

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
		_glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
		_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' );

		_glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );


		if ( _glExtensionTextureFloat === null ) {

			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

		if ( _glExtensionStandardDerivatives === null ) {

			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

		}

		if ( _glExtensionTextureFilterAnisotropic === null ) {

			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

		}

		if ( _glExtensionCompressedTextureS3TC === null ) {

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

		}

		if ( _glExtensionElementIndexUint === null ) {

			console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );

		}

		if ( _gl.getShaderPrecisionFormat === undefined ) {

			_gl.getShaderPrecisionFormat = function() {

				return {
					"rangeMin"  : 1,
					"rangeMax"  : 1,
					"precision" : 1
				};

			}
		}

		if ( _logarithmicDepthBuffer ) {

			_glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );

		}

	};

	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.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

		_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;

	this.shareDepthFrom = null;

};

THREE.WebGLRenderTarget.prototype = {

	constructor: THREE.WebGLRenderTarget,

	setSize: function ( width, height ) {

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

	},

	clone: function () {

		var tmp = new THREE.WebGLRenderTarget( this.width, this.height );

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

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

		tmp.anisotropy = this.anisotropy;

		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;

		tmp.shareDepthFrom = this.shareDepthFrom;

		return tmp;

	},

	dispose: function () {

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

	}

};

THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );

/**
 * @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 );

THREE.WebGLProgram = ( function () {

	var programIdCount = 0;

	var generateDefines = function ( 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" );

	};

	var cacheUniformLocations = function ( gl, program, identifiers ) {

		var uniforms = {};

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

			var id = identifiers[ i ];
			uniforms[ id ] = gl.getUniformLocation( program, id );

		}

		return uniforms;

	};

	var cacheAttributeLocations = function ( gl, program, identifiers ) {

		var attributes = {};

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

			var id = identifiers[ i ];
			attributes[ id ] = gl.getAttribLocation( program, id );

		}

		return attributes;

	};

	return function ( renderer, code, material, parameters ) {

		var _this = renderer;
		var _gl = _this.context;

		var fragmentShader = material.fragmentShader;
		var vertexShader = material.vertexShader;
		var uniforms = material.uniforms;
		var attributes = material.attributes;
		var defines = material.defines;
		var index0AttributeName = material.index0AttributeName;

		if ( index0AttributeName === undefined && parameters.morphTargets === true ) {

			// programs with morphTargets displace position out of attribute 0

			index0AttributeName = 'position';

		}

		var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";

		if ( parameters.shadowMapType === THREE.PCFShadowMap ) {

			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";

		} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {

			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";

		}

		// console.log( "building new program " );

		//

		var customDefines = generateDefines( defines );

		//

		var program = _gl.createProgram();

		var prefix_vertex, prefix_fragment;

		if ( material instanceof THREE.RawShaderMaterial ) {

			prefix_vertex = '';
			prefix_fragment = '';

		} else {

			prefix_vertex = [

				"precision " + parameters.precision + " float;",
				"precision " + parameters.precision + " int;",

				customDefines,

				parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",

				_this.gammaInput ? "#define GAMMA_INPUT" : "",
				_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",

				"#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.morphTargets ? "#define USE_MORPHTARGETS" : "",
				parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
				parameters.wrapAround ? "#define WRAP_AROUND" : "",
				parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
				parameters.flipSided ? "#define FLIP_SIDED" : "",

				parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
				parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
				parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
				parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

				parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

				parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
				//_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",


				"uniform mat4 modelMatrix;",
				"uniform mat4 modelViewMatrix;",
				"uniform mat4 projectionMatrix;",
				"uniform mat4 viewMatrix;",
				"uniform mat3 normalMatrix;",
				"uniform vec3 cameraPosition;",

				"attribute vec3 position;",
				"attribute vec3 normal;",
				"attribute vec2 uv;",
				"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' );

			prefix_fragment = [

				"precision " + parameters.precision + " float;",
				"precision " + parameters.precision + " int;",

				( 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" : "",

				( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
				( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",

				parameters.map ? "#define USE_MAP" : "",
				parameters.envMap ? "#define USE_ENVMAP" : "",
				parameters.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.wrapAround ? "#define WRAP_AROUND" : "",
				parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
				parameters.flipSided ? "#define FLIP_SIDED" : "",

				parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
				parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
				parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
				parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

				parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
				//_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",

				"uniform mat4 viewMatrix;",
				"uniform vec3 cameraPosition;",
				""

			].join( '\n' );

		}

		var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
		var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );

		_gl.attachShader( program, glVertexShader );
		_gl.attachShader( program, glFragmentShader );

		if ( index0AttributeName !== undefined ) {

			// Force a particular attribute to index 0.
			// because potentially expensive emulation is done by browser if attribute 0 is disabled.
			// And, color, for example is often automatically bound to index 0 so disabling it

			_gl.bindAttribLocation( program, 0, index0AttributeName );

		}

		_gl.linkProgram( program );

		if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {

			console.error( 'Could not initialise shader' );
			console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
			console.error( 'gl.getError()', _gl.getError() );

		}

		if ( _gl.getProgramInfoLog( program ) !== '' ) {

			console.error( 'gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );

		}

		// clean up

		_gl.deleteShader( glVertexShader );
		_gl.deleteShader( glFragmentShader );

		// cache uniform locations

		var identifiers = [

			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
			'morphTargetInfluences'

		];

		if ( parameters.useVertexTexture ) {

			identifiers.push( 'boneTexture' );
			identifiers.push( 'boneTextureWidth' );
			identifiers.push( 'boneTextureHeight' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

		if ( parameters.logarithmicDepthBuffer ) {

			identifiers.push('logDepthBufFC');

		}


		for ( var u in uniforms ) {

			identifiers.push( u );

		}

		this.uniforms = cacheUniformLocations( _gl, program, identifiers );

		// cache attributes locations

		identifiers = [

			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinIndex", "skinWeight", "lineDistance"

		];

		for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {

			identifiers.push( "morphTarget" + i );

		}

		for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

		for ( var a in attributes ) {

			identifiers.push( a );

		}

		this.attributes = cacheAttributeLocations( _gl, program, identifiers );

		//

		this.id = programIdCount ++;
		this.code = code;
		this.usedTimes = 1;
		this.program = program;
		this.vertexShader = glVertexShader;
		this.fragmentShader = glFragmentShader;

		return this;

	};

} )();

THREE.WebGLShader = ( function () {

	var addLineNumbers = function ( string ) {

		var lines = string.split( '\n' );

		for ( var i = 0; i < lines.length; i ++ ) {

			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

		}

		return lines.join( '\n' );

	};

	return function ( gl, type, string ) {

		var shader = gl.createShader( type ); 

		gl.shaderSource( shader, string );
		gl.compileShader( shader );

		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {

			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );

		}

		if ( gl.getShaderInfoLog( shader ) !== '' ) {

			console.error( 'THREE.WebGLShader:', 'gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
			console.error( addLineNumbers( string ) );

		}

		// --enable-privileged-webgl-extension
		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

		return shader;

	};

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

THREE.RenderableVertex = function () {

	this.position = new THREE.Vector3();
	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.RenderableFace = function () {

	this.id = 0;

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();
	this.v3 = new THREE.RenderableVertex();

	this.normalModel = new THREE.Vector3();

	this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
	this.vertexNormalsLength = 0;

	this.color = null;
	this.material = null;
	this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];

	this.z = 0;

};

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

THREE.RenderableObject = function () {

	this.id = 0;

	this.object = null;
	this.z = 0;

};

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

THREE.RenderableSprite = function () {

	this.id = 0;

	this.object = null;

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

	this.rotation = 0;
	this.scale = new THREE.Vector2();

	this.material = null;

};

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

THREE.RenderableLine = function () {

	this.id = 0;

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();

	this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
	this.material = null;

	this.z = 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, geometry2, materialIndexOffset ) {

		console.warn( 'DEPRECATED: GeometryUtils\'s .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );

		var matrix;

		if ( geometry2 instanceof THREE.Mesh ) {

			geometry2.matrixAutoUpdate && geometry2.updateMatrix();

			matrix = geometry2.matrix;
			geometry2 = geometry2.geometry;

		}

		geometry1.merge( geometry2, matrix, materialIndexOffset );

	},

	// Get random point in triangle (via barycentric coordinates)
	// 	(uniform distribution)
	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle

	randomPointInTriangle: function () {

		var vector = new THREE.Vector3();

		return function ( vectorA, vectorB, vectorC ) {

			var point = new THREE.Vector3();

			var a = THREE.Math.random16();
			var b = THREE.Math.random16();

			if ( ( a + b ) > 1 ) {

				a = 1 - a;
				b = 1 - b;

			}

			var c = 1 - a - b;

			point.copy( vectorA );
			point.multiplyScalar( a );

			vector.copy( vectorB );
			vector.multiplyScalar( b );

			point.add( vector );

			vector.copy( vectorC );
			vector.multiplyScalar( c );

			point.add( vector );

			return point;

		};

	}(),

	// Get random point in face (triangle)
	// (uniform distribution)

	randomPointInFace: function ( face, geometry, useCachedAreas ) {

		var vA, vB, vC;

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

		return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );

	},

	// 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 ];

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

			face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );

			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.Math.random16() * 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 (half of parallelogram)
	//	http://mathworld.wolfram.com/TriangleArea.html

	triangleArea: function () {

		var vector1 = new THREE.Vector3();
		var vector2 = new THREE.Vector3();

		return function ( vectorA, vectorB, vectorC ) {

			vector1.subVectors( vectorB, vectorA );
			vector2.subVectors( vectorC, vectorA );
			vector1.cross( vector2 );

			return 0.5 * vector1.length();

		};

	}(),

	// 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.addVectors( bb.min, bb.max );
		offset.multiplyScalar( -0.5 );

		geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
		geometry.computeBoundingBox();

		return offset;

	}

};

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

THREE.ImageUtils = {

	crossOrigin: undefined,

	loadTexture: function ( url, mapping, onLoad, onError ) {

		var loader = new THREE.ImageLoader();
		loader.crossOrigin = this.crossOrigin;

		var texture = new THREE.Texture( undefined, mapping );

		var image = loader.load( url, function () {

			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture );

		}, undefined, function ( event ) {

			if ( onError ) onError( event );

		} );

		texture.image = image;
		texture.sourceFile = url;

		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 loader = new THREE.ImageLoader();
		loader.crossOrigin = this.crossOrigin;
		
		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 = loader.load( array[i], function () {

				images.loadCount += 1;

				if ( images.loadCount === 6 ) {

					texture.needsUpdate = true;
					if ( onLoad ) onLoad( texture );

				}

			} );
			
			images[ i ] = cubeImage;
		}
		
		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( texture );

				}

			}

		}

		// compressed cubemap textures as 6 separate DDS files

		if ( array instanceof Array ) {

			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 );

			}

		// compressed cubemap texture stored in a single DDS file

		} else {

			var url = array;
			var request = new XMLHttpRequest();

			request.onload = function( ) {

				var buffer = request.response;
				var dds = THREE.ImageUtils.parseDDS( buffer, true );

				if ( dds.isCubemap ) {

					var faces = dds.mipmaps.length / dds.mipmapCount;

					for ( var f = 0; f < faces; f ++ ) {

						images[ f ] = { mipmaps : [] };

						for ( var i = 0; i < dds.mipmapCount; i ++ ) {

							images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
							images[ f ].format = dds.format;
							images[ f ].width = dds.width;
							images[ f ].height = dds.height;

						}

					}

					texture.format = dds.format;
					texture.needsUpdate = true;
					if ( onLoad ) onLoad( texture );

				}

			}

			request.onerror = onError;

			request.open( 'GET', url, true );
			request.responseType = "arraybuffer";
			request.send( null );

		}

		return texture;

	},

	loadDDSTexture: function ( url, 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 request = new XMLHttpRequest();

			request.onload = function( ) {

				var buffer = request.response;
				var dds = THREE.ImageUtils.parseDDS( buffer, true );

				if ( dds.isCubemap ) {

					var faces = dds.mipmaps.length / dds.mipmapCount;

					for ( var f = 0; f < faces; f ++ ) {

						images[ f ] = { mipmaps : [] };

						for ( var i = 0; i < dds.mipmapCount; i ++ ) {

							images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
							images[ f ].format = dds.format;
							images[ f ].width = dds.width;
							images[ f ].height = dds.height;

						}

					}


				} else {
					texture.image.width = dds.width;
					texture.image.height = dds.height;
					texture.mipmaps = dds.mipmaps;
				}

				texture.format = dds.format;
				texture.needsUpdate = true;
				if ( onLoad ) onLoad( texture );

			}

			request.onerror = onError;

			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
			);
		}

		function loadARGBMip( buffer, dataOffset, width, height ) {
			var dataLength = width*height*4;
			var srcBuffer = new Uint8Array( buffer, dataOffset, dataLength );
			var byteArray = new Uint8Array( dataLength );
			var dst = 0;
			var src = 0;
			for ( var y = 0; y < height; y++ ) {
				for ( var x = 0; x < width; x++ ) {
					var b = srcBuffer[src]; src++;
					var g = srcBuffer[src]; src++;
					var r = srcBuffer[src]; src++;
					var a = srcBuffer[src]; src++;
					byteArray[dst] = r; dst++;	//r
					byteArray[dst] = g; dst++;	//g
					byteArray[dst] = b; dst++;	//b
					byteArray[dst] = a; dst++;	//a
				}
			}
			return byteArray;
		}

