diff --git a/NGUYEN/lib/three.js b/NGUYEN/lib/three.js
new file mode 100644
index 0000000000000000000000000000000000000000..2d01d65b3115898c1d2f9510b8718acc9db884e6
--- /dev/null
+++ b/NGUYEN/lib/three.js
@@ -0,0 +1,35996 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author Larry Battle / http://bateru.com/news
+ */
+
+var THREE = THREE || { REVISION: '56' };
+
+self.console = self.console || {
+
+	info: function () {},
+	log: function () {},
+	debug: function () {},
+	warn: function () {},
+	error: function () {}
+
+};
+
+self.Int32Array = self.Int32Array || Array;
+self.Float32Array = self.Float32Array || Array;
+
+String.prototype.trim = String.prototype.trim || function () {
+
+	return this.replace( /^\s+|\s+$/g, '' );
+
+};
+
+// based on https://github.com/documentcloud/underscore/blob/bf657be243a075b5e72acc8a83e6f12a564d8f55/underscore.js#L767
+THREE.extend = function ( obj, source ) {
+
+	// ECMAScript5 compatibility based on: http://www.nczonline.net/blog/2012/12/11/are-your-mixins-ecmascript-5-compatible/
+	if ( Object.keys ) {
+
+		var keys = Object.keys( source );
+
+		for (var i = 0, il = keys.length; i < il; i++) {
+
+			var prop = keys[i];
+			Object.defineProperty( obj, prop, Object.getOwnPropertyDescriptor( source, prop ) );
+
+		}
+
+	} else {
+
+		var safeHasOwnProperty = {}.hasOwnProperty;
+
+		for ( var prop in source ) {
+
+			if ( safeHasOwnProperty.call( source, prop ) ) {
+
+				obj[prop] = source[prop];
+
+			}
+
+		}
+
+	}
+
+	return obj;
+
+};
+
+// 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 M�ller
+// fixes from Paul Irish and Tino Zijdel
+
+( function () {
+
+	var lastTime = 0;
+	var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
+
+	for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
+
+		window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
+		window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
+
+	}
+
+	if ( window.requestAnimationFrame === undefined ) {
+
+		window.requestAnimationFrame = function ( callback ) {
+
+			var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
+			var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
+			lastTime = currTime + timeToCall;
+			return id;
+
+		};
+
+	}
+
+	window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
+
+}() );
+
+// 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 ( value ) {
+
+	if ( value !== undefined ) this.set( value );
+
+	return this;
+
+};
+
+THREE.extend( THREE.Color.prototype, {
+
+	r: 1, g: 1, b: 1,
+
+	set: function ( value ) {
+
+		switch ( typeof value ) {
+
+			case "number":
+				this.setHex( value );
+				break;
+
+			case "string":
+				this.setStyle( value );
+				break;
+
+		}
+
+	},
+
+	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;
+
+	},
+
+	setHSV: function ( h, s, v ) {
+
+		console.log( 'DEPRECATED: Color\'s .setHSV() will be removed. Use .setHSL( h, s, l ) instead.' );
+		return this.setHSL(h,s*v/((h=(2-s)*v)<1?h:2-h),h/2); // https://gist.github.com/xpansive/1337890
+
+	},
+
+	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 () {
+
+		var hsl = { h: 0, s: 0, l: 0 };
+
+		return function () {
+
+			// h,s,l ranges are in 0.0 - 1.0
+
+			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;
+
+	},
+
+	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.extend( THREE.Quaternion.prototype, {
+
+	set: function ( x, y, z, w ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+		this.w = w;
+
+		return this;
+
+	},
+
+	copy: function ( q ) {
+
+		this.x = q.x;
+		this.y = q.y;
+		this.z = q.z;
+		this.w = q.w;
+
+		return this;
+
+	},
+
+	setFromEuler: function ( v, order ) {
+
+		// http://www.mathworks.com/matlabcentral/fileexchange/
+		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+		//	content/SpinCalc.m
+
+		var c1 = Math.cos( v.x / 2 );
+		var c2 = Math.cos( v.y / 2 );
+		var c3 = Math.cos( v.z / 2 );
+		var s1 = Math.sin( v.x / 2 );
+		var s2 = Math.sin( v.y / 2 );
+		var s3 = Math.sin( v.z / 2 );
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( order === 'YXZ' ) {
+
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+		} else if ( order === 'ZXY' ) {
+
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( order === 'ZYX' ) {
+
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+		} else if ( order === 'YZX' ) {
+
+			this.x = s1 * c2 * c3 + c1 * s2 * s3;
+			this.y = c1 * s2 * c3 + s1 * c2 * s3;
+			this.z = c1 * c2 * s3 - s1 * s2 * c3;
+			this.w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( order === 'XZY' ) {
+
+			this.x = s1 * c2 * c3 - c1 * s2 * s3;
+			this.y = c1 * s2 * c3 - s1 * c2 * s3;
+			this.z = c1 * c2 * s3 + s1 * s2 * c3;
+			this.w = c1 * c2 * c3 + s1 * s2 * s3;
+
+		}
+
+		return this;
+
+	},
+
+	setFromAxisAngle: function ( axis, angle ) {
+
+		// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+		// axis have to be normalized
+
+		var halfAngle = angle / 2,
+			s = Math.sin( halfAngle );
+
+		this.x = axis.x * s;
+		this.y = axis.y * s;
+		this.z = axis.z * s;
+		this.w = Math.cos( halfAngle );
+
+		return this;
+
+	},
+
+	setFromRotationMatrix: function ( m ) {
+
+		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		var te = m.elements,
+
+			m11 = te[0], m12 = te[4], m13 = te[8],
+			m21 = te[1], m22 = te[5], m23 = te[9],
+			m31 = te[2], m32 = te[6], m33 = te[10],
+
+			trace = m11 + m22 + m33,
+			s;
+
+		if ( trace > 0 ) {
+
+			s = 0.5 / Math.sqrt( trace + 1.0 );
+
+			this.w = 0.25 / s;
+			this.x = ( m32 - m23 ) * s;
+			this.y = ( m13 - m31 ) * s;
+			this.z = ( m21 - m12 ) * s;
+
+		} else if ( m11 > m22 && m11 > m33 ) {
+
+			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+			this.w = (m32 - m23 ) / s;
+			this.x = 0.25 * s;
+			this.y = (m12 + m21 ) / s;
+			this.z = (m13 + m31 ) / s;
+
+		} else if ( m22 > m33 ) {
+
+			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+			this.w = (m13 - m31 ) / s;
+			this.x = (m12 + m21 ) / s;
+			this.y = 0.25 * s;
+			this.z = (m23 + m32 ) / s;
+
+		} else {
+
+			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+			this.w = ( m21 - m12 ) / s;
+			this.x = ( m13 + m31 ) / s;
+			this.y = ( m23 + m32 ) / s;
+			this.z = 0.25 * s;
+
+		}
+
+		return this;
+
+	},
+
+	inverse: function () {
+
+		this.conjugate().normalize();
+
+		return this;
+
+	},
+
+	conjugate: function () {
+
+		this.x *= -1;
+		this.y *= -1;
+		this.z *= -1;
+
+		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;
+
+		}
+
+		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;
+
+		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 );
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+	},
+
+	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.extend( THREE.Vector2.prototype, {
+
+	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;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+
+		return this;
+
+	},
+
+	divideScalar: function ( s ) {
+
+		if ( s !== 0 ) {
+
+			this.x /= s;
+			this.y /= s;
+
+		} else {
+
+			this.set( 0, 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;
+
+	},
+
+	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 ) );
+
+	},
+
+	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.extend( THREE.Vector3.prototype, {
+
+	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 ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+		this.z *= s;
+
+		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;
+
+	},
+
+	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;