		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;
		var off_RGBBitCount = 22;
		var off_RBitMask = 23;
		var off_GBitMask = 24;
		var off_BBitMask = 25;
		var off_ABitMask = 26;

		var off_caps = 27;
		var off_caps2 = 28;
		var off_caps3 = 29;
		var off_caps4 = 30;

		// 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 ];

		var isRGBAUncompressed = false;

		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:

				if( header[off_RGBBitCount] ==32 
					&& header[off_RBitMask]&0xff0000
					&& header[off_GBitMask]&0xff00 
					&& header[off_BBitMask]&0xff
					&& header[off_ABitMask]&0xff000000  ) {
					isRGBAUncompressed = true;
					blockBytes = 64;
					dds.format = THREE.RGBAFormat;
				} else {
					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 ] );

		}

		//TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.

		dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;

		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;

		var faces = dds.isCubemap ? 6 : 1;

		for ( var face = 0; face < faces; face ++ ) {

			for ( var i = 0; i < dds.mipmapCount; i ++ ) {

				if( isRGBAUncompressed ) {
					var byteArray = loadARGBMip( buffer, dataOffset, width, height );
					var dataLength = byteArray.length;
				} else {
					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 );

			}

			width = dds.width;
			height = dds.height;

		}

		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 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 ],
					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;

	};

	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;

		var aX, aY, bX, bY, cX, cY;
		var apx, apy, bpx, bpy, cpx, cpy;
		var cCROSSap, bCROSScp, aCROSSbp;

		aX = cx - bx;  aY = cy - by;
		bX = ax - cx;  bY = ay - cy;
		cX = bx - ax;  cY = by - ay;

		for ( p = 0; p < n; p++ ) {

			px = contour[ verts[ p ] ].x
			py = contour[ verts[ p ] ].y

			if ( ( (px === ax) && (py === ay) ) ||
				 ( (px === bx) && (py === by) ) ||
				 ( (px === cx) && (py === cy) ) )	continue;

			apx = px - ax;  apy = py - ay;
			bpx = px - bx;  bpy = py - by;
			cpx = px - cx;  cpy = py - cy;

			// see if p is inside triangle abc

			aCROSSbp = aX*bpy - aY*bpx;
			cCROSSap = cX*apy - cY*apx;
			bCROSScp = bX*cpy - bY*cpx;

			if ( (aCROSSbp >= -EPSILON) && (bCROSScp >= -EPSILON) && (cCROSSap >= -EPSILON) ) 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 };
THREE.typeface_js = self._typeface_js;

/**
 * @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 following classes subclasses THREE.Curve:
 *
 * -- 2d classes --
 * THREE.LineCurve
 * THREE.QuadraticBezierCurve
 * THREE.CubicBezierCurve
 * THREE.SplineCurve
 * THREE.ArcCurve
 * THREE.EllipseCurve
 *
 * -- 3d classes --
 * THREE.LineCurve3
 * THREE.QuadraticBezierCurve3
 * THREE.CubicBezierCurve3
 * THREE.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;

};

// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation

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().sub(pt1);
	return vec.normalize();

};


THREE.Curve.prototype.getTangentAt = function ( u ) {

	var t = this.getUtoTmapping( u );
	return this.getTangent( t );

};





/**************************************************************
 *	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;

};

/**
 * @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

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.add( p );

	}

	var ret = {

		minX: minX,
		minY: minY,
		maxX: maxX,
		maxY: maxY

	};

	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.getTangent( xNorm );
		normal.set( -normal.y, normal.x ).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.multiplyMatrices( this.parent.matrixWorld, this.matrix );

			this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
			this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );

			this.matrixWorld.compose( this.translationWorld, this.quaternionObject, 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.quaternionWorld = new THREE.Quaternion();
THREE.Gyroscope.prototype.quaternionObject = 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(1);
	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
//
//	Assumptions (if parameter isCCW==true the opposite holds):
//	- solid shapes are defined clockwise (CW)
//	- holes are defined counterclockwise (CCW)
//
//	If parameter noHoles==true:
//  - all subPaths are regarded as solid shapes
//  - definition order CW/CCW has no relevance
//

THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {

	function extractSubpaths( inActions ) {

		var i, il, item, action, args;

		var subPaths = [], lastPath = new THREE.Path();

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

			item = inActions[ 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);

		return	subPaths;
	}

	function toShapesNoHoles( inSubpaths ) {

		var shapes = [];

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

			var tmpPath = inSubpaths[ i ];

			var tmpShape = new THREE.Shape();
			tmpShape.actions = tmpPath.actions;
			tmpShape.curves = tmpPath.curves;

			shapes.push( tmpShape );
		}

		//console.log("shape", shapes);

		return shapes;
	};

	function isPointInsidePolygon( inPt, inPolygon ) {
		var EPSILON = 0.0000000001;

		var polyLen = inPolygon.length;

		// inPt on polygon contour => immediate success    or
		// toggling of inside/outside at every single! intersection point of an edge
		//  with the horizontal line through inPt, left of inPt
		//  not counting lowerY endpoints of edges and whole edges on that line
		var inside = false;
		for( var p = polyLen - 1, q = 0; q < polyLen; p = q++ ) {
			var edgeLowPt  = inPolygon[ p ];
			var edgeHighPt = inPolygon[ q ];

			var edgeDx = edgeHighPt.x - edgeLowPt.x;
			var edgeDy = edgeHighPt.y - edgeLowPt.y;

			if ( Math.abs(edgeDy) > EPSILON ) {			// not parallel
				if ( edgeDy < 0 ) {
					edgeLowPt  = inPolygon[ q ]; edgeDx = -edgeDx;
					edgeHighPt = inPolygon[ p ]; edgeDy = -edgeDy;
				}
				if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

				if ( inPt.y == edgeLowPt.y ) {
					if ( inPt.x == edgeLowPt.x )		return	true;		// inPt is on contour ?
					// continue;				// no intersection or edgeLowPt => doesn't count !!!
				} else {
					var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
					if ( perpEdge == 0 )				return	true;		// inPt is on contour ?
					if ( perpEdge < 0 ) 				continue;
					inside = !inside;		// true intersection left of inPt
				}
			} else {		// parallel or colinear
				if ( inPt.y != edgeLowPt.y ) 		continue;			// parallel
				// egde lies on the same horizontal line as inPt
				if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
					 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
				// continue;
			}
		}

		return	inside;
	}


	var subPaths = extractSubpaths( this.actions );
	if ( subPaths.length == 0 ) return [];

	if ( noHoles === true )	return	toShapesNoHoles( subPaths );


	var solid, tmpPath, tmpShape, shapes = [];

	if ( subPaths.length == 1) {

		tmpPath = subPaths[0];
		tmpShape = new THREE.Shape();
		tmpShape.actions = tmpPath.actions;
		tmpShape.curves = tmpPath.curves;
		shapes.push( tmpShape );
		return shapes;

	}

	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
	holesFirst = isCCW ? !holesFirst : holesFirst;

	// console.log("Holes first", holesFirst);
	
	var betterShapeHoles = [];
	var newShapes = [];
	var newShapeHoles = [];
	var mainIdx = 0;
	var tmpPoints;

	newShapes[mainIdx] = undefined;
	newShapeHoles[mainIdx] = [];

	var i, il;

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

		tmpPath = subPaths[ i ];
		tmpPoints = tmpPath.getPoints();
		solid = THREE.Shape.Utils.isClockWise( tmpPoints );
		solid = isCCW ? !solid : solid;

		if ( solid ) {

			if ( (! holesFirst ) && ( newShapes[mainIdx] ) )	mainIdx++;

			newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
			newShapes[mainIdx].s.actions = tmpPath.actions;
			newShapes[mainIdx].s.curves = tmpPath.curves;
			
			if ( holesFirst )	mainIdx++;
			newShapeHoles[mainIdx] = [];

			//console.log('cw', i);

		} else {

			newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );

			//console.log('ccw', i);

		}

	}

	// only Holes? -> probably all Shapes with wrong orientation
	if ( !newShapes[0] )	return	toShapesNoHoles( subPaths );


	if ( newShapes.length > 1 ) {
		var ambigious = false;
		var toChange = [];

		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
			betterShapeHoles[sIdx] = [];
		}
		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
			var sh = newShapes[sIdx];
			var sho = newShapeHoles[sIdx];
			for (var hIdx = 0; hIdx < sho.length; hIdx++ ) {
				var ho = sho[hIdx];
				var hole_unassigned = true;
				for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++ ) {
					if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
						if ( sIdx != s2Idx )		toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
						if ( hole_unassigned ) {
							hole_unassigned = false;
							betterShapeHoles[s2Idx].push( ho );
						} else {
							ambigious = true;
						}
					}
				}
				if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
			}
		}
		// console.log("ambigious: ", ambigious);
		if ( toChange.length > 0 ) {
			// console.log("to change: ", toChange);
			if (! ambigious)	newShapeHoles = betterShapeHoles;
		}
	}

	var tmpHoles, j, jl;
	for ( i = 0, il = newShapes.length; i < il; i ++ ) {
		tmpShape = newShapes[i].s;
		shapes.push( tmpShape );
		tmpHoles = newShapeHoles[i];
		for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
			tmpShape.holes.push( tmpHoles[j].h );
		}
	}

	//console.log("shape", shapes);

	return shapes;

};

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * 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 = {

	triangulateShape: function ( contour, holes ) {

		function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
			// inOtherPt needs to be colinear to the inSegment
			if ( inSegPt1.x != inSegPt2.x ) {
				if ( inSegPt1.x < inSegPt2.x ) {
					return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
				} else {
					return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
				}
			} else {
				if ( inSegPt1.y < inSegPt2.y ) {
					return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
				} else {
					return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
				}
			}
		}

		function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
			var EPSILON = 0.0000000001;

			var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
			var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;

			var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
			var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;

			var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
			var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;

			if ( Math.abs(limit) > EPSILON ) {			// not parallel

				var perpSeg2;
				if ( limit > 0 ) {
					if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
					if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];
				} else {
					if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
					if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];
				}

				// i.e. to reduce rounding errors
				// intersection at endpoint of segment#1?
				if ( perpSeg2 == 0 ) {
					if ( ( inExcludeAdjacentSegs ) &&
						 ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) )		return [];
					return  [ inSeg1Pt1 ];
				}
				if ( perpSeg2 == limit ) {
					if ( ( inExcludeAdjacentSegs ) &&
						 ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) )		return [];
					return  [ inSeg1Pt2 ];
				}
				// intersection at endpoint of segment#2?
				if ( perpSeg1 == 0 )		return  [ inSeg2Pt1 ];
				if ( perpSeg1 == limit )	return  [ inSeg2Pt2 ];

				// return real intersection point
				var factorSeg1 = perpSeg2 / limit;
				return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
							y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];

			} else {		// parallel or colinear
				if ( ( perpSeg1 != 0 ) ||
					 ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) 			return [];

				// they are collinear or degenerate
				var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) );	// segment1 ist just a point?
				var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) );	// segment2 ist just a point?
				// both segments are points
				if ( seg1Pt && seg2Pt ) {
					if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
						 (inSeg1Pt1.y != inSeg2Pt1.y) )		return [];   	// they are distinct  points
					return  [ inSeg1Pt1 ];                 					// they are the same point
				}
				// segment#1  is a single point
				if ( seg1Pt ) {
					if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
					return  [ inSeg1Pt1 ];
				}
				// segment#2  is a single point
				if ( seg2Pt ) {
					if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
					return  [ inSeg2Pt1 ];
				}

				// they are collinear segments, which might overlap
				var seg1min, seg1max, seg1minVal, seg1maxVal;
				var seg2min, seg2max, seg2minVal, seg2maxVal;
				if (seg1dx != 0) {		// the segments are NOT on a vertical line
					if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
					} else {
						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
					}
					if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
					} else {
						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
					}
				} else {				// the segments are on a vertical line
					if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
					} else {
						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
					}
					if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
					} else {
						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
					}
				}
				if ( seg1minVal <= seg2minVal ) {
					if ( seg1maxVal <  seg2minVal )	return [];
					if ( seg1maxVal == seg2minVal )	{
						if ( inExcludeAdjacentSegs )		return [];
						return [ seg2min ];
					}
					if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
					return	[ seg2min, seg2max ];
				} else {
					if ( seg1minVal >  seg2maxVal )	return [];
					if ( seg1minVal == seg2maxVal )	{
						if ( inExcludeAdjacentSegs )		return [];
						return [ seg1min ];
					}
					if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
					return	[ seg1min, seg2max ];
				}
			}
		}

		function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
			// The order of legs is important

			var EPSILON = 0.0000000001;

			// translation of all points, so that Vertex is at (0,0)
			var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
			var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
			var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;

			// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
			var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
			var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;

			if ( Math.abs(from2toAngle) > EPSILON ) {			// angle != 180 deg.

				var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
				// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );

				if ( from2toAngle > 0 ) {				// main angle < 180 deg.
					return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
				} else {								// main angle > 180 deg.
					return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
				}
			} else {										// angle == 180 deg.
				// console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
				return	( from2otherAngle > 0 );
			}
		}


		function removeHoles( contour, holes ) {

			var shape = contour.concat(); // work on this shape
			var hole;

			function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
				// Check if hole point lies within angle around shape point
				var lastShapeIdx = shape.length - 1;

				var prevShapeIdx = inShapeIdx - 1;
				if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;

				var nextShapeIdx = inShapeIdx + 1;
				if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;

				var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
				if (! insideAngle ) {
					// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
					return	false;
				}

				// Check if shape point lies within angle around hole point
				var lastHoleIdx = hole.length - 1;

				var prevHoleIdx = inHoleIdx - 1;
				if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;

				var nextHoleIdx = inHoleIdx + 1;
				if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;

				insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
				if (! insideAngle ) {
					// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
					return	false;
				}

				return	true;
			}

			function intersectsShapeEdge( inShapePt, inHolePt ) {
				// checks for intersections with shape edges
				var sIdx, nextIdx, intersection;
				for ( sIdx = 0; sIdx < shape.length; sIdx++ ) {
					nextIdx = sIdx+1; nextIdx %= shape.length;
					intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
					if ( intersection.length > 0 )		return	true;
				}

				return	false;
			}

			var indepHoles = [];

			function intersectsHoleEdge( inShapePt, inHolePt ) {
				// checks for intersections with hole edges
				var ihIdx, chkHole,
					hIdx, nextIdx, intersection;
				for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx++ ) {
					chkHole = holes[indepHoles[ihIdx]];
					for ( hIdx = 0; hIdx < chkHole.length; hIdx++ ) {
						nextIdx = hIdx+1; nextIdx %= chkHole.length;
						intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
						if ( intersection.length > 0 )		return	true;
					}
				}
				return	false;
			}

			var holeIndex, shapeIndex,
				shapePt, holePt,
				holeIdx, cutKey, failedCuts = [],
				tmpShape1, tmpShape2,
				tmpHole1, tmpHole2;

			for ( var h = 0, hl = holes.length; h < hl; h ++ ) {

				indepHoles.push( h );

			}

			var minShapeIndex = 0;
			var counter = indepHoles.length * 2;
			while ( indepHoles.length > 0 ) {
				counter --;
				if ( counter < 0 ) {
					console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
					break;
				}

				// search for shape-vertex and hole-vertex,
				// which can be connected without intersections
				for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex++ ) {

					shapePt = shape[ shapeIndex ];
					holeIndex	= -1;

					// search for hole which can be reached without intersections
					for ( var h = 0; h < indepHoles.length; h ++ ) {
						holeIdx = indepHoles[h];

						// prevent multiple checks
						cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
						if ( failedCuts[cutKey] !== undefined )			continue;

						hole = holes[holeIdx];
						for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
							holePt = hole[ h2 ];
							if (! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
							if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
							if ( intersectsHoleEdge( shapePt, holePt ) )		continue;

							holeIndex = h2;
							indepHoles.splice(h,1);

							tmpShape1 = shape.slice( 0, shapeIndex+1 );
							tmpShape2 = shape.slice( shapeIndex );
							tmpHole1 = hole.slice( holeIndex );
							tmpHole2 = hole.slice( 0, holeIndex+1 );

							shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );

							minShapeIndex = shapeIndex;

							// Debug only, to show the selected cuts
							// glob_CutLines.push( [ shapePt, holePt ] );

							break;
						}
						if ( holeIndex >= 0 )	break;		// hole-vertex found

						failedCuts[cutKey] = true;			// remember failure
					}
					if ( holeIndex >= 0 )	break;		// hole-vertex found
				}
			}

			return shape; 			/* shape with no holes */
		}


		var i, il, f, face,
			key, index,
			allPointsMap = {};

		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.

		var allpoints = contour.concat();

		for ( var h = 0, hl = holes.length; h < hl; h ++ ) {

			Array.prototype.push.apply( allpoints, holes[h] );

		}

		//console.log( "allpoints",allpoints, allpoints.length );

		// prepare all points map

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

			key = allpoints[ i ].x + ":" + allpoints[ i ].y;

			if ( allPointsMap[ key ] !== undefined ) {

				console.log( "Duplicate point", key );

			}

			allPointsMap[ key ] = i;

		}

		// remove holes by cutting paths to holes and adding them to the shape
		var shapeWithoutHoles = removeHoles( contour, holes );

		var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
		//console.log( "triangles",triangles, triangles.length );

		// check all face vertices against all points map

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

			face = triangles[ i ];

			for ( f = 0; f < 3; f ++ ) {

				key = face[ f ].x + ":" + face[ f ].y;

				index = allPointsMap[ key ];

				if ( index !== undefined ) {

					face[ f ] = index;

				}

			}

		}

		return triangles.concat();

	},

	isClockWise: function ( pts ) {

		return 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 );

	}

};


/**************************************************************
 *	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().sub(this.v1);
	point.multiplyScalar( t ).add( 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().sub(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 angle;
	var deltaAngle = this.aEndAngle - this.aStartAngle;

	if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
	if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;

	if ( this.aClockwise === true ) {

		angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );

	} else {

		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 );
/**************************************************************
 *	Line3D
 **************************************************************/

THREE.LineCurve3 = THREE.Curve.create(

	function ( v1, v2 ) {

		this.v1 = v1;
		this.v2 = v2;

	},

	function ( t ) {

		var r = new THREE.Vector3();


		r.subVectors( this.v2, this.v1 ); // diff
		r.multiplyScalar( t );
		r.add( 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 mikael emtinger / http://gomo.se/
 */

THREE.AnimationHandler = ( function () {

	var playing = [];
	var library = {};
	var that    = {};

	that.update = function ( deltaTimeMS ) {

		for ( var i = 0; i < playing.length; i ++ ) {

			playing[ i ].update( deltaTimeMS );

		}

	};

	that.addToUpdate = function ( animation ) {

		if ( playing.indexOf( animation ) === -1 ) {

			playing.push( animation );

		}

	};

	that.removeFromUpdate = function ( animation ) {

		var index = playing.indexOf( animation );

		if ( index !== -1 ) {

			playing.splice( index, 1 );

		}

	};

	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 );

	};

	that.remove = function ( name ) {

		if ( library[ name ] === undefined ) {

			console.log( "THREE.AnimationHandler.add: Warning! " + name + " doesn't exists in library. Doing nothing." );

		}

		library[ name ] = undefined;

	};

	that.get = function ( name ) {

		if ( typeof name === "string" ) {

			if ( library[ name ] ) {

				return library[ name ];

			} else {

				return null;

			}

		} else {

			// todo: add simple tween library

		}

	};

	that.parse = function ( root ) {

		// setup hierarchy

		var hierarchy = [];

		if ( root instanceof THREE.SkinnedMesh ) {

			for ( var b = 0; b < root.skeleton.bones.length; b++ ) {

				hierarchy.push( root.skeleton.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 );

	}

	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().fromArray( quat );

				}

			}

			// 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;

			}

		}

		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 ) {

	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.weight = 0;

	this.interpolationType = THREE.AnimationHandler.LINEAR;

};


THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];


THREE.Animation.prototype.play = function ( startTime, weight ) {

	this.currentTime = startTime !== undefined ? startTime : 0;
	this.weight = weight !== undefined ? weight: 1;

	this.isPlaying = true;
	this.isPaused = false;

	this.reset();

	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.reset = function () {

	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {

		var object = this.hierarchy[ h ];

		object.matrixAutoUpdate = true;

		if ( object.animationCache === undefined ) {

			object.animationCache = {};

		}

		if ( object.animationCache[this.data.name] === undefined ) {

			object.animationCache[this.data.name] = {};
			object.animationCache[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
			object.animationCache[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
			object.animationCache[this.data.name].originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;

		}

		var animationCache = object.animationCache[this.data.name];

		// Get keys to match our current time

		for ( var t = 0; t < 3; t ++ ) {

			var type = this.keyTypes[ t ];

			var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
			var nextKey = this.getNextKeyWith( type, h, 1 );

			while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {

				prevKey = nextKey;
				nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

			}

			animationCache.prevKey[ type ] = prevKey;
			animationCache.nextKey[ type ] = nextKey;

		}

	}

};


THREE.Animation.prototype.update = (function(){

	var points = [];
	var target = new THREE.Vector3();
	var newVector = new THREE.Vector3();
	var newQuat = new THREE.Quaternion();

	// Catmull-Rom spline

	var 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 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
		v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
		v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );

		return v3;

	};

	var 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;

	};

	return function ( delta ) {
		if ( this.isPlaying === false ) return;

		this.currentTime += delta * this.timeScale;

		if ( this.weight === 0 )
			return;

		//

		var vector;
		var duration = this.data.length;

		if ( this.loop === true && this.currentTime > duration ) {

			this.currentTime %= duration;
			this.reset();

		} else if ( this.loop === false && this.currentTime > duration ) {

			this.stop();
			return;

		}

		for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {

			var object = this.hierarchy[ h ];
			var animationCache = object.animationCache[this.data.name];

			// loop through pos/rot/scl

			for ( var t = 0; t < 3; t ++ ) {

				// get keys

				var type    = this.keyTypes[ t ];
				var prevKey = animationCache.prevKey[ type ];
				var nextKey = animationCache.nextKey[ type ];

				if ( nextKey.time <= this.currentTime ) {

					prevKey = this.data.hierarchy[ h ].keys[ 0 ];
					nextKey = this.getNextKeyWith( type, h, 1 );

					while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {

						prevKey = nextKey;
						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

					}

					animationCache.prevKey[ type ] = prevKey;
					animationCache.nextKey[ type ] = nextKey;

				}

				object.matrixAutoUpdate = true;
				object.matrixWorldNeedsUpdate = true;

				var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );

				var prevXYZ = prevKey[ type ];
				var nextXYZ = nextKey[ type ];

				if ( scale < 0 ) scale = 0;
				if ( scale > 1 ) scale = 1;

				// interpolate

				if ( type === "pos" ) {

					vector = object.position;

					if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {

						newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
						newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
						newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

						// blend
						if (object instanceof THREE.Bone) {

							var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
							vector.lerp( newVector, proportionalWeight );
							object.accumulatedPosWeight += this.weight;

						} else
							vector = newVector;

					} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
						this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

						points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
						points[ 1 ] = prevXYZ;
						points[ 2 ] = nextXYZ;
						points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];

						scale = scale * 0.33 + 0.33;

						var currentPoint = interpolateCatmullRom( points, scale );

						if ( object instanceof THREE.Bone ) {

							var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
							object.accumulatedPosWeight += this.weight;

						}
						else
							var proportionalWeight = 1;

						// blend
						vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
						vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
						vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;

						if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

							var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );

							target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
							target.sub( vector );
							target.y = 0;
							target.normalize();

							var angle = Math.atan2( target.x, target.z );
							object.rotation.set( 0, angle, 0 );

						}

					}

				} else if ( type === "rot" ) {

					THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );

					// Avoid paying the cost of an additional slerp if we don't have to
					if ( !( object instanceof THREE.Bone ) ) {

						object.quaternion.copy(newQuat);

					}
					else if ( object.accumulatedRotWeight === 0) {

						object.quaternion.copy(newQuat);
						object.accumulatedRotWeight = this.weight;

					}
					else {

						var proportionalWeight = this.weight / ( this.weight + object.accumulatedRotWeight );
						THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
						object.accumulatedRotWeight += this.weight;

					}

				} else if ( type === "scl" ) {

					vector = object.scale;

					newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
					newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
					newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

					if ( object instanceof THREE.Bone ) {

						var proportionalWeight = this.weight / ( this.weight + object.accumulatedSclWeight);
						vector.lerp( newVector, proportionalWeight );
						object.accumulatedSclWeight += this.weight;

					} else
						vector = newVector;

				}

			}

		}

		return true;

	};

})();





// 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 ) {

	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;

	// 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 ( startTime ) {

	this.currentTime = startTime !== undefined ? startTime : 0;

	if ( this.isPlaying === false ) {

		this.isPlaying = true;

		// 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 ];

			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 ( delta ) {

	if ( this.isPlaying === false ) return;

	this.currentTime += delta * this.timeScale;

	//

	var duration = this.data.length;

	if ( this.loop === true && this.currentTime > duration ) {

		this.currentTime %= duration;

	}

	this.currentTime = Math.min( this.currentTime, duration );

	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

		var object = this.hierarchy[ h ];
		var node = this.data.hierarchy[ h ];

		var keys = node.keys,
			animationCache = node.animationCache;


		if ( keys.length ) {

			var prevKey = animationCache.prevKey;
			var nextKey = animationCache.nextKey;

			if ( nextKey.time <= this.currentTime ) {

				while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {

					prevKey = nextKey;
					nextKey = keys[ prevKey.index + 1 ];