+
+	},
+
+	applyEuler: function () {
+
+		var q1 = new THREE.Quaternion();
+
+		return function ( v, eulerOrder ) {
+
+			var quaternion = q1.setFromEuler( v, eulerOrder );
+
+			this.applyQuaternion( quaternion );
+
+			return this;
+
+		};
+
+	}(),
+
+	applyAxisAngle: function () {
+
+		var q1 = new THREE.Quaternion();
+
+		return function ( axis, angle ) {
+
+			var quaternion = q1.setFromAxisAngle( axis, angle );
+
+			this.applyQuaternion( quaternion );
+
+			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 ( s ) {
+
+		if ( s !== 0 ) {
+
+			this.x /= s;
+			this.y /= s;
+			this.z /= s;
+
+		} 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;
+
+	},
+
+	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 ) {
+
+		this.x = a.y * b.z - a.z * b.y;
+		this.y = a.z * b.x - a.x * b.z;
+		this.z = a.x * b.y - a.y * b.x;
+
+		return this;
+
+	},
+
+	projectOnVector: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function( vector ) {
+
+			v1.copy( vector ).normalize();
+			var d = this.dot( v1 );
+			return this.copy( v1 ).multiplyScalar( d );
+
+		};
+
+	}(),
+
+	projectOnPlane: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function( planeNormal ) {
+
+			v1.copy( this ).projectOnVector( planeNormal );
+
+			return this.sub( v1 );
+
+		}
+
+	}(),
+
+	reflect: function () {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( vector ) {
+
+		    v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
+
+		    return this.subVectors( v1, this );
+
+		}
+
+	}(),
+
+	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;
+
+	},
+
+	getPositionFromMatrix: function ( m ) {
+
+		this.x = m.elements[12];
+		this.y = m.elements[13];
+		this.z = m.elements[14];
+
+		return this;
+
+	},
+
+	setEulerFromRotationMatrix: function ( m, order ) {
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		// clamp, to handle numerical problems
+
+		function clamp( x ) {
+
+			return Math.min( Math.max( x, -1 ), 1 );
+
+		}
+
+		var te = m.elements;
+		var m11 = te[0], m12 = te[4], m13 = te[8];
+		var m21 = te[1], m22 = te[5], m23 = te[9];
+		var m31 = te[2], m32 = te[6], m33 = te[10];
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.y = Math.asin( clamp( m13 ) );
+
+			if ( Math.abs( m13 ) < 0.99999 ) {
+
+				this.x = Math.atan2( - m23, m33 );
+				this.z = Math.atan2( - m12, m11 );
+
+			} else {
+
+				this.x = Math.atan2( m32, m22 );
+				this.z = 0;
+
+			}
+
+		} else if ( order === 'YXZ' ) {
+
+			this.x = Math.asin( - clamp( m23 ) );
+
+			if ( Math.abs( m23 ) < 0.99999 ) {
+
+				this.y = Math.atan2( m13, m33 );
+				this.z = Math.atan2( m21, m22 );
+
+			} else {
+
+				this.y = Math.atan2( - m31, m11 );
+				this.z = 0;
+
+			}
+
+		} else if ( order === 'ZXY' ) {
+
+			this.x = Math.asin( clamp( m32 ) );
+
+			if ( Math.abs( m32 ) < 0.99999 ) {
+
+				this.y = Math.atan2( - m31, m33 );
+				this.z = Math.atan2( - m12, m22 );
+
+			} else {
+
+				this.y = 0;
+				this.z = Math.atan2( m21, m11 );
+
+			}
+
+		} else if ( order === 'ZYX' ) {
+
+			this.y = Math.asin( - clamp( m31 ) );
+
+			if ( Math.abs( m31 ) < 0.99999 ) {
+
+				this.x = Math.atan2( m32, m33 );
+				this.z = Math.atan2( m21, m11 );
+
+			} else {
+
+				this.x = 0;
+				this.z = Math.atan2( - m12, m22 );
+
+			}
+
+		} else if ( order === 'YZX' ) {
+
+			this.z = Math.asin( clamp( m21 ) );
+
+			if ( Math.abs( m21 ) < 0.99999 ) {
+
+				this.x = Math.atan2( - m23, m22 );
+				this.y = Math.atan2( - m31, m11 );
+
+			} else {
+
+				this.x = 0;
+				this.y = Math.atan2( m13, m33 );
+
+			}
+
+		} else if ( order === 'XZY' ) {
+
+			this.z = Math.asin( - clamp( m12 ) );
+
+			if ( Math.abs( m12 ) < 0.99999 ) {
+
+				this.x = Math.atan2( m32, m22 );
+				this.y = Math.atan2( m13, m11 );
+
+			} else {
+
+				this.x = Math.atan2( - m23, m33 );
+				this.y = 0;
+
+			}
+
+		}
+
+		return this;
+
+	},
+
+	setEulerFromQuaternion: function ( q, order ) {
+
+		// q is assumed to be normalized
+
+		// clamp, to handle numerical problems
+
+		function clamp( x ) {
+
+			return Math.min( Math.max( x, -1 ), 1 );
+
+		}
+
+		// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
+
+		var sqx = q.x * q.x;
+		var sqy = q.y * q.y;
+		var sqz = q.z * q.z;
+		var sqw = q.w * q.w;
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
+			this.y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
+			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
+
+		} else if ( order ===  'YXZ' ) {
+
+			this.x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
+			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
+			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
+
+		} else if ( order === 'ZXY' ) {
+
+			this.x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
+			this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
+			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
+
+		} else if ( order === 'ZYX' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
+			this.y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
+			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
+
+		} else if ( order === 'YZX' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
+			this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
+			this.z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
+
+		} else if ( order === 'XZY' ) {
+
+			this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
+			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
+			this.z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
+
+		}
+
+		return this;
+
+	},
+
+	getScaleFromMatrix: function ( m ) {
+
+		var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
+		var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
+		var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
+
+		this.x = sx;
+		this.y = sy;
+		this.z = sz;
+
+		return this;
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+	},
+
+	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.extend( THREE.Vector4.prototype, {
+
+	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 ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+		this.z *= s;
+		this.w *= s;
+
+		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 ( s ) {
+
+		if ( s !== 0 ) {
+
+			this.x /= s;
+			this.y /= s;
+			this.z /= s;
+			this.w /= s;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+			this.w = 1;
+
+		}
+
+		return this;
+
+	},
+
+	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;
+
+	},
+
+	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 ) );
+
+	},
+
+	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 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.extend( THREE.Box2.prototype, {
+
+	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 ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		return new THREE.Vector2(
+			( 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
+ */
+
+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.extend( THREE.Box3.prototype, {
+
+	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;
+
+				}
+
+				if ( point.z < this.min.z ) {
+
+					this.min.z = point.z;
+
+				} else if ( point.z > this.max.z ) {
+
+					this.max.z = point.z;
+
+				}
+
+			}
+
+		} 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;
+
+		};
+
+	}(),
+
+	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 ) {
+
+		// This can potentially have a divide by zero if the box
+		// has a size dimension of 0.