				}

				animationCache.prevKey = prevKey;
				animationCache.nextKey = nextKey;

			}

			if ( nextKey.time >= this.currentTime ) {

				prevKey.interpolate( nextKey, this.currentTime );

			} else {

				prevKey.interpolate( nextKey, nextKey.time );

			}

			this.data.hierarchy[ h ].node.updateMatrix();
			object.matrixWorldNeedsUpdate = true;

		}

	}

};

// 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 ];

};

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

THREE.MorphAnimation = function ( mesh ) {

	this.mesh = mesh;
	this.frames = mesh.morphTargetInfluences.length;
	this.currentTime = 0;
	this.duration = 1000;
	this.loop = true;

	this.isPlaying = false;

};

THREE.MorphAnimation.prototype = {

	play: function () {

		this.isPlaying = true;

	},

	pause: function () {

		this.isPlaying = false;
	},

	update: ( function () {

		var lastFrame = 0;
		var currentFrame = 0;

		return function ( delta ) {

			if ( this.isPlaying === false ) return;

			this.currentTime += delta;

			if ( this.loop === true && this.currentTime > this.duration ) {

				this.currentTime %= this.duration;

			}

			this.currentTime = Math.min( this.currentTime, this.duration );

			var interpolation = this.duration / this.frames;
			var frame = Math.floor( this.currentTime / interpolation );

			if ( frame != currentFrame ) {

				this.mesh.morphTargetInfluences[ lastFrame ] = 0;
				this.mesh.morphTargetInfluences[ currentFrame ] = 1;
				this.mesh.morphTargetInfluences[ frame ] = 0;

				lastFrame = currentFrame;
				currentFrame = frame;

			}

			this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
			this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];

		}

	} )()

};

/**
 * 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 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );

	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 mrdoob / http://mrdoob.com/
 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
 */

THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {

	THREE.Geometry.call( this );

	this.parameters = {
		width: width,
		height: height,
		depth: depth,
		widthSegments: widthSegments,
		heightSegments: heightSegments,
		depthSegments: depthSegments
	};

	this.widthSegments = widthSegments || 1;
	this.heightSegments = heightSegments || 1;
	this.depthSegments = depthSegments || 1;

	var scope = this;

	var width_half = width / 2;
	var height_half = height / 2;
	var depth_half = depth / 2;

	buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
	buildPlane( 'z', 'y',   1, - 1, depth, height, - width_half, 1 ); // nx
	buildPlane( 'x', 'z',   1,   1, width, depth, height_half, 2 ); // py
	buildPlane( 'x', 'z',   1, - 1, width, depth, - height_half, 3 ); // ny
	buildPlane( 'x', 'y',   1, - 1, width, height, depth_half, 4 ); // pz
	buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz

	function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {

		var w, ix, iy,
		gridX = scope.widthSegments,
		gridY = scope.heightSegments,
		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 = scope.depthSegments;

		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {

			w = 'x';
			gridX = scope.depthSegments;

		}

		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 uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
				var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
				var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
				var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );

				var face = new THREE.Face3( a + offset, b + offset, d + offset );
				face.normal.copy( normal );
				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
				face.materialIndex = materialIndex;

				scope.faces.push( face );
				scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );

				face = new THREE.Face3( b + offset, c + offset, d + offset );
				face.normal.copy( normal );
				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
				face.materialIndex = materialIndex;

				scope.faces.push( face );
				scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );

			}

		}

	}

	this.mergeVertices();

};

THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author hughes
 */

THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {

	THREE.Geometry.call( this );

	this.parameters = {
		radius: radius,
		segments: segments,
		thetaStart: thetaStart,
		thetaLength: thetaLength
	};

	radius = radius || 50;
	segments = segments !== undefined ? Math.max( 3, segments ) : 8;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

	var i, uvs = [],
	center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );

	this.vertices.push(center);
	uvs.push( centerUV );

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

		var vertex = new THREE.Vector3();
		var segment = thetaStart + i / segments * thetaLength;

		vertex.x = radius * Math.cos( segment );
		vertex.y = radius * Math.sin( segment );

		this.vertices.push( vertex );
		uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );

	}

	var n = new THREE.Vector3( 0, 0, 1 );

	for ( i = 1; i <= segments; i ++ ) {

		this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
		this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );

	}

	this.computeFaceNormals();

	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );

// DEPRECATED

THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
	console.warn( 'DEPRECATED: THREE.CubeGeometry is deprecated. Use THREE.BoxGeometry instead.' );
 	return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
 };
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {

	THREE.Geometry.call( this );

	this.parameters = {
		radiusTop: radiusTop,
		radiusBottom: radiusBottom,
		height: height,
		radialSegments: radialSegments,
		heightSegments: heightSegments,
		openEnded: openEnded
	};

	radiusTop = radiusTop !== undefined ? radiusTop : 20;
	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
	height = height !== undefined ? height : 100;

	radialSegments = radialSegments || 8;
	heightSegments = heightSegments || 1;

	openEnded = openEnded !== undefined ? openEnded : false;

	var heightHalf = height / 2;

	var x, y, vertices = [], uvs = [];

	for ( y = 0; y <= heightSegments; y ++ ) {

		var verticesRow = [];
		var uvsRow = [];

		var v = y / heightSegments;
		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

		for ( x = 0; x <= radialSegments; x ++ ) {

			var u = x / radialSegments;

			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.Vector2( u, 1 - v ) );

		}

		vertices.push( verticesRow );
		uvs.push( uvsRow );

	}

	var tanTheta = ( radiusBottom - radiusTop ) / height;
	var na, nb;

	for ( x = 0; x < radialSegments; 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 < heightSegments; 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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );

			this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );

		}

	}

	// top cap

	if ( openEnded === false && radiusTop > 0 ) {

		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );

		for ( x = 0; x < radialSegments; 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.Vector2( uv2.x, 0 );

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

		}

	}

	// bottom cap

	if ( openEnded === false && radiusBottom > 0 ) {

		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );

		for ( x = 0; x < radialSegments; 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.Vector2( uv2.x, 1 );

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

		}

	}

	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 = {
 *
 *  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>, // Depth to extrude the shape
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into the original shape bevel goes
 *  bevelSize: <float>, // how far from shape outline is bevel
 *  bevelSegments: <int>, // number of bevel layers
 *
 *  extrudePath: <THREE.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.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( curveSegments );

	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 ).add( 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( inPt, inPrev, inNext ) {

		var EPSILON = 0.0000000001;
		var sign = THREE.Math.sign;
		
		// computes for inPt the corresponding point inPt' on a new contour
		//   shiftet by 1 unit (length of normalized vector) to the left
		// if we walk along contour clockwise, this new contour is outside the old one
		//
		// inPt' is the intersection of the two lines parallel to the two
		//  adjacent edges of inPt at a distance of 1 unit on the left side.
		
		var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt

		// good reading for geometry algorithms (here: line-line intersection)
		// http://geomalgorithms.com/a05-_intersect-1.html

		var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
		var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
		
		var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
		
		// check for colinear edges
		var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
		
		if ( Math.abs( colinear0 ) > EPSILON ) {		// not colinear
			
			// length of vectors for normalizing
	
			var v_prev_len = Math.sqrt( v_prev_lensq );
			var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
			
			// shift adjacent points by unit vectors to the left
	
			var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
			var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
			
			var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
			var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
	
			// scaling factor for v_prev to intersection point
	
			var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
						( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
					  ( v_prev_x * v_next_y - v_prev_y * v_next_x );
	
			// vector from inPt to intersection point
	
			v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
			v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
	
			// Don't normalize!, otherwise sharp corners become ugly
			//  but prevent crazy spikes
			var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
			if ( v_trans_lensq <= 2 ) {
				return	new THREE.Vector2( v_trans_x, v_trans_y );
			} else {
				shrink_by = Math.sqrt( v_trans_lensq / 2 );
			}
			
		} else {		// handle special case of colinear edges

			var direction_eq = false;		// assumes: opposite
			if ( v_prev_x > EPSILON ) {
				if ( v_next_x > EPSILON ) { direction_eq = true; }
			} else {
				if ( v_prev_x < -EPSILON ) {
					if ( v_next_x < -EPSILON ) { direction_eq = true; }
				} else {
					if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
				}
			}

			if ( direction_eq ) {
				// console.log("Warning: lines are a straight sequence");
				v_trans_x = -v_prev_y;
				v_trans_y =  v_prev_x;
				shrink_by = Math.sqrt( v_prev_lensq );
			} else {
				// console.log("Warning: lines are a straight spike");
				v_trans_x = v_prev_x;
				v_trans_y = v_prev_y;
				shrink_by = Math.sqrt( v_prev_lensq / 2 );
			}

		}

		return	new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

	}


	var contourMovements = [];

	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

		if ( j === il ) j = 0;
		if ( k === il ) k = 0;

		//  (j)---(i)---(k)
		// console.log('i,j,k', i, j , k)

		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 );

			v( vert.x, vert.y,  - z );

		}

		// expand holes

		for ( h = 0, hl = holes.length; h < hl; h++ ) {

			ahole = holes[ h ];
			oneHoleMovements = holesMovements[ h ];

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

				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

				v( vert.x, vert.y,  -z );

			}

		}

	}

	bs = bevelSize;

	// Back facing vertices

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

		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

		if ( !extrudeByPath ) {

			v( vert.x, vert.y, 0 );

		} else {

			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);

			position2.copy( extrudePts[0] ).add(normal).add(binormal);

			v( position2.x, position2.y, position2.z );

		}

	}

	// Add stepped vertices...
	// Including front facing vertices

	var s;

	for ( s = 1; s <= steps; s ++ ) {

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

			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

			if ( !extrudeByPath ) {

				v( vert.x, vert.y, amount / steps * s );

			} else {

				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

				normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
				binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );

				position2.copy( extrudePts[s] ).add( normal ).add( binormal );

				v( position2.x, position2.y, position2.z );

			}

		}

	}


	// Add bevel segments planes

	//for ( b = 1; b <= bevelSegments; b ++ ) {
	for ( b = bevelSegments - 1; b >= 0; b -- ) {

		t = b / bevelSegments;
		z = bevelThickness * ( 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.Face3( a, b, d, null, null, extrudeMaterial ) );
 		scope.faces.push( new THREE.Face3( 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[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
 		scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );

	}

};

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.Vector2( ax, ay ),
			new THREE.Vector2( bx, by ),
			new THREE.Vector2( 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.Vector2( ax, 1 - az ),
				new THREE.Vector2( bx, 1 - bz ),
				new THREE.Vector2( cx, 1 - cz ),
				new THREE.Vector2( dx, 1 - dz )
			];
		} else {
			return [
				new THREE.Vector2( ay, 1 - az ),
				new THREE.Vector2( by, 1 - bz ),
				new THREE.Vector2( cy, 1 - cz ),
				new THREE.Vector2( 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.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 curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;

	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( curveSegments );

	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
 * @author bhouston / http://exocortex.com
 */

// points - to create a closed torus, one must use a set of points 
//    like so: [ a, b, c, d, a ], see first is the same as last.
// segments - the number of circumference segments to create
// phiStart - the starting radian
// phiLength - the radian (0 to 2*PI) range of the lathed section
//    2*pi is a closed lathe, less than 2PI is a portion.
THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {

	THREE.Geometry.call( this );

	segments = segments || 12;
	phiStart = phiStart || 0;
	phiLength = phiLength || 2 * Math.PI;

	var inversePointLength = 1.0 / ( points.length - 1 );
	var inverseSegments = 1.0 / segments;

	for ( var i = 0, il = segments; i <= il; i ++ ) {

		var phi = phiStart + i * inverseSegments * phiLength;

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

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

			var pt = points[ j ];

			var vertex = new THREE.Vector3();

			vertex.x = c * pt.x - s * pt.y;
			vertex.y = s * pt.x + c * pt.y;
			vertex.z = pt.z;

			this.vertices.push( vertex );

		}

	}

	var np = points.length;

	for ( var i = 0, il = segments; i < il; i ++ ) {

		for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {

			var base = j + np * i;
			var a = base;
			var b = base + np;
			var c = base + 1 + np;
			var d = base + 1;

			var u0 = i * inverseSegments;
			var v0 = j * inversePointLength;
			var u1 = u0 + inverseSegments;
			var v1 = v0 + inversePointLength;

			this.faces.push( new THREE.Face3( a, b, d ) );

			this.faceVertexUvs[ 0 ].push( [

				new THREE.Vector2( u0, v0 ),
				new THREE.Vector2( u1, v0 ),
				new THREE.Vector2( u0, v1 )

			] );

			this.faces.push( new THREE.Face3( b, c, d ) );

			this.faceVertexUvs[ 0 ].push( [

				new THREE.Vector2( u1, v0 ),
				new THREE.Vector2( u1, v1 ),
				new THREE.Vector2( u0, v1 )

			] );


		}

	}

	this.mergeVertices();
	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 );

	this.parameters = {
		width: width,
		height: height,
		widthSegments: widthSegments,
		heightSegments: heightSegments
	};

	var ix, iz;
	var width_half = width / 2;
	var height_half = height / 2;

	var gridX = widthSegments || 1;
	var gridZ = heightSegments || 1;

	var gridX1 = gridX + 1;
	var gridZ1 = gridZ + 1;

	var segment_width = width / gridX;
	var segment_height = height / gridZ;

	var normal = new THREE.Vector3( 0, 0, 1 );

	for ( iz = 0; iz < gridZ1; iz ++ ) {

		var y = iz * segment_height - height_half;

		for ( ix = 0; ix < gridX1; ix ++ ) {

			var x = ix * segment_width - width_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 uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
			var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
			var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
			var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );

			var face = new THREE.Face3( a, b, d );
			face.normal.copy( normal );
			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );

			this.faces.push( face );
			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );

			face = new THREE.Face3( b, c, d );
			face.normal.copy( normal );
			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );

			this.faces.push( face );
			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );

		}

	}

};

THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author Kaleb Murphy
 */

THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

	THREE.Geometry.call( this );

	innerRadius = innerRadius || 0;
	outerRadius = outerRadius || 50;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

	thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
	phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;

	var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );

	for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring

		for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle

			var vertex = new THREE.Vector3();
			var segment = thetaStart + o / thetaSegments * thetaLength;

			vertex.x = radius * Math.cos( segment );
			vertex.y = radius * Math.sin( segment );

			this.vertices.push( vertex );
			uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
		}

		radius += radiusStep;

	}

	var n = new THREE.Vector3( 0, 0, 1 );

	for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring

		var thetaSegment = i * thetaSegments;

		for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle

			var segment = o + thetaSegment;

			var v1 = segment + i;
			var v2 = segment + thetaSegments + i;
			var v3 = segment + thetaSegments + 1 + i;

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
			this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);

			v1 = segment + i;
			v2 = segment + thetaSegments + 1 + i;
			v3 = segment + 1 + i;

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
			this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);

		}
	}

	this.computeFaceNormals();

	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.RingGeometry.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 );

	this.parameters = {
		radius: radius,
		widthSegments: widthSegments,
		heightSegments: heightSegments,
		phiStart: phiStart,
		phiLength: phiLength,
		thetaStart: thetaStart,
		thetaLength: thetaLength 
	};

	radius = radius || 50;

	widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
	heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

	phiStart = phiStart !== undefined ? phiStart : 0;
	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

	var x, y, vertices = [], uvs = [];

	for ( y = 0; y <= heightSegments; y ++ ) {

		var verticesRow = [];
		var uvsRow = [];

		for ( x = 0; x <= widthSegments; x ++ ) {

			var u = x / widthSegments;
			var v = y / heightSegments;

			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.Vector2( u, 1 - v ) );

		}

		vertices.push( verticesRow );
		uvs.push( uvsRow );

	}

	for ( y = 0; y < heightSegments; y ++ ) {

		for ( x = 0; x < widthSegments; 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 ) {

				uv1.x = ( uv1.x + uv2.x ) / 2;
				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 ) {

				uv3.x = ( uv3.x + uv4.x ) / 2;
				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.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );

				this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );

			}

		}

	}

	this.computeFaceNormals();

	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), 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 ) {

	parameters = 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 );

	this.parameters = {
		radius: radius,
		tube: tube,
		radialSegments: radialSegments,
		tubularSegments: tubularSegments,
		arc: arc
	};

	radius = radius || 100;
	tube = tube || 40;
	radialSegments = radialSegments || 8;
	tubularSegments = tubularSegments || 6;
	arc = arc || Math.PI * 2;

	var center = new THREE.Vector3(), uvs = [], normals = [];

	for ( var j = 0; j <= radialSegments; j ++ ) {

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

			var u = i / tubularSegments * arc;
			var v = j / radialSegments * Math.PI * 2;

			center.x = radius * Math.cos( u );
			center.y = radius * Math.sin( u );

			var vertex = new THREE.Vector3();
			vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
			vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
			vertex.z = tube * Math.sin( v );

			this.vertices.push( vertex );

			uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
			normals.push( vertex.clone().sub( center ).normalize() );

		}

	}

	for ( var j = 1; j <= radialSegments; j ++ ) {

		for ( var i = 1; i <= tubularSegments; i ++ ) {

			var a = ( tubularSegments + 1 ) * j + i - 1;
			var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
			var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
			var d = ( tubularSegments + 1 ) * j + i;

			var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
			this.faces.push( face );
			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );

			face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
			this.faces.push( face );
			this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );

		}

	}

	this.computeFaceNormals();

};

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 );

	this.parameters = {
		radius: radius,
		tube: tube,
		radialSegments: radialSegments,
		tubularSegments: tubularSegments,
		p: p,
		q: q,
		heightScale: heightScale
	};

	radius = radius || 100;
	tube = tube || 40;
	radialSegments = radialSegments || 64;
	tubularSegments = tubularSegments || 8;
	p = p || 2;
	q = q || 3;
	heightScale = heightScale || 1;
	
	var grid = new Array( radialSegments );
	var tang = new THREE.Vector3();
	var n = new THREE.Vector3();
	var bitan = new THREE.Vector3();

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

		grid[ i ] = new Array( tubularSegments );
		var u = i / radialSegments * 2 * p * Math.PI;
		var p1 = getPos( u, q, p, radius, heightScale );
		var p2 = getPos( u + 0.01, q, p, radius, heightScale );
		tang.subVectors( p2, p1 );
		n.addVectors( p2, p1 );

		bitan.crossVectors( tang, n );
		n.crossVectors( bitan, tang );
		bitan.normalize();
		n.normalize();

		for ( var j = 0; j < tubularSegments; ++ j ) {

			var v = j / tubularSegments * 2 * Math.PI;
			var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			var cy = tube * Math.sin( v );

			var pos = new THREE.Vector3();
			pos.x = p1.x + cx * n.x + cy * bitan.x;
			pos.y = p1.y + cx * n.y + cy * bitan.y;
			pos.z = p1.z + cx * n.z + cy * bitan.z;

			grid[ i ][ j ] = this.vertices.push( pos ) - 1;

		}

	}

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

		for ( var j = 0; j < tubularSegments; ++ j ) {

			var ip = ( i + 1 ) % radialSegments;
			var jp = ( j + 1 ) % tubularSegments;

			var a = grid[ i ][ j ];
			var b = grid[ ip ][ j ];
			var c = grid[ ip ][ jp ];
			var d = grid[ i ][ jp ];

			var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
			var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
			var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
			var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );

			this.faces.push( new THREE.Face3( a, b, d ) );
			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );

			this.faces.push( new THREE.Face3( b, c, d ) );
			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );

		}
	}

	this.computeFaceNormals();
	this.computeVertexNormals();

	function getPos( u, in_q, in_p, radius, heightScale ) {

		var cu = Math.cos( u );
		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, radialSegments, closed ) {

	THREE.Geometry.call( this );

	this.parameters = {
		path: path,
		segments: segments,
		radius: radius,
		radialSegments: radialSegments,
		closed: closed
	};

	segments = segments || 64;
	radius = radius || 1;
	radialSegments = radialSegments || 8;
	closed = closed || false;

	var grid = [];

	var scope = this,

		tangent,
		normal,
		binormal,

		numpoints = 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++ ) {

		grid[ i ] = [];

		u = i / ( numpoints - 1 );

		pos = path.getPointAt( u );

		tangent = tangents[ i ];
		normal = normals[ i ];
		binormal = binormals[ i ];

		for ( j = 0; j < radialSegments; j++ ) {

			v = j / radialSegments * 2 * Math.PI;

			cx = -radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			cy = 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;

			grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );

		}
	}


	// construct the mesh

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

		for ( j = 0; j < radialSegments; j++ ) {

			ip = ( closed ) ? (i + 1) % segments : i + 1;
			jp = (j + 1) % radialSegments;

			a = grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
			b = grid[ ip ][ j ];
			c = grid[ ip ][ jp ];
			d = grid[ i ][ jp ];

			uva = new THREE.Vector2( i / segments, j / radialSegments );
			uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
			uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
			uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );

			this.faces.push( new THREE.Face3( a, b, d ) );
			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );

			this.faces.push( new THREE.Face3( b, c, d ) );
			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );

		}
	}

	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 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
		binormals[ 0 ].crossVectors( 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().subVectors( t2, tangents[ 0 ] ).normalize();
		binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );

		normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
		binormals[ 0 ].crossVectors( 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.crossVectors( tangents[ 0 ], normal ).normalize();

		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
	}


	// compute the slowly-varying normal and binormal vectors for each segment on the path

	for ( i = 1; i < numpoints; i++ ) {

		normals[ i ] = normals[ i-1 ].clone();

		binormals[ i ] = binormals[ i-1 ].clone();

		vec.crossVectors( tangents[ i-1 ], tangents[ i ] );

		if ( vec.length() > epsilon ) {

			vec.normalize();

			theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors

			normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

		}

		binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

	}


	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

	if ( closed ) {

		theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), -1, 1 ) );
		theta /= ( numpoints - 1 );

		if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {

			theta = -theta;

		}

		for ( i = 1; i < numpoints; i++ ) {

			// twist a little...
			normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

		}

	}
};

/**
 * @author clockworkgeek / https://github.com/clockworkgeek
 * @author timothypratley / https://github.com/timothypratley
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.PolyhedronGeometry = function ( vertices, indices, 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 += 3 ) {

		prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );

	}

	var midpoints = [], p = this.vertices;

	var faces = [];

	for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {

		var v1 = p[ indices[ i     ] ];
		var v2 = p[ indices[ i + 1 ] ];
		var v3 = p[ indices[ i + 2 ] ];

		faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );

	}

	var centroid = new THREE.Vector3();

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

		subdivide( faces[ i ], detail );

	}


	// Handle case when face straddles the seam

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

		var uvs = this.faceVertexUvs[ 0 ][ i ];

		var x0 = uvs[ 0 ].x;
		var x1 = uvs[ 1 ].x;
		var x2 = uvs[ 2 ].x;

		var max = Math.max( x0, Math.max( x1, x2 ) );
		var min = Math.min( x0, Math.min( x1, x2 ) );

		if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary

			if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
			if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
			if ( x2 < 0.2 ) uvs[ 2 ].x += 1;

		}

	}


	// Apply radius

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

		this.vertices[ i ].multiplyScalar( radius );

	}


	// Merge vertices

	this.mergeVertices();

	this.computeFaceNormals();

	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), 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.Vector2( u, 1 - v );

		return vertex;

	}


	// Approximate a curved face with recursively sub-divided triangles.

	function make( v1, v2, v3 ) {

		var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
		that.faces.push( face );

		centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );

		var azi = azimuth( centroid );

		that.faceVertexUvs[ 0 ].push( [
			correctUV( v1.uv, v1, azi ),
			correctUV( v2.uv, v2, azi ),
			correctUV( v3.uv, v3, azi )
		] );

	}


	// Analytically subdivide a face to the required detail level.

	function subdivide( face, detail ) {

		var cols = Math.pow(2, detail);
		var cells = Math.pow(4, detail);
		var a = prepare( that.vertices[ face.a ] );
		var b = prepare( that.vertices[ face.b ] );
		var c = prepare( that.vertices[ face.c ] );
		var v = [];

		// Construct all of the vertices for this subdivision.

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

			v[ i ] = [];

			var aj = prepare( a.clone().lerp( c, i / cols ) );
			var bj = prepare( b.clone().lerp( c, i / cols ) );
			var rows = cols - i;

			for ( var j = 0; j <= rows; j ++) {

				if ( j == 0 && i == cols ) {

					v[ i ][ j ] = aj;

				} else {

					v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );

				}

			}

		}

		// Construct all of the faces.