+
+		return new THREE.Vector3(
+			( 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);
+
+	this.set(
+
+		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
+		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
+		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1
+
+	);
+};
+
+THREE.extend( THREE.Matrix3.prototype, {
+
+	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() {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( a ) {
+
+			for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+				v1.x = a[ i ];
+				v1.y = a[ i + 1 ];
+				v1.z = a[ i + 2 ];
+
+				v1.applyMatrix3(this);
+
+				a[ i ]     = v1.x;
+				a[ i + 1 ] = v1.y;
+				a[ i + 2 ] = v1.z;
+
+			}
+
+			return a;
+
+		};
+
+	}(),
+
+	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;
+
+	},
+
+	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;
+
+	},
+
+	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
+ */
+
+
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+	var te = 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.
+
+	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.extend( THREE.Matrix4.prototype, {
+
+	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+		var te = this.elements;
+
+		te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
+		te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
+		te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
+		te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
+
+		return this;
+
+	},
+
+	identity: function () {
+
+		this.set(
+
+			1, 0, 0, 0,
+			0, 1, 0, 0,
+			0, 0, 1, 0,
+			0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	copy: function ( m ) {
+
+		var me = m.elements;
+
+		this.set(
+
+			me[0], me[4], me[8], me[12],
+			me[1], me[5], me[9], me[13],
+			me[2], me[6], me[10], me[14],
+			me[3], me[7], me[11], me[15]
+
+		);
+
+		return this;
+
+	},
+
+	setRotationFromEuler: function ( v, order ) {
+
+		var te = this.elements;
+
+		var x = v.x, y = v.y, z = v.z;
+		var a = Math.cos( x ), b = Math.sin( x );
+		var c = Math.cos( y ), d = Math.sin( y );
+		var e = Math.cos( z ), f = Math.sin( z );
+
+		if ( order === undefined || order === 'XYZ' ) {
+
+			var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+			te[0] = c * e;
+			te[4] = - c * f;
+			te[8] = d;
+
+			te[1] = af + be * d;
+			te[5] = ae - bf * d;
+			te[9] = - b * c;
+
+			te[2] = bf - ae * d;
+			te[6] = be + af * d;
+			te[10] = a * c;
+
+		} else if ( order === 'YXZ' ) {
+
+			var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+			te[0] = ce + df * b;
+			te[4] = de * b - cf;
+			te[8] = a * d;
+
+			te[1] = a * f;
+			te[5] = a * e;
+			te[9] = - b;
+
+			te[2] = cf * b - de;
+			te[6] = df + ce * b;
+			te[10] = a * c;
+
+		} else if ( order === 'ZXY' ) {
+
+			var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+			te[0] = ce - df * b;
+			te[4] = - a * f;
+			te[8] = de + cf * b;
+
+			te[1] = cf + de * b;
+			te[5] = a * e;
+			te[9] = df - ce * b;
+
+			te[2] = - a * d;
+			te[6] = b;
+			te[10] = a * c;
+
+		} else if ( order === 'ZYX' ) {
+
+			var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+			te[0] = c * e;
+			te[4] = be * d - af;
+			te[8] = ae * d + bf;
+
+			te[1] = c * f;
+			te[5] = bf * d + ae;
+			te[9] = af * d - be;
+
+			te[2] = - d;
+			te[6] = b * c;
+			te[10] = a * c;
+
+		} else if ( order === 'YZX' ) {
+
+			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+			te[0] = c * e;
+			te[4] = bd - ac * f;
+			te[8] = bc * f + ad;
+
+			te[1] = f;
+			te[5] = a * e;
+			te[9] = - b * e;
+
+			te[2] = - d * e;
+			te[6] = ad * f + bc;
+			te[10] = ac - bd * f;
+
+		} else if ( order === 'XZY' ) {
+
+			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+			te[0] = c * e;
+			te[4] = - f;
+			te[8] = d * e;
+
+			te[1] = ac * f + bd;
+			te[5] = a * e;
+			te[9] = ad * f - bc;
+
+			te[2] = bc * f - ad;
+			te[6] = b * e;
+			te[10] = bd * f + ac;
+
+		}
+
+		return this;
+
+	},
+
+	setRotationFromQuaternion: function ( q ) {
+
+		var te = this.elements;
+
+		var x = q.x, y = q.y, z = q.z, w = q.w;
+		var x2 = x + x, y2 = y + y, z2 = z + z;
+		var xx = x * x2, xy = x * y2, xz = x * z2;
+		var yy = y * y2, yz = y * z2, zz = z * z2;
+		var wx = w * x2, wy = w * y2, wz = w * z2;
+
+		te[0] = 1 - ( yy + zz );
+		te[4] = xy - wz;
+		te[8] = xz + wy;
+
+		te[1] = xy + wz;
+		te[5] = 1 - ( xx + zz );
+		te[9] = yz - wx;
+
+		te[2] = xz - wy;
+		te[6] = yz + wx;
+		te[10] = 1 - ( xx + yy );
+
+		return this;
+
+	},
+
+	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() {
+
+		var v1 = new THREE.Vector3();
+
+		return function ( a ) {
+
+			for ( var i = 0, il = a.length; i < il; i += 3 ) {
+
+				v1.x = a[ i ];
+				v1.y = a[ i + 1 ];
+				v1.z = a[ i + 2 ];
+
+				v1.applyProjection( this );
+
+				a[ i ]     = v1.x;
+				a[ i + 1 ] = v1.y;
+				a[ i + 2 ] = v1.z;
+
+			}
+
+			return a;
+
+		};
+
+	}(),
+
+	rotateAxis: function ( v ) {
+
+		var te = this.elements;
+		var vx = v.x, vy = v.y, vz = v.z;
+
+		v.x = vx * te[0] + vy * te[4] + vz * te[8];
+		v.y = vx * te[1] + vy * te[5] + vz * te[9];
+		v.z = vx * te[2] + vy * te[6] + vz * te[10];
+
+		v.normalize();
+
+		return v;
+
+	},
+
+	crossVector: function ( a ) {
+
+		var te = this.elements;
+		var v = new THREE.Vector4();
+
+		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
+		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
+		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
+
+		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
+
+		return v;
+
+	},
+
+	determinant: function () {
+
+		var te = this.elements;
+
+		var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
+		var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
+		var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
+		var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
+
+		//TODO: make this more efficient
+		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+		return (
+			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;
+
+	},
+
+	flattenToArray: function ( flat ) {
+
+		var te = this.elements;
+		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
+		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