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

			for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {

				var k = Math.floor( j / 2 );

				if ( j % 2 == 0 ) {

					make(
						v[ i ][ k + 1],
						v[ i + 1 ][ k ],
						v[ i ][ k ]
					);

				} else {

					make(
						v[ i ][ k + 1 ],
						v[ i + 1][ k + 1],
						v[ i + 1 ][ k ]
					);

				}

			}

		}

	}


	// 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.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
		return uv.clone();

	}


};

THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.IcosahedronGeometry = function ( radius, detail ) {

	this.parameters = {
		radius: radius,
		detail: detail
	};

	var t = ( 1 + Math.sqrt( 5 ) ) / 2;

	var vertices = [
		-1,  t,  0,    1,  t,  0,   -1, -t,  0,    1, -t,  0,
		 0, -1,  t,    0,  1,  t,    0, -1, -t,    0,  1, -t,
		 t,  0, -1,    t,  0,  1,   -t,  0, -1,   -t,  0,  1
	];

	var indices = [
		 0, 11,  5,    0,  5,  1,    0,  1,  7,    0,  7, 10,    0, 10, 11,
		 1,  5,  9,    5, 11,  4,   11, 10,  2,   10,  7,  6,    7,  1,  8,
		 3,  9,  4,    3,  4,  2,    3,  2,  6,    3,  6,  8,    3,  8,  9,
		 4,  9,  5,    2,  4, 11,    6,  2, 10,    8,  6,  7,    9,  8,  1
	];

	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );

};

THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.OctahedronGeometry = function ( radius, detail ) {

	this.parameters = {
		radius: radius,
		detail: detail
	};

	var vertices = [
		1, 0, 0,   -1, 0, 0,    0, 1, 0,    0,-1, 0,    0, 0, 1,    0, 0,-1
	];

	var indices = [
		0, 2, 4,    0, 4, 3,    0, 3, 5,    0, 5, 2,    1, 2, 5,    1, 5, 3,    1, 3, 4,    1, 4, 2
	];

	THREE.PolyhedronGeometry.call( this, vertices, indices, 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 indices = [
		 2,  1,  0,    0,  3,  2,    1,  3,  0,    2,  3,  1
	];

	THREE.PolyhedronGeometry.call( this, vertices, indices, 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 );
 *
 */

THREE.ParametricGeometry = function ( func, slices, stacks ) {

	THREE.Geometry.call( this );

	var verts = this.vertices;
	var faces = this.faces;
	var uvs = this.faceVertexUvs[ 0 ];

	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 + 1;
			d = (i + 1) * sliceCount + j;

			uva = new THREE.Vector2( j / slices, i / stacks );
			uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
			uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
			uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );

			faces.push( new THREE.Face3( a, b, d ) );
			uvs.push( [ uva, uvb, uvd ] );

			faces.push( new THREE.Face3( b, c, d ) );
			uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );

		}

	}

	// console.log(this);

	// magic bullet
	// var diff = this.mergeVertices();
	// console.log('removed ', diff, ' vertices by merging');

	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );

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

THREE.AxisHelper = function ( size ) {

	size = size || 1;

	var geometry = new THREE.Geometry();

	geometry.vertices.push(
		new THREE.Vector3(), new THREE.Vector3( size, 0, 0 ),
		new THREE.Vector3(), new THREE.Vector3( 0, size, 0 ),
		new THREE.Vector3(), new THREE.Vector3( 0, 0, size )
	);

	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 / http://github.com/zz85
 * @author bhouston / http://exocortex.com
 *
 * Creates an arrow for visualizing directions
 *
 * Parameters:
 *  dir - Vector3
 *  origin - Vector3
 *  length - Number
 *  color - color in hex value
 *  headLength - Number
 *  headWidth - Number
 */

THREE.ArrowHelper = function ( dir, origin, length, color, headLength, headWidth ) {

	// dir is assumed to be normalized

	THREE.Object3D.call( this );

	if ( color === undefined ) color = 0xffff00;
	if ( length === undefined ) length = 1;
	if ( headLength === undefined ) headLength = 0.2 * length;
	if ( headWidth === undefined ) headWidth = 0.2 * headLength;

	this.position = origin;

	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: color } ) );
	this.line.matrixAutoUpdate = false;
	this.add( this.line );

	var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
	coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );

	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
	this.cone.matrixAutoUpdate = false;
	this.add( this.cone );

	this.setDirection( dir );
	this.setLength( length, headLength, headWidth );

};

THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.ArrowHelper.prototype.setDirection = function () {

	var axis = new THREE.Vector3();
	var radians;

	return function ( dir ) {

		// dir is assumed to be normalized

		if ( dir.y > 0.99999 ) {

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

		} else if ( dir.y < - 0.99999 ) {

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

		} else {

			axis.set( dir.z, 0, - dir.x ).normalize();

			radians = Math.acos( dir.y );

			this.quaternion.setFromAxisAngle( axis, radians );

		}

	};

}();

THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {

	if ( headLength === undefined ) headLength = 0.2 * length;
	if ( headWidth === undefined ) headWidth = 0.2 * headLength;

	this.line.scale.set( 1, length, 1 );
	this.line.updateMatrix();

	this.cone.scale.set( headWidth, headLength, headWidth );
	this.cone.position.y = length;
	this.cone.updateMatrix();

};

THREE.ArrowHelper.prototype.setColor = function ( color ) {

	this.line.material.color.set( color );
	this.cone.material.color.set( color );

};

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

THREE.BoxHelper = function ( object ) {

	//   5____4
	// 1/___0/|
	// | 6__|_7
	// 2/___3/

	var vertices = [
		new THREE.Vector3(   1,   1,   1 ),
		new THREE.Vector3( - 1,   1,   1 ),
		new THREE.Vector3( - 1, - 1,   1 ),
		new THREE.Vector3(   1, - 1,   1 ),

		new THREE.Vector3(   1,   1, - 1 ),
		new THREE.Vector3( - 1,   1, - 1 ),
		new THREE.Vector3( - 1, - 1, - 1 ),
		new THREE.Vector3(   1, - 1, - 1 )
	];

	this.vertices = vertices;

	// TODO: Wouldn't be nice if Line had .segments?

	var geometry = new THREE.Geometry();
	geometry.vertices.push(
		vertices[ 0 ], vertices[ 1 ],
		vertices[ 1 ], vertices[ 2 ],
		vertices[ 2 ], vertices[ 3 ],
		vertices[ 3 ], vertices[ 0 ],

		vertices[ 4 ], vertices[ 5 ],
		vertices[ 5 ], vertices[ 6 ],
		vertices[ 6 ], vertices[ 7 ],
		vertices[ 7 ], vertices[ 4 ],

		vertices[ 0 ], vertices[ 4 ],
		vertices[ 1 ], vertices[ 5 ],
		vertices[ 2 ], vertices[ 6 ],
		vertices[ 3 ], vertices[ 7 ]
	);

	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );

	if ( object !== undefined ) {

		this.update( object );

	}

};

THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );

THREE.BoxHelper.prototype.update = function ( object ) {

	var geometry = object.geometry;

	if ( geometry.boundingBox === null ) {

		geometry.computeBoundingBox();

	}

	var min = geometry.boundingBox.min;
	var max = geometry.boundingBox.max;
	var vertices = this.vertices;

	vertices[ 0 ].set( max.x, max.y, max.z );
	vertices[ 1 ].set( min.x, max.y, max.z );
	vertices[ 2 ].set( min.x, min.y, max.z );
	vertices[ 3 ].set( max.x, min.y, max.z );
	vertices[ 4 ].set( max.x, max.y, min.z );
	vertices[ 5 ].set( min.x, max.y, min.z );
	vertices[ 6 ].set( min.x, min.y, min.z );
	vertices[ 7 ].set( max.x, min.y, min.z );

	this.geometry.computeBoundingSphere();
	this.geometry.verticesNeedUpdate = true;

	this.matrixAutoUpdate = false;
	this.matrixWorld = object.matrixWorld;

};

/**
 * @author WestLangley / http://github.com/WestLangley
 */

// a helper to show the world-axis-aligned bounding box for an object

THREE.BoundingBoxHelper = function ( object, hex ) {

	var color = ( hex !== undefined ) ? hex : 0x888888;

	this.object = object;

	this.box = new THREE.Box3();

	THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );

};

THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );

THREE.BoundingBoxHelper.prototype.update = function () {

	this.box.setFromObject( this.object );

	this.box.size( this.scale );

	this.box.center( this.position );

};

/**
 * @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 ) {

	var geometry = new THREE.Geometry();
	var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );

	var 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 );

	function addLine( a, b, hex ) {

		addPoint( a, hex );
		addPoint( b, hex );

	}

	function addPoint( id, hex ) {

		geometry.vertices.push( new THREE.Vector3() );
		geometry.colors.push( new THREE.Color( hex ) );

		if ( pointMap[ id ] === undefined ) {

			pointMap[ id ] = [];

		}

		pointMap[ id ].push( geometry.vertices.length - 1 );

	}

	THREE.Line.call( this, geometry, material, THREE.LinePieces );

	this.camera = camera;
	this.matrixWorld = camera.matrixWorld;
	this.matrixAutoUpdate = false;

	this.pointMap = pointMap;

	this.update();

};

THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );

THREE.CameraHelper.prototype.update = function () {

	var vector = new THREE.Vector3();
	var camera = new THREE.Camera();
	var projector = new THREE.Projector();

	return function () {

		var scope = this;

		var w = 1, h = 1;

		// we need just camera projection matrix
		// world matrix must be identity

		camera.projectionMatrix.copy( this.camera.projectionMatrix );

		// center / target

		setPoint( "c", 0, 0, -1 );
		setPoint( "t", 0, 0,  1 );

		// near

		setPoint( "n1", -w, -h, -1 );
		setPoint( "n2",  w, -h, -1 );
		setPoint( "n3", -w,  h, -1 );
		setPoint( "n4",  w,  h, -1 );

		// far

		setPoint( "f1", -w, -h, 1 );
		setPoint( "f2",  w, -h, 1 );
		setPoint( "f3", -w,  h, 1 );
		setPoint( "f4",  w,  h, 1 );

		// up

		setPoint( "u1",  w * 0.7, h * 1.1, -1 );
		setPoint( "u2", -w * 0.7, h * 1.1, -1 );
		setPoint( "u3",        0, h * 2,   -1 );

		// cross

		setPoint( "cf1", -w,  0, 1 );
		setPoint( "cf2",  w,  0, 1 );
		setPoint( "cf3",  0, -h, 1 );
		setPoint( "cf4",  0,  h, 1 );

		setPoint( "cn1", -w,  0, -1 );
		setPoint( "cn2",  w,  0, -1 );
		setPoint( "cn3",  0, -h, -1 );
		setPoint( "cn4",  0,  h, -1 );

		function setPoint( point, x, y, z ) {

			vector.set( x, y, z );
			projector.unprojectVector( vector, camera );

			var points = scope.pointMap[ point ];

			if ( points !== undefined ) {

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

					scope.geometry.vertices[ points[ i ] ].copy( vector );

				}

			}

		}

		this.geometry.verticesNeedUpdate = true;

	};

}();

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

THREE.DirectionalLightHelper = function ( light, size ) {

	THREE.Object3D.call( this );

	this.light = light;
	this.light.updateMatrixWorld();

	this.matrixWorld = light.matrixWorld;
	this.matrixAutoUpdate = false;

	size = size || 1;

	var geometry = new THREE.Geometry();
	geometry.vertices.push(
		new THREE.Vector3( - size,   size, 0 ),
		new THREE.Vector3(   size,   size, 0 ),
		new THREE.Vector3(   size, - size, 0 ),
		new THREE.Vector3( - size, - size, 0 ),
		new THREE.Vector3( - size,   size, 0 )
	);

	var material = new THREE.LineBasicMaterial( { fog: false } );
	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

	this.lightPlane = new THREE.Line( geometry, material );
	this.add( this.lightPlane );

	geometry = new THREE.Geometry();
	geometry.vertices.push(
		new THREE.Vector3(),
		new THREE.Vector3()
	);

	material = new THREE.LineBasicMaterial( { fog: false } );
	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

	this.targetLine = new THREE.Line( geometry, material );
	this.add( this.targetLine );

	this.update();

};

THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.DirectionalLightHelper.prototype.dispose = function () {
	
	this.lightPlane.geometry.dispose();
	this.lightPlane.material.dispose();
	this.targetLine.geometry.dispose();
	this.targetLine.material.dispose();
};

THREE.DirectionalLightHelper.prototype.update = function () {

	var v1 = new THREE.Vector3();
	var v2 = new THREE.Vector3();
	var v3 = new THREE.Vector3();

	return function () {

		v1.setFromMatrixPosition( this.light.matrixWorld );
		v2.setFromMatrixPosition( this.light.target.matrixWorld );
		v3.subVectors( v2, v1 );

		this.lightPlane.lookAt( v3 );
		this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

		this.targetLine.geometry.vertices[ 1 ].copy( v3 );
		this.targetLine.geometry.verticesNeedUpdate = true;
		this.targetLine.material.color.copy( this.lightPlane.material.color );

	}

}();


/**
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.EdgesHelper = function ( object, hex ) {

	var color = ( hex !== undefined ) ? hex : 0xffffff;

	var edge = [ 0, 0 ], hash = {};
	var sortFunction = function ( a, b ) { return a - b };

	var keys = [ 'a', 'b', 'c' ];
	var geometry = new THREE.BufferGeometry();

	var geometry2 = object.geometry.clone();

	geometry2.mergeVertices();
	geometry2.computeFaceNormals();

	var vertices = geometry2.vertices;
	var faces = geometry2.faces;
	var numEdges = 0;

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

		var face = faces[ i ];

		for ( var j = 0; j < 3; j ++ ) {

			edge[ 0 ] = face[ keys[ j ] ];
			edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
			edge.sort( sortFunction );

			var key = edge.toString();

			if ( hash[ key ] === undefined ) {

				hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
				numEdges ++;

			} else {

				hash[ key ].face2 = i;

			}

		}

	}

	geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );

	var coords = geometry.attributes.position.array;

	var index = 0;

	for ( var key in hash ) {

		var h = hash[ key ];

		if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK

			var vertex = vertices[ h.vert1 ];
			coords[ index ++ ] = vertex.x;
			coords[ index ++ ] = vertex.y;
			coords[ index ++ ] = vertex.z;

			vertex = vertices[ h.vert2 ];
			coords[ index ++ ] = vertex.x;
			coords[ index ++ ] = vertex.y;
			coords[ index ++ ] = vertex.z;

		}

	}

	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );

	this.matrixAutoUpdate = false;
	this.matrixWorld = object.matrixWorld;

};

THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );

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

THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {

	this.object = object;

	this.size = ( size !== undefined ) ? size : 1;

	var color = ( hex !== undefined ) ? hex : 0xffff00;

	var width = ( linewidth !== undefined ) ? linewidth : 1;

	var geometry = new THREE.Geometry();

	var faces = this.object.geometry.faces;

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

		geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );

	}

	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );

	this.matrixAutoUpdate = false;

	this.normalMatrix = new THREE.Matrix3();

	this.update();

};

THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );

THREE.FaceNormalsHelper.prototype.update = function () {

	var vertices = this.geometry.vertices;

	var object = this.object;
	var objectVertices = object.geometry.vertices;
	var objectFaces = object.geometry.faces;
	var objectWorldMatrix = object.matrixWorld;

	object.updateMatrixWorld( true );

	this.normalMatrix.getNormalMatrix( objectWorldMatrix );

	for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {

		var face = objectFaces[ i ];

		vertices[ i2 ].copy( objectVertices[ face.a ] )
			.add( objectVertices[ face.b ] )
			.add( objectVertices[ face.c ] )
			.divideScalar( 3 )
			.applyMatrix4( objectWorldMatrix );

		vertices[ i2 + 1 ].copy( face.normal )
			.applyMatrix3( this.normalMatrix )
			.normalize()
			.multiplyScalar( this.size )
			.add( vertices[ i2 ] );

	}

	this.geometry.verticesNeedUpdate = true;

	return this;

};


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

THREE.GridHelper = function ( size, step ) {

	var geometry = new THREE.Geometry();
	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );

	this.color1 = new THREE.Color( 0x444444 );
	this.color2 = new THREE.Color( 0x888888 );

	for ( var i = - size; i <= size; i += step ) {

		geometry.vertices.push(
			new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
			new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
		);

		var color = i === 0 ? this.color1 : this.color2;

		geometry.colors.push( color, color, color, color );

	}

	THREE.Line.call( this, geometry, material, THREE.LinePieces );

};

THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );

THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {

	this.color1.set( colorCenterLine );
	this.color2.set( colorGrid );

	this.geometry.colorsNeedUpdate = true;

}

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

THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {

	THREE.Object3D.call( this );

	this.light = light;
	this.light.updateMatrixWorld();

	this.matrixWorld = light.matrixWorld;
	this.matrixAutoUpdate = false;

	this.colors = [ new THREE.Color(), new THREE.Color() ];

	var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
	geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );

	for ( var i = 0, il = 8; i < il; i ++ ) {

		geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];

	}

	var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );

	this.lightSphere = new THREE.Mesh( geometry, material );
	this.add( this.lightSphere );

	this.update();

};

THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.HemisphereLightHelper.prototype.dispose = function () {
	this.lightSphere.geometry.dispose();
	this.lightSphere.material.dispose();
};

THREE.HemisphereLightHelper.prototype.update = function () {

	var vector = new THREE.Vector3();

	return function () {

		this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
		this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );

		this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
		this.lightSphere.geometry.colorsNeedUpdate = true;

	}

}();


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

THREE.PointLightHelper = function ( light, sphereSize ) {

	this.light = light;
	this.light.updateMatrixWorld();

	var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
	var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

	THREE.Mesh.call( this, geometry, material );

	this.matrixWorld = this.light.matrixWorld;
	this.matrixAutoUpdate = false;

	/*
	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

	var d = light.distance;

	if ( d === 0.0 ) {

		this.lightDistance.visible = false;

	} else {

		this.lightDistance.scale.set( d, d, d );

	}

	this.add( this.lightDistance );
	*/

};

THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );

THREE.PointLightHelper.prototype.dispose = function () {
	
	this.geometry.dispose();
	this.material.dispose();
};

THREE.PointLightHelper.prototype.update = function () {

	this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

	/*
	var d = this.light.distance;

	if ( d === 0.0 ) {

		this.lightDistance.visible = false;

	} else {

		this.lightDistance.visible = true;
		this.lightDistance.scale.set( d, d, d );

	}
	*/

};


/**
 * @author Sean Griffin / http://twitter.com/sgrif
 * @author Michael Guerrero / http://realitymeltdown.com
 * @author mrdoob / http://mrdoob.com/
 */

THREE.SkeletonHelper = function ( object ) {

	var skeleton = object.skeleton;

	var geometry = new THREE.Geometry();

	for ( var i = 0; i < skeleton.bones.length; i ++ ) {

		var bone = skeleton.bones[ i ];

		if ( bone.parent instanceof THREE.Bone ) {

			geometry.vertices.push( new THREE.Vector3() );
			geometry.vertices.push( new THREE.Vector3() );
			geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
			geometry.colors.push( new THREE.Color( 0, 1, 0 ) );

		}

	}

	var material = new THREE.LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );

	THREE.Line.call( this, geometry, material, THREE.LinePieces );

	this.skeleton = skeleton;

	this.matrixWorld = object.matrixWorld;
	this.matrixAutoUpdate = false;

	this.update();

};


THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );

THREE.SkeletonHelper.prototype.update = function () {

	var geometry = this.geometry;

	var j = 0;

	for ( var i = 0; i < this.skeleton.bones.length; i ++ ) {

		var bone = this.skeleton.bones[ i ];

		if ( bone.parent instanceof THREE.Bone ) {

			geometry.vertices[ j ].setFromMatrixPosition( bone.skinMatrix );
			geometry.vertices[ j + 1 ].setFromMatrixPosition( bone.parent.skinMatrix );

			j += 2;

		}

	}

	geometry.verticesNeedUpdate = true;

	geometry.computeBoundingSphere();

};

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

THREE.SpotLightHelper = function ( light ) {

	THREE.Object3D.call( this );

	this.light = light;
	this.light.updateMatrixWorld();

	this.matrixWorld = light.matrixWorld;
	this.matrixAutoUpdate = false;

	var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );

	geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
	geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );

	var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
	
	this.cone = new THREE.Mesh( geometry, material );
	this.add( this.cone );

	this.update();

};

THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.SpotLightHelper.prototype.dispose = function () {
	this.cone.geometry.dispose();
	this.cone.material.dispose();
};

THREE.SpotLightHelper.prototype.update = function () {

	var vector = new THREE.Vector3();
	var vector2 = new THREE.Vector3();

	return function () {

		var coneLength = this.light.distance ? this.light.distance : 10000;
		var coneWidth = coneLength * Math.tan( this.light.angle );

		this.cone.scale.set( coneWidth, coneWidth, coneLength );

		vector.setFromMatrixPosition( this.light.matrixWorld );
		vector2.setFromMatrixPosition( this.light.target.matrixWorld );

		this.cone.lookAt( vector2.sub( vector ) );

		this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

	};

}();

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

THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {

	this.object = object;

	this.size = ( size !== undefined ) ? size : 1;

	var color = ( hex !== undefined ) ? hex : 0xff0000;

	var width = ( linewidth !== undefined ) ? linewidth : 1;

	var geometry = new THREE.Geometry();

	var vertices = object.geometry.vertices;

	var faces = object.geometry.faces;

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

		var face = faces[ i ];

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

			geometry.vertices.push( new THREE.Vector3() );
			geometry.vertices.push( new THREE.Vector3() );

		}

	}

	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );

	this.matrixAutoUpdate = false;

	this.normalMatrix = new THREE.Matrix3();

	this.update();

};

THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );

THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {

	var v1 = new THREE.Vector3();

	return function( object ) {

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

		this.object.updateMatrixWorld( true );

		this.normalMatrix.getNormalMatrix( this.object.matrixWorld );

		var vertices = this.geometry.vertices;

		var verts = this.object.geometry.vertices;

		var faces = this.object.geometry.faces;

		var worldMatrix = this.object.matrixWorld;

		var idx = 0;

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

			var face = faces[ i ];

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

				var vertexId = face[ keys[ j ] ];
				var vertex = verts[ vertexId ];

				var normal = face.vertexNormals[ j ];

				vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );

				v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );

				v1.add( vertices[ idx ] );
				idx = idx + 1;

				vertices[ idx ].copy( v1 );
				idx = idx + 1;

			}

		}

		this.geometry.verticesNeedUpdate = true;

		return this;

	}

}());

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

THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {

	this.object = object;

	this.size = ( size !== undefined ) ? size : 1;

	var color = ( hex !== undefined ) ? hex : 0x0000ff;

	var width = ( linewidth !== undefined ) ? linewidth : 1;

	var geometry = new THREE.Geometry();

	var vertices = object.geometry.vertices;

	var faces = object.geometry.faces;

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

		var face = faces[ i ];

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

			geometry.vertices.push( new THREE.Vector3() );
			geometry.vertices.push( new THREE.Vector3() );

		}

	}

	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );

	this.matrixAutoUpdate = false;

	this.update();

};

THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );

THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {

	var v1 = new THREE.Vector3();

	return function( object ) {

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

		this.object.updateMatrixWorld( true );

		var vertices = this.geometry.vertices;

		var verts = this.object.geometry.vertices;

		var faces = this.object.geometry.faces;

		var worldMatrix = this.object.matrixWorld;

		var idx = 0;

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

			var face = faces[ i ];

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

				var vertexId = face[ keys[ j ] ];
				var vertex = verts[ vertexId ];

				var tangent = face.vertexTangents[ j ];

				vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );

				v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );

				v1.add( vertices[ idx ] );
				idx = idx + 1;

				vertices[ idx ].copy( v1 );
				idx = idx + 1;

			}

		}

		this.geometry.verticesNeedUpdate = true;

		return this;

	}

}());

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

THREE.WireframeHelper = function ( object, hex ) {

	var color = ( hex !== undefined ) ? hex : 0xffffff;

	var edge = [ 0, 0 ], hash = {};
	var sortFunction = function ( a, b ) { return a - b };

	var keys = [ 'a', 'b', 'c' ];
	var geometry = new THREE.BufferGeometry();

	if ( object.geometry instanceof THREE.Geometry ) {

		var vertices = object.geometry.vertices;
		var faces = object.geometry.faces;
		var numEdges = 0;

		// allocate maximal size
		var edges = new Uint32Array( 6 * faces.length );

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

			var face = faces[ i ];

			for ( var j = 0; j < 3; j ++ ) {

				edge[ 0 ] = face[ keys[ j ] ];
				edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
				edge.sort( sortFunction );

				var key = edge.toString();

				if ( hash[ key ] === undefined ) {

					edges[ 2 * numEdges ] = edge[ 0 ];
					edges[ 2 * numEdges + 1 ] = edge[ 1 ];
					hash[ key ] = true;
					numEdges ++;

				}

			}

		}

		geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );

		var coords = geometry.attributes.position.array;

		for ( var i = 0, l = numEdges; i < l; i ++ ) {

			for ( var j = 0; j < 2; j ++ ) {

				var vertex = vertices[ edges [ 2 * i + j] ];

				var index = 6 * i + 3 * j;
				coords[ index + 0 ] = vertex.x;
				coords[ index + 1 ] = vertex.y;
				coords[ index + 2 ] = vertex.z;

			}

		}

	} else if ( object.geometry instanceof THREE.BufferGeometry && object.geometry.attributes.index !== undefined ) { // indexed BufferGeometry

		var vertices = object.geometry.attributes.position.array;
		var indices = object.geometry.attributes.index.array;
		var offsets = object.geometry.offsets;
		var numEdges = 0;

		// allocate maximal size
		var edges = new Uint32Array( 2 * indices.length );

		for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {

			var start = offsets[ o ].start;
			var count = offsets[ o ].count;
			var index = offsets[ o ].index;

			for ( var i = start, il = start + count; i < il; i += 3 ) {

				for ( var j = 0; j < 3; j ++ ) {

					edge[ 0 ] = index + indices[ i + j ];
					edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
					edge.sort( sortFunction );

					var key = edge.toString();

					if ( hash[ key ] === undefined ) {

						edges[ 2 * numEdges ] = edge[ 0 ];
						edges[ 2 * numEdges + 1 ] = edge[ 1 ];
						hash[ key ] = true;
						numEdges ++;

					}

				}

			}

		}

		geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );

		var coords = geometry.attributes.position.array;

		for ( var i = 0, l = numEdges; i < l; i ++ ) {

			for ( var j = 0; j < 2; j ++ ) {

				var index = 6 * i + 3 * j;
				var index2 = 3 * edges[ 2 * i + j];
				coords[ index + 0 ] = vertices[ index2 ];
				coords[ index + 1 ] = vertices[ index2 + 1 ];
				coords[ index + 2 ] = vertices[ index2 + 2 ];