+		flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
+		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
+
+		return flat;
+
+	},
+
+	flattenToArrayOffset: function( flat, offset ) {
+
+		var te = this.elements;
+		flat[ offset ] = te[0];
+		flat[ offset + 1 ] = te[1];
+		flat[ offset + 2 ] = te[2];
+		flat[ offset + 3 ] = te[3];
+
+		flat[ offset + 4 ] = te[4];
+		flat[ offset + 5 ] = te[5];
+		flat[ offset + 6 ] = te[6];
+		flat[ offset + 7 ] = te[7];
+
+		flat[ offset + 8 ]  = te[8];
+		flat[ offset + 9 ]  = te[9];
+		flat[ offset + 10 ] = te[10];
+		flat[ offset + 11 ] = te[11];
+
+		flat[ offset + 12 ] = te[12];
+		flat[ offset + 13 ] = te[13];
+		flat[ offset + 14 ] = te[14];
+		flat[ offset + 15 ] = te[15];
+
+		return flat;
+
+	},
+
+	getPosition: function() {
+
+		var v1 = new THREE.Vector3();
+
+		return function () {
+
+			console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( 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 = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * 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;
+
+	},
+
+	compose: function() {
+
+		var mRotation = new THREE.Matrix4(),
+			mScale = new THREE.Matrix4();
+		
+		return function ( translation, rotation, scale ) {
+
+			var te = this.elements;
+
+			mRotation.identity();
+			mRotation.setRotationFromQuaternion( rotation );
+
+			mScale.makeScale( scale.x, scale.y, scale.z );
+
+			this.multiplyMatrices( mRotation, mScale );
+
+			te[12] = translation.x;
+			te[13] = translation.y;
+			te[14] = translation.z;
+
+			return this;
+
+		};
+
+	}(),
+
+	decompose: function() {
+
+		var x = new THREE.Vector3(),
+			y = new THREE.Vector3(),
+			z = new THREE.Vector3(),
+			matrix = new THREE.Matrix4();
+
+		return function ( translation, rotation, scale ) {
+
+			var te = this.elements;
+
+			// grab the axis vectors
+			x.set( te[0], te[1], te[2] );
+			y.set( te[4], te[5], te[6] );
+			z.set( te[8], te[9], te[10] );
+
+			translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
+			rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
+			scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
+
+			scale.x = x.length();
+			scale.y = y.length();
+			scale.z = z.length();
+
+			translation.x = te[12];
+			translation.y = te[13];
+			translation.z = te[14];
+
+			// scale the rotation part
+
+			matrix.copy( this );
+
+			matrix.elements[0] /= scale.x;
+			matrix.elements[1] /= scale.x;
+			matrix.elements[2] /= scale.x;
+
+			matrix.elements[4] /= scale.y;
+			matrix.elements[5] /= scale.y;
+			matrix.elements[6] /= scale.y;
+
+			matrix.elements[8] /= scale.z;
+			matrix.elements[9] /= scale.z;
+			matrix.elements[10] /= scale.z;
+
+			rotation.setFromRotationMatrix( matrix );
+
+			return [ translation, rotation, scale ];
+
+		};
+
+	}(),
+
+	extractPosition: function ( m ) {
+
+		var te = this.elements;
+		var me = m.elements;
+
+		te[12] = me[12];
+		te[13] = me[13];
+		te[14] = me[14];
+
+		return this;
+
+	},
+
+	extractRotation: function() {
+
+		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;
+
+		};
+
+	}(),
+
+	translate: function ( v ) {
+
+		var te = this.elements;
+		var x = v.x, y = v.y, z = v.z;
+
+		te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
+		te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
+		te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
+		te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
+
+		return this;
+
+	},
+
+	rotateX: function ( angle ) {
+
+		var te = this.elements;
+		var m12 = te[4];
+		var m22 = te[5];
+		var m32 = te[6];
+		var m42 = te[7];
+		var m13 = te[8];
+		var m23 = te[9];
+		var m33 = te[10];
+		var m43 = te[11];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[4] = c * m12 + s * m13;
+		te[5] = c * m22 + s * m23;
+		te[6] = c * m32 + s * m33;
+		te[7] = c * m42 + s * m43;
+
+		te[8] = c * m13 - s * m12;
+		te[9] = c * m23 - s * m22;
+		te[10] = c * m33 - s * m32;
+		te[11] = c * m43 - s * m42;
+
+		return this;
+
+	},
+
+	rotateY: function ( angle ) {
+
+		var te = this.elements;
+		var m11 = te[0];
+		var m21 = te[1];
+		var m31 = te[2];
+		var m41 = te[3];
+		var m13 = te[8];
+		var m23 = te[9];
+		var m33 = te[10];
+		var m43 = te[11];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[0] = c * m11 - s * m13;
+		te[1] = c * m21 - s * m23;
+		te[2] = c * m31 - s * m33;
+		te[3] = c * m41 - s * m43;
+
+		te[8] = c * m13 + s * m11;
+		te[9] = c * m23 + s * m21;
+		te[10] = c * m33 + s * m31;
+		te[11] = c * m43 + s * m41;
+
+		return this;
+
+	},
+
+	rotateZ: function ( angle ) {
+
+		var te = this.elements;
+		var m11 = te[0];
+		var m21 = te[1];
+		var m31 = te[2];
+		var m41 = te[3];
+		var m12 = te[4];
+		var m22 = te[5];
+		var m32 = te[6];
+		var m42 = te[7];
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+
+		te[0] = c * m11 + s * m12;
+		te[1] = c * m21 + s * m22;
+		te[2] = c * m31 + s * m32;
+		te[3] = c * m41 + s * m42;
+
+		te[4] = c * m12 - s * m11;
+		te[5] = c * m22 - s * m21;
+		te[6] = c * m32 - s * m31;
+		te[7] = c * m42 - s * m41;
+
+		return this;
+
+	},
+
+	rotateByAxis: function ( axis, angle ) {
+
+		var te = this.elements;
+
+		// optimize by checking axis
+
+		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
+
+			return this.rotateX( angle );
+
+		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
+
+			return this.rotateY( angle );
+
+		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
+
+			return this.rotateZ( angle );
+
+		}
+
+		var x = axis.x, y = axis.y, z = axis.z;
+		var n = Math.sqrt(x * x + y * y + z * z);
+
+		x /= n;
+		y /= n;
+		z /= n;
+
+		var xx = x * x, yy = y * y, zz = z * z;
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+		var oneMinusCosine = 1 - c;
+		var xy = x * y * oneMinusCosine;
+		var xz = x * z * oneMinusCosine;
+		var yz = y * z * oneMinusCosine;
+		var xs = x * s;
+		var ys = y * s;
+		var zs = z * s;
+
+		var r11 = xx + (1 - xx) * c;
+		var r21 = xy + zs;
+		var r31 = xz - ys;
+		var r12 = xy - zs;
+		var r22 = yy + (1 - yy) * c;
+		var r32 = yz + xs;
+		var r13 = xz + ys;
+		var r23 = yz - xs;
+		var r33 = zz + (1 - zz) * c;
+
+		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
+		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
+		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
+
+		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
+		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
+		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
+		te[3] = r11 * m41 + r21 * m42 + r31 * m43;
+
+		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
+		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
+		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
+		te[7] = r12 * m41 + r22 * m42 + r32 * m43;
+
+		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
+		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
+		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
+		te[11] = r13 * m41 + r23 * m42 + r33 * m43;
+
+		return this;
+
+	},
+
+	scale: function ( v ) {
+
+		var te = this.elements;
+		var x = v.x, y = v.y, z = v.z;
+
+		te[0] *= x; te[4] *= y; te[8] *= z;
+		te[1] *= x; te[5] *= y; te[9] *= z;
+		te[2] *= x; te[6] *= y; te[10] *= z;
+		te[3] *= x; te[7] *= y; te[11] *= z;
+
+		return this;
+
+	},
+
+	getMaxScaleOnAxis: function () {
+
+		var te = this.elements;
+
+		var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
+		var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
+		var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
+
+		return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
+
+	},
+
+	makeTranslation: function ( x, y, z ) {
+
+		this.set(
+
+			1, 0, 0, x,
+			0, 1, 0, y,
+			0, 0, 1, z,
+			0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationX: function ( theta ) {
+
+		var c = Math.cos( theta ), s = Math.sin( theta );
+
+		this.set(
+
+			1, 0,  0, 0,
+			0, c, -s, 0,
+			0, s,  c, 0,
+			0, 0,  0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationY: function ( theta ) {
+
+		var c = Math.cos( theta ), s = Math.sin( theta );
+
+		this.set(
+
+			 c, 0, s, 0,
+			 0, 1, 0, 0,
+			-s, 0, c, 0,
+			 0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationZ: function ( theta ) {
+
+		var c = Math.cos( theta ), s = Math.sin( theta );
+
+		this.set(
+
+			c, -s, 0, 0,
+			s,  c, 0, 0,
+			0,  0, 1, 0,
+			0,  0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeRotationAxis: function ( axis, angle ) {
+
+		// Based on http://www.gamedev.net/reference/articles/article1199.asp
+
+		var c = Math.cos( angle );
+		var s = Math.sin( angle );
+		var t = 1 - c;
+		var x = axis.x, y = axis.y, z = axis.z;
+		var tx = t * x, ty = t * y;
+
+		this.set(
+
+			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
+			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
+			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
+			0, 0, 0, 1
+
+		);
+
+		 return this;
+
+	},
+
+	makeScale: function ( x, y, z ) {
+
+		this.set(
+
+			x, 0, 0, 0,
+			0, y, 0, 0,
+			0, 0, z, 0,
+			0, 0, 0, 1
+
+		);
+
+		return this;
+
+	},
+
+	makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+		var te = this.elements;
+		var x = 2 * near / ( right - left );
+		var y = 2 * near / ( top - bottom );
+
+		var a = ( right + left ) / ( right - left );
+		var b = ( top + bottom ) / ( top - bottom );
+		var c = - ( far + near ) / ( far - near );
+		var d = - 2 * far * near / ( far - near );
+
+		te[0] = x;	te[4] = 0;	te[8] = a;	te[12] = 0;
+		te[1] = 0;	te[5] = y;	te[9] = b;	te[13] = 0;
+		te[2] = 0;	te[6] = 0;	te[10] = c;	te[14] = d;
+		te[3] = 0;	te[7] = 0;	te[11] = - 1;	te[15] = 0;
+
+		return this;
+
+	},
+
+	makePerspective: function ( fov, aspect, near, far ) {
+
+		var ymax = near * Math.tan( 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;
+
+	},
+
+	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.extend( THREE.Ray.prototype, {
+
+	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 );
+
+		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 );
+			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+			return v1.distanceTo( point );
+
+		};
+
+	}(),
+
+	isIntersectionSphere: function( sphere ) {
+
+		return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
+
+	},
+
+	isIntersectionPlane: function ( plane ) {
+
+		// check if the line and plane are non-perpendicular, if they
+		// eventually they will intersect.
+		var denominator = plane.normal.dot( this.direction );
+		if ( denominator != 0 ) {
+
+			return true;
+
+		}
+
+		// line is coplanar, return origin
+		if( plane.distanceToPoint( this.origin ) == 0 ) {
+
+			return true;
+
+		}
+
+		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;
+
+			}
+
+			// Unsure if this is the correct method to handle this case.
+			return undefined;
+
+		}
+
+		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+		return t;
+
+	},
+
+	intersectPlane: function ( plane, optionalTarget ) {
+
+		var t = this.distanceToPlane( plane );
+
+		if ( t === undefined ) {
+
+			return undefined;
+		}
+
+		return this.at( t, optionalTarget );
+
+	},
+
+	applyMatrix4: function ( matrix4 ) {
+
+		this.direction.add( this.origin ).applyMatrix4( matrix4 );
+		this.origin.applyMatrix4( matrix4 );
+		this.direction.sub( this.origin );
+
+		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.extend( THREE.Sphere.prototype, {
+
+	set: function ( center, radius ) {
+
+		this.center.copy( center );
+		this.radius = radius;
+
+		return this;
+	},
+
+	setFromCenterAndPoints: function ( center, points ) {
+
+		var maxRadiusSq = 0;
+
+		for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+			var radiusSq = center.distanceToSquared( points[ i ] );
+			maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
+
+		}
+
+		this.center = center;
+		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.extend( THREE.Frustum.prototype, {
+
+	set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+		var planes = this.planes;
+
+		planes[0].copy( p0 );
+		planes[1].copy( p1 );
+		planes[2].copy( p2 );
+		planes[3].copy( p3 );
+		planes[4].copy( p4 );
+		planes[5].copy( p5 );
+
+		return this;
+
+	},
+
+	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 center = new THREE.Vector3();
+
+		return function ( object ) {
+
+			// this method is expanded inlined for performance reasons.