			}

		}

	} else if ( object.geometry instanceof THREE.BufferGeometry	) { // non-indexed BufferGeometry

		var vertices = object.geometry.attributes.position.array;
		var numEdges = vertices.length / 3;
		var numTris = numEdges / 3;

		geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2, 3 ) );

		var coords = geometry.attributes.position.array;

		for ( var i = 0, l = numTris; i < l; i ++ ) {

			for ( var j = 0; j < 3; j ++ ) {

				var index = 18 * i + 6 * j;

				var index1 = 9 * i + 3 * j;
				coords[ index + 0 ] = vertices[ index1 ];
				coords[ index + 1 ] = vertices[ index1 + 1 ];
				coords[ index + 2 ] = vertices[ index1 + 2 ];

				var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
				coords[ index + 3 ] = vertices[ index2 ];
				coords[ index + 4 ] = vertices[ index2 + 1 ];
				coords[ index + 5 ] = vertices[ index2 + 2 ];

			}

		}

	}

	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );

	this.matrixAutoUpdate = false;
	this.matrixWorld = object.matrixWorld;

};

THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );

/**
 * @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, _precision, _lensFlare = {};

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		_precision = renderer.getPrecision();

		_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" ], _precision );

		} else {

			_lensFlare.hasVertexTexture = true;
			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );

		}

		_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" );

	};


	/*
	 * 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 );

		_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
		_gl.enableVertexAttribArray( _lensFlare.attributes.uv );

		// 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] );

			tempPosition.applyMatrix4( camera.matrixWorldInverse );
			tempPosition.applyProjection( camera.projectionMatrix );

			// 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, precision ) {

		var program = _gl.createProgram();

		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

		var prefix = "precision " + precision + " float;\n";

		_gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
		_gl.shaderSource( vertexShader, prefix + shader.vertexShader );

		_gl.compileShader( fragmentShader );
		_gl.compileShader( vertexShader );

		_gl.attachShader( program, fragmentShader );
		_gl.attachShader( program, vertexShader );

		_gl.linkProgram( program );

		return program;

	};

};

/**
 * @author 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(),

	_matrixPosition = 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.shadowMapCullFace === THREE.CullFaceFront ) {

			_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.copy( 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 shadowFilter = THREE.LinearFilter;

				if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {

					shadowFilter = THREE.NearestFilter;

				}

				var pars = { minFilter: shadowFilter, magFilter: shadowFilter, 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 ( scene.autoUpdate === true ) 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.setFromMatrixPosition( light.matrixWorld );
			_matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
			shadowCamera.lookAt( _matrixPosition );
			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.multiply( shadowCamera.projectionMatrix );
			shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

			// update camera matrices and frustum

			_projScreenMatrix.multiplyMatrices( 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 instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

						object._modelViewMatrix.multiplyMatrices( 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 material.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 !== undefined && 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;

					}

					_renderer.setMaterialFaces( objectMaterial );

					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.multiplyMatrices( 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.shadowMapCullFace === THREE.CullFaceFront ) {

			_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 );

			p.applyMatrix4( shadowCamera.matrixWorldInverse );

			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.material.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, _texture;

	var vertices, faces, vertexBuffer, elementBuffer;
	var program, attributes, uniforms;

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		vertices = new Float32Array( [
			- 0.5, - 0.5, 0, 0, 
			  0.5, - 0.5, 1, 0,
			  0.5,   0.5, 1, 1,
			- 0.5,   0.5, 0, 1
		] );

		faces = new Uint16Array( [
			0, 1, 2,
			0, 2, 3
		] );

		vertexBuffer  = _gl.createBuffer();
		elementBuffer = _gl.createBuffer();

		_gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );

		program = createProgram();

		attributes = {
			position:			_gl.getAttribLocation ( program, 'position' ),
			uv:					_gl.getAttribLocation ( program, 'uv' )
		};

		uniforms = {
			uvOffset:			_gl.getUniformLocation( program, 'uvOffset' ),
			uvScale:			_gl.getUniformLocation( program, 'uvScale' ),

			rotation:			_gl.getUniformLocation( program, 'rotation' ),
			scale:				_gl.getUniformLocation( program, 'scale' ),

			color:				_gl.getUniformLocation( program, 'color' ),
			map:				_gl.getUniformLocation( program, 'map' ),
			opacity:			_gl.getUniformLocation( program, 'opacity' ),

			modelViewMatrix: 	_gl.getUniformLocation( program, 'modelViewMatrix' ),
			projectionMatrix:	_gl.getUniformLocation( program, 'projectionMatrix' ),

			fogType:			_gl.getUniformLocation( program, 'fogType' ),
			fogDensity:			_gl.getUniformLocation( program, 'fogDensity' ),
			fogNear:			_gl.getUniformLocation( program, 'fogNear' ),
			fogFar:				_gl.getUniformLocation( program, 'fogFar' ),
			fogColor:			_gl.getUniformLocation( program, 'fogColor' ),

			alphaTest:			_gl.getUniformLocation( program, 'alphaTest' )
		};

		var canvas = document.createElement( 'canvas' );
		canvas.width = 8;
		canvas.height = 8;

		var context = canvas.getContext( '2d' );
		context.fillStyle = '#ffffff';
		context.fillRect( 0, 0, canvas.width, canvas.height );

		_texture = new THREE.Texture( canvas );
		_texture.needsUpdate = true;

	};

	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

		var sprites = scene.__webglSprites,
			nSprites = sprites.length;

		if ( ! nSprites ) return;

		// setup gl

		_gl.useProgram( program );

		_gl.enableVertexAttribArray( attributes.position );
		_gl.enableVertexAttribArray( attributes.uv );

		_gl.disable( _gl.CULL_FACE );
		_gl.enable( _gl.BLEND );

		_gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );

		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.uniform1i( uniforms.map, 0 );

		var oldFogType = 0;
		var sceneFogType = 0;
		var fog = scene.fog;

		if ( fog ) {

			_gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );

			if ( fog instanceof THREE.Fog ) {

				_gl.uniform1f( uniforms.fogNear, fog.near );
				_gl.uniform1f( uniforms.fogFar, fog.far );

				_gl.uniform1i( uniforms.fogType, 1 );
				oldFogType = 1;
				sceneFogType = 1;

			} else if ( fog instanceof THREE.FogExp2 ) {

				_gl.uniform1f( uniforms.fogDensity, fog.density );

				_gl.uniform1i( uniforms.fogType, 2 );
				oldFogType = 2;
				sceneFogType = 2;

			}

		} else {

			_gl.uniform1i( uniforms.fogType, 0 );
			oldFogType = 0;
			sceneFogType = 0;

		}


		// update positions and sort

		var i, sprite, material, fogType, scale = [];

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

			sprite = sprites[ i ];
			material = sprite.material;

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

			sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
			sprite.z = - sprite._modelViewMatrix.elements[ 14 ];

		}

		sprites.sort( painterSortStable );

		// render all sprites

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

			sprite = sprites[ i ];

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

			material = sprite.material;

			_gl.uniform1f( uniforms.alphaTest, material.alphaTest );
			_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );

			scale[ 0 ] = sprite.scale.x;
			scale[ 1 ] = sprite.scale.y;

			if ( scene.fog && material.fog ) {

				fogType = sceneFogType;

			} else {

				fogType = 0;

			}

			if ( oldFogType !== fogType ) {

				_gl.uniform1i( uniforms.fogType, fogType );
				oldFogType = fogType;

			}

			if ( material.map !== null ) {

				_gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
				_gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );

			} else {

				_gl.uniform2f( uniforms.uvOffset, 0, 0 );
				_gl.uniform2f( uniforms.uvScale, 1, 1 );

			}

			_gl.uniform1f( uniforms.opacity, material.opacity );
			_gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );

			_gl.uniform1f( uniforms.rotation, material.rotation );
			_gl.uniform2fv( uniforms.scale, scale );

			_renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			_renderer.setDepthTest( material.depthTest );
			_renderer.setDepthWrite( material.depthWrite );

			if ( material.map && material.map.image && material.map.image.width ) {

				_renderer.setTexture( material.map, 0 );

			} else {

				_renderer.setTexture( _texture, 0 );

			}

			_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

		}

		// restore gl

		_gl.enable( _gl.CULL_FACE );

	};

	function createProgram () {

		var program = _gl.createProgram();

		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );

		_gl.shaderSource( vertexShader, [

			'precision ' + _renderer.getPrecision() + ' float;',

			'uniform mat4 modelViewMatrix;',
			'uniform mat4 projectionMatrix;',
			'uniform float rotation;',
			'uniform vec2 scale;',
			'uniform vec2 uvOffset;',
			'uniform vec2 uvScale;',

			'attribute vec2 position;',
			'attribute vec2 uv;',

			'varying vec2 vUV;',

			'void main() {',

				'vUV = uvOffset + uv * uvScale;',

				'vec2 alignedPosition = position * scale;',

				'vec2 rotatedPosition;',
				'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
				'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',

				'vec4 finalPosition;',

				'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
				'finalPosition.xy += rotatedPosition;',
				'finalPosition = projectionMatrix * finalPosition;',

				'gl_Position = finalPosition;',

			'}'

		].join( '\n' ) );

		_gl.shaderSource( fragmentShader, [

			'precision ' + _renderer.getPrecision() + ' float;',

			'uniform vec3 color;',
			'uniform sampler2D map;',
			'uniform float opacity;',

			'uniform int fogType;',
			'uniform vec3 fogColor;',
			'uniform float fogDensity;',
			'uniform float fogNear;',
			'uniform float fogFar;',
			'uniform float alphaTest;',

			'varying vec2 vUV;',

			'void main() {',

				'vec4 texture = texture2D( map, vUV );',

				'if ( texture.a < alphaTest ) discard;',

				'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',

				'if ( fogType > 0 ) {',

					'float depth = gl_FragCoord.z / gl_FragCoord.w;',
					'float fogFactor = 0.0;',

					'if ( fogType == 1 ) {',

						'fogFactor = smoothstep( fogNear, fogFar, depth );',

					'} else {',

						'const float LOG2 = 1.442695;',
						'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
						'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',

					'}',

					'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',

				'}',

			'}'

		].join( '\n' ) );

		_gl.compileShader( vertexShader );
		_gl.compileShader( fragmentShader );

		_gl.attachShader( program, vertexShader );
		_gl.attachShader( program, fragmentShader );

		_gl.linkProgram( program );

		return program;

	};

	function painterSortStable ( a, b ) {

		if ( a.z !== b.z ) {

			return b.z - a.z;

		} else {

			return b.id - a.id;

		}

	};

};

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

THREE.DepthPassPlugin = function () {

	this.enabled = false;
	this.renderTarget = null;

	var _gl,
	_renderer,
	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,

	_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 } );
		_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 ( ! 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 ( scene.autoUpdate === true ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_projScreenMatrix.multiplyMatrices( 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 instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

					object._modelViewMatrix.multiplyMatrices( camera.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;

				// todo: create proper depth material for particles

				if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;

				objectMaterial = getObjectMaterial( object );

				if ( objectMaterial ) _renderer.setMaterialFaces( object.material );

				useMorphing = object.geometry.morphTargets !== undefined && 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( 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._modelViewMatrix.multiplyMatrices( 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 );

	};

	// 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

	function getObjectMaterial( object ) {

		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ 0 ]
			: object.material;

	};

};


/**
 * @author mikael emtinger / http://gomo.se/
 */

THREE.ShaderFlares = {

	'lensFlareVertexTexture': {

		vertexShader: [

			"uniform lowp int renderType;",

			"uniform vec3 screenPosition;",
			"uniform vec2 scale;",
			"uniform float rotation;",

			"uniform sampler2D occlusionMap;",

			"attribute vec2 position;",
			"attribute vec2 uv;",

			"varying vec2 vUV;",
			"varying float vVisibility;",

			"void main() {",

				"vUV = uv;",

				"vec2 pos = position;",

				"if( renderType == 2 ) {",

					"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
					"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",

					"vVisibility =        visibility.r / 9.0;",
					"vVisibility *= 1.0 - visibility.g / 9.0;",
					"vVisibility *=       visibility.b / 9.0;",
					"vVisibility *= 1.0 - visibility.a / 9.0;",

					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

				"}",

				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

			"}"

		].join( "\n" ),

		fragmentShader: [

			"uniform lowp int renderType;",

			"uniform sampler2D map;",
			"uniform float opacity;",
			"uniform vec3 color;",

			"varying vec2 vUV;",
			"varying float vVisibility;",

			"void main() {",

				// pink square

				"if( renderType == 0 ) {",

					"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",

				// restore

				"} else if( renderType == 1 ) {",

					"gl_FragColor = texture2D( map, vUV );",

				// flare

				"} else {",

					"vec4 texture = texture2D( map, vUV );",
					"texture.a *= opacity * vVisibility;",
					"gl_FragColor = texture;",
					"gl_FragColor.rgb *= color;",

				"}",

			"}"
		].join( "\n" )

	},


	'lensFlare': {

		vertexShader: [

			"uniform lowp int renderType;",

			"uniform vec3 screenPosition;",
			"uniform vec2 scale;",
			"uniform float rotation;",

			"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 lowp int renderType;",

			"uniform sampler2D map;",
			"uniform sampler2D occlusionMap;",
			"uniform float opacity;",
			"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;",
					"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
					"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
					"visibility += 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" )

	}

};