+
+			var matrix = object.matrixWorld;
+			var planes = this.planes;
+			var negRadius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
+
+			center.getPositionFromMatrix( matrix );
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+				var distance = planes[ i ].distanceToPoint( center );
+
+				if ( distance < negRadius ) {
+
+					return false;
+
+				}
+
+			}
+
+			return true;
+
+		};
+
+	}(),
+
+	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;
+
+	},
+
+	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.extend( THREE.Plane.prototype, {
+
+	set: function ( normal, constant ) {
+
+		this.normal.copy( normal );
+		this.constant = constant;
+
+		return this;
+
+	},
+
+	setComponents: function ( x, y, z, w ) {
+
+		this.normal.set( x, y, z );
+		this.constant = w;
+
+		return this;
+
+	},
+
+	setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+		this.normal.copy( normal );
+		this.constant = - point.dot( this.normal );	// 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();
+
+		return function ( matrix, optionalNormalMatrix ) {
+
+			// compute new normal based on theory here:
+			// http://www.songho.ca/opengl/gl_normaltransform.html
+			optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
+			var newNormal = v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
+
+			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/
+ */
+
+THREE.Math = {
+
+	// Clamp value to range <a, b>
+
+	clamp: function ( x, a, b ) {
+
+		return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+	},
+
+	// Clamp value to range <a, inf)
+
+	clampBottom: function ( x, a ) {
+
+		return x < a ? a : x;
+
+	},
+
+	// Linear mapping from range <a1, a2> to range <b1, b2>
+
+	mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+	},
+
+	// 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;
+
+		};
+
+	}()
+
+};
+/**
+ * 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(),
+		v1 = new THREE.Vector3(),
+		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.extend( 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 mrdoob / http://mrdoob.com/
+ */
+
+THREE.UV = function ( u, v ) {
+
+	console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
+	return new THREE.Vector2( u, 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.extend( THREE.Clock.prototype, {
+
+	start: function () {
+
+		this.startTime = window.performance !== undefined && window.performance.now !== undefined
+					? window.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 = window.performance !== undefined && window.performance.now !== undefined
+					? window.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 () {
+
+	var listeners = {};
+
+	this.addEventListener = function ( type, listener ) {
+
+		if ( listeners[ type ] === undefined ) {
+
+			listeners[ type ] = [];
+
+		}
+
+		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+			listeners[ type ].push( listener );
+
+		}
+
+	};
+
+	this.removeEventListener = function ( type, listener ) {
+
+		var index = listeners[ type ].indexOf( listener );
+
+		if ( index !== - 1 ) {
+
+			listeners[ type ].splice( index, 1 );
+
+		}
+
+	};
+
+	this.dispatchEvent = function ( event ) {
+
+		var listenerArray = listeners[ event.type ];
+
+		if ( listenerArray !== undefined ) {
+
+			event.target = this;
+
+			for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
+
+				listenerArray[ i ].call( this, event );
+
+			}
+
+		}
+
+	};
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author bhouston / http://exocortex.com/
+ */
+
+( function ( THREE ) {
+
+	THREE.Raycaster = function ( origin, direction, near, far ) {
+
+		this.ray = new THREE.Ray( origin, direction );
+
+		// normalized ray.direction required for accurate distance calculations
+		if( this.ray.direction.lengthSq() > 0 ) {
+
+			this.ray.direction.normalize();
+
+		}
+
+		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 intersectObject = function ( object, raycaster, intersects ) {
+
+		if ( object instanceof THREE.Particle ) {
+
+			matrixPosition.getPositionFromMatrix( 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.Mesh ) {
+
+			// Checking boundingSphere distance to ray
+			matrixPosition.getPositionFromMatrix( object.matrixWorld );
+			sphere.set(
+				matrixPosition,
+				object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
+
+			if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
+
+				return intersects;
+
+			}
+
+			// Checking faces
+
+			var geometry = object.geometry;
+			var vertices = geometry.vertices;
+
+			var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+			var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
+
+			var side = object.material.side;
+
+			var a, b, c, d;
+			var precision = raycaster.precision;
+
+			object.matrixRotationWorld.extractRotation( object.matrixWorld );
+
+			inverseMatrix.getInverse( object.matrixWorld );
+
+			localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+			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;
+
+				facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
+
+				var planeDistance = localRay.distanceToPlane( facePlane );
+
+				// bail if raycaster and plane are parallel
+				if ( Math.abs( planeDistance ) < precision ) continue;
+
+				// if negative distance, then plane is behind raycaster
+				if ( planeDistance < 0 ) continue;
+
+				// check if we hit the wrong side of a single sided face
+				side = material.side;
+				if( side !== THREE.DoubleSide ) {
+
+					var planeSign = localRay.direction.dot( facePlane.normal );
+
+					if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
+
+				}
+
+				// this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
+				if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
+
+				intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
+
+				if ( face instanceof THREE.Face3 ) {
+
+					a = vertices[ face.a ];
+					b = vertices[ face.b ];
+					c = vertices[ face.c ];
+
+					if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					a = vertices[ face.a ];
+					b = vertices[ face.b ];
+					c = vertices[ face.c ];
+					d = vertices[ face.d ];
+
+					if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
+						 ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
+
+				} else {
+
+					// This is added because if we call out of this if/else group when none of the cases
+					//    match it will add a point to the intersection list erroneously.
+					throw Error( "face type not supported" );
+
+				}
+
+				intersects.push( {
+
+					distance: planeDistance,	// this works because the original ray was normalized, and the transformed localRay wasn't
+					point: raycaster.ray.at( planeDistance ),
+					face: face,
+					faceIndex: f,
+					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.set = function ( origin, direction ) {
+
+		this.ray.set( origin, direction );
+
+		// normalized ray.direction required for accurate distance calculations
+		if( this.ray.direction.length() > 0 ) {
+
+			this.ray.direction.normalize();
+
+		}
+
+	};
+
+	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/
+ */
+
+THREE.Object3D = function () {
+
+	this.id = THREE.Object3DIdCount ++;
+
+	this.name = '';
+	this.properties = {};
+
+	this.parent = undefined;
+	this.children = [];
+
+	this.up = new THREE.Vector3( 0, 1, 0 );
+
+	this.position = new THREE.Vector3();
+	this.rotation = new THREE.Vector3();
+	this.eulerOrder = THREE.Object3D.defaultEulerOrder;
+	this.scale = new THREE.Vector3( 1, 1, 1 );
+
+	this.renderDepth = null;
+
+	this.rotationAutoUpdate = true;
+
+	this.matrix = new THREE.Matrix4();
+	this.matrixWorld = new THREE.Matrix4();
+	this.matrixRotationWorld = new THREE.Matrix4();
+
+	this.matrixAutoUpdate = true;
+	this.matrixWorldNeedsUpdate = true;
+
+	this.quaternion = new THREE.Quaternion();
+	this.useQuaternion = false;
+
+	this.visible = true;
+
+	this.castShadow = false;
+	this.receiveShadow = false;
+
+	this.frustumCulled = true;
+
+	this._vector = new THREE.Vector3();
+
+};
+
+
+THREE.Object3D.prototype = {
+
+	constructor: THREE.Object3D,
+
+	applyMatrix: function ( matrix ) {
+
+		this.matrix.multiplyMatrices( matrix, this.matrix );
+
+		this.scale.getScaleFromMatrix( this.matrix );
+
+		var mat = new THREE.Matrix4().extractRotation( this.matrix );
+		this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
+
+		this.position.getPositionFromMatrix( this.matrix );
+
+	},
+
+	translate: function ( distance, axis ) {
+
+		this.matrix.rotateAxis( axis );
+		this.position.add( axis.multiplyScalar( distance ) );
+
+	},
+
+	translateX: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 1, 0, 0 ) );
+
+	},
+
+	translateY: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 0, 1, 0 ) );
+
+	},
+
+	translateZ: function ( distance ) {
+
+		this.translate( distance, this._vector.set( 0, 0, 1 ) );
+
+	},
+
+	localToWorld: function ( vector ) {
+
+		return vector.applyMatrix4( this.matrixWorld );
+
+	},
+
+	worldToLocal: function ( vector ) {
+
+		return vector.applyMatrix4( THREE.Object3D.__m1.getInverse( this.matrixWorld ) );
+
+	},
+
+	lookAt: function ( vector ) {
+
+		// TODO: Add hierarchy support.
+
+		this.matrix.lookAt( vector, this.position, this.up );
+
+		if ( this.rotationAutoUpdate ) {
+
+			if ( this.useQuaternion === false )  {
+
+				this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+			} else {
+
+				this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+			}
+
+		}
+
+	},
+
+	add: function ( object ) {
+
+		if ( object === this ) {
+
+			console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
+			return;
+
+		}
+
+		if ( object instanceof THREE.Object3D ) {
+
+			if ( object.parent !== undefined ) {
+
+				object.parent.remove( object );
+
+			}
+
+			object.parent = this;
+			this.children.push( object );
+
+			// add to scene
+
+			var scene = this;
+
+			while ( scene.parent !== undefined ) {
+
+				scene = scene.parent;
+
+			}
+
+			if ( scene !== undefined && scene instanceof THREE.Scene )  {
+
+				scene.__addObject( object );
+
+			}
+
+		}
+
+	},
+
+	remove: function ( object ) {
+
+		var index = this.children.indexOf( object );
+
+		if ( index !== - 1 ) {
+
+			object.parent = undefined;
+			this.children.splice( index, 1 );
+
+			// remove from scene
+
+			var scene = this;
+
+			while ( scene.parent !== undefined ) {
+
+				scene = scene.parent;
+
+			}
+
+			if ( scene !== undefined && scene instanceof THREE.Scene ) {
+
+				scene.__removeObject( object );
+
+			}
+
+		}
+
+	},
+
+	traverse: function ( callback ) {
+
+		callback( this );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].traverse( callback );
+
+		}
+
+	},
+
+	getChildByName: function ( name, recursive ) {
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			var child = this.children[ i ];
+
+			if ( child.name === name ) {
+
+				return child;
+
+			}
+
+			if ( recursive === true ) {
+
+				child = child.getChildByName( name, recursive );
+
+				if ( child !== undefined ) {
+
+					return child;
+
+				}
+
+			}
+
+		}
+
+		return undefined;
+
+	},
+
+	getDescendants: function ( array ) {
+
+		if ( array === undefined ) array = [];
+
+		Array.prototype.push.apply( array, this.children );
+
+		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+			this.children[ i ].getDescendants( array );
+
+		}
+
+		return array;
+
+	},
+
+	updateMatrix: function () {
+
+		this.matrix.setPosition( this.position );
+
+		if ( this.useQuaternion === false )  {
+
+			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
+
+		} else {
+
+			this.matrix.setRotationFromQuaternion( this.quaternion );
+
+		}
+
+		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
+
+			this.matrix.scale( this.scale );
+
+		}
+
+		this.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 ) {
+
+		if ( object === undefined ) object = new THREE.Object3D();
+
+		object.name = this.name;
+
+		object.up.copy( this.up );
+
+		object.position.copy( this.position );
+		if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
+		object.eulerOrder = this.eulerOrder;
+		object.scale.copy( this.scale );
+
+		object.renderDepth = this.renderDepth;
+
+		object.rotationAutoUpdate = this.rotationAutoUpdate;
+
+		object.matrix.copy( this.matrix );
+		object.matrixWorld.copy( this.matrixWorld );
+		object.matrixRotationWorld.copy( this.matrixRotationWorld );
+
+		object.matrixAutoUpdate = this.matrixAutoUpdate;
+		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
+
+		object.quaternion.copy( this.quaternion );
+		object.useQuaternion = this.useQuaternion;
+
+		object.visible = this.visible;
+
+		object.castShadow = this.castShadow;
+		object.receiveShadow = this.receiveShadow;
+
+		object.frustumCulled = this.frustumCulled;
+
+		for ( var i = 0; i < this.children.length; i ++ ) {
+
+			var child = this.children[ i ];
+			object.add( child.clone() );
+
+		}
+
+		return object;
+
+	}
+
+};
+
+THREE.Object3D.__m1 = new THREE.Matrix4();
+THREE.Object3D.defaultEulerOrder = 'XYZ',
+
+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, _face3Count, _face3Pool = [], _face3PoolLength = 0,
+	_face4Count, _face4Pool = [], _face4PoolLength = 0,
+	_line, _lineCount, _linePool = [], _linePoolLength = 0,
+	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
+
+	_renderData = { objects: [], sprites: [], lights: [], elements: [] },
+
+	_vector3 = new THREE.Vector3(),
+	_vector4 = new THREE.Vector4(),
+
+	_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(),
+	_normalViewMatrix = new THREE.Matrix3(),
+
+	_centroid = new THREE.Vector3(),
+
+	_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 ( vector, camera ) {
+
+		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
+
+		_viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.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 projectGraph = function ( root, sortObjects ) {
+
+		_objectCount = 0;
+
+		_renderData.objects.length = 0;
+		_renderData.sprites.length = 0;
+		_renderData.lights.length = 0;
+
+		var projectObject = function ( parent ) {
+
+			for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
+
+				var object = parent.children[ c ];
+
+				if ( object.visible === false ) continue;
+
+				if ( object instanceof THREE.Light ) {
+
+					_renderData.lights.push( object );
+
+				} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
+
+					if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
+
+						_object = getNextObjectInPool();
+						_object.object = object;
+
+						if ( object.renderDepth !== null ) {
+
+							_object.z = object.renderDepth;
+
+						} else {
+
+							_vector3.getPositionFromMatrix( object.matrixWorld );
+							_vector3.applyProjection( _viewProjectionMatrix );
+							_object.z = _vector3.z;
+
+						}
+
+						_renderData.objects.push( _object );
+
+					}
+
+				} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
+
+					_object = getNextObjectInPool();
+					_object.object = object;
+
+					// TODO: Find an elegant and performant solution and remove this dupe code.
+
+					if ( object.renderDepth !== null ) {
+
+						_object.z = object.renderDepth;
+
+					} else {
+
+						_vector3.getPositionFromMatrix( object.matrixWorld );
+						_vector3.applyProjection( _viewProjectionMatrix );
+						_object.z = _vector3.z;
+
+					}
+
+					_renderData.sprites.push( _object );
+
+				} else {
+
+					_object = getNextObjectInPool();
+					_object.object = object;
+
+					if ( object.renderDepth !== null ) {
+
+						_object.z = object.renderDepth;
+
+					} else {
+
+						_vector3.getPositionFromMatrix( object.matrixWorld );
+						_vector3.applyProjection( _viewProjectionMatrix );
+						_object.z = _vector3.z;
+
+					}
+
+					_renderData.objects.push( _object );
+
+				}
+
+				projectObject( object );
+
+			}
+
+		};
+
+		projectObject( root );
+
+		if ( sortObjects === true ) _renderData.objects.sort( painterSort );
+
+		return _renderData;
+
+	};
+
+	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
+
+		var visible = false,
+		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
+		geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
+		v1, v2, v3, v4, isFaceMaterial, objectMaterials;
+
+		_face3Count = 0;
+		_face4Count = 0;
+		_lineCount = 0;
+		_particleCount = 0;
+
+		_renderData.elements.length = 0;
+
+		scene.updateMatrixWorld();
+
+		if ( camera.parent === undefined ) camera.updateMatrixWorld();
+
+		_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
+		_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
+
+		_normalViewMatrix.getInverse( _viewMatrix );
+		_normalViewMatrix.transpose();
+
+		_frustum.setFromMatrix( _viewProjectionMatrix );
+
+		_renderData = projectGraph( scene, sortObjects );
+
+		for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
+
+			object = _renderData.objects[ o ].object;
+
+			_modelMatrix = object.matrixWorld;
+
+			_vertexCount = 0;
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+
+				vertices = geometry.vertices;
+				faces = geometry.faces;
+				faceVertexUvs = geometry.faceVertexUvs;
+
+				_normalMatrix.getInverse( _modelMatrix );
+				_normalMatrix.transpose();
+
+				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
+				objectMaterials = isFaceMaterial === true ? object.material : null;
+
+				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
+
+					_vertex = getNextVertexInPool();
+
+					_vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
+					_vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );
+
+					_vertex.positionScreen.x /= _vertex.positionScreen.w;
+					_vertex.positionScreen.y /= _vertex.positionScreen.w;
+					_vertex.positionScreen.z /= _vertex.positionScreen.w;
+
+					_vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
+							      _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
+							      _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );
+
+				}
+
+				for ( 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;
+
+					if ( face instanceof THREE.Face3 ) {
+
+						v1 = _vertexPool[ face.a ];
+						v2 = _vertexPool[ face.b ];
+						v3 = _vertexPool[ face.c ];
+
+						_points3[ 0 ] = v1.positionScreen;
+						_points3[ 1 ] = v2.positionScreen;
+						_points3[ 2 ] = v3.positionScreen;
+
+						if ( v1.visible === true || v2.visible === true || v3.visible === true ||
+							_clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {
+
+							visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+								( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
+
+							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+								_face = getNextFace3InPool();
+
+								_face.v1.copy( v1 );
+								_face.v2.copy( v2 );
+								_face.v3.copy( v3 );
+
+							} else {
+
+								continue;
+
+							}
+
+						} else {
+
+							continue;
+
+						}
+
+					} else if ( face instanceof THREE.Face4 ) {
+
+						v1 = _vertexPool[ face.a ];
+						v2 = _vertexPool[ face.b ];
+						v3 = _vertexPool[ face.c ];
+						v4 = _vertexPool[ face.d ];
+
+						_points4[ 0 ] = v1.positionScreen;
+						_points4[ 1 ] = v2.positionScreen;
+						_points4[ 2 ] = v3.positionScreen;
+						_points4[ 3 ] = v4.positionScreen;
+
+						if ( v1.visible === true || v2.visible === true || v3.visible === true || v4.visible === true ||
+							_clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points4 ) ) ) {
+
+							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
+								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
+								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
+								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
+
+
+							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
+
+								_face = getNextFace4InPool();
+
+								_face.v1.copy( v1 );
+								_face.v2.copy( v2 );
+								_face.v3.copy( v3 );
+								_face.v4.copy( v4 );
+
+							} else {
+
+								continue;
+
+							}
+
+						} else {
+
+							continue;
+
+						}
+
+					}
+
+					_face.normalModel.copy( face.normal );
+
+					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
+
+						_face.normalModel.negate();
+
+					}
+
+					_face.normalModel.applyMatrix3( _normalMatrix ).normalize();
+
+					_face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );
+
+					_face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
+
+					faceVertexNormals = face.vertexNormals;
+
+					for ( n = 0, nl = faceVertexNormals.length; 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();
+
+						var normalModelView = _face.vertexNormalsModelView[ n ];
+						normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );
+
+					}
+
+					_face.vertexNormalsLength = faceVertexNormals.length;
+
+					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
+
+						uvs = faceVertexUvs[ c ][ f ];
+
+						if ( uvs === undefined ) continue;
+
+						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
+
+							_face.uvs[ c ][ u ] = uvs[ u ];
+
+						}
+
+					}
+
+					_face.color = face.color;
+					_face.material = material;
+
+					_centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );
+
+					_face.z = _centroid.z;
+
+					_renderData.elements.push( _face );
+
+				}
+
+			} else if ( object instanceof THREE.Line ) {
+
+				_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
+
+				vertices = object.geometry.vertices;
+
+				v1 = getNextVertexInPool();
+				v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
+
+				// Handle LineStrip and LinePieces
+				var step = object.type === THREE.LinePieces ? 2 : 1;
+
+				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
+
+					v1 = getNextVertexInPool();
+					v1.positionScreen.copy( vertices[ v ] ).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.v1.positionScreen.copy( _clippedVertex1PositionScreen );
+						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
+
+						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
+
+						_line.material = object.material;
+
+						_renderData.elements.push( _line );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
+
+			object = _renderData.sprites[ o ].object;
+
+			_modelMatrix = object.matrixWorld;
+
+			if ( object instanceof THREE.Particle ) {
+
+				_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
+				_vector4.applyMatrix4( _viewProjectionMatrix );
+
+				_vector4.z /= _vector4.w;
+
+				if ( _vector4.z > 0 && _vector4.z < 1 ) {
+
+					_particle = getNextParticleInPool();
+					_particle.object = object;
+					_particle.x = _vector4.x / _vector4.w;
+					_particle.y = _vector4.y / _vector4.w;
+					_particle.z = _vector4.z;
+
+					_particle.rotation = object.rotation.z;
+
+					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
+					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
+
+					_particle.material = object.material;
+
+					_renderData.elements.push( _particle );
+
+				}
+
+			}
+
+		}
+
+		if ( sortElements === true ) _renderData.elements.sort( painterSort );
+
+		return _renderData;
+
+	};
+
+	// Pools
+
+	function getNextObjectInPool() {
+
+		if ( _objectCount === _objectPoolLength ) {
+
+			var object = new THREE.RenderableObject();
+			_objectPool.push( object );
+			_objectPoolLength ++;
+			_objectCount ++;
+			return object;
+
+		}
+
+		return _objectPool[ _objectCount ++ ];
+
+	}
+
+	function getNextVertexInPool() {
+
+		if ( _vertexCount === _vertexPoolLength ) {
+
+			var vertex = new THREE.RenderableVertex();
+			_vertexPool.push( vertex );
+			_vertexPoolLength ++;
+			_vertexCount ++;
+			return vertex;
+
+		}
+
+		return _vertexPool[ _vertexCount ++ ];
+
+	}
+
+	function getNextFace3InPool() {
+
+		if ( _face3Count === _face3PoolLength ) {
+
+			var face = new THREE.RenderableFace3();
+			_face3Pool.push( face );
+			_face3PoolLength ++;
+			_face3Count ++;
+			return face;
+
+		}
+
+		return _face3Pool[ _face3Count ++ ];
+
+
+	}
+
+	function getNextFace4InPool() {
+
+		if ( _face4Count === _face4PoolLength ) {
+
+			var face = new THREE.RenderableFace4();
+			_face4Pool.push( face );
+			_face4PoolLength ++;
+			_face4Count ++;
+			return face;
+
+		}
+
+		return _face4Pool[ _face4Count ++ ];
+
+	}
+
+	function getNextLineInPool() {
+
+		if ( _lineCount === _linePoolLength ) {
+
+			var line = new THREE.RenderableLine();
+			_linePool.push( line );
+			_linePoolLength ++;
+			_lineCount ++
+			return line;
+
+		}
+
+		return _linePool[ _lineCount ++ ];
+
+	}
+
+	function getNextParticleInPool() {
+
+		if ( _particleCount === _particlePoolLength ) {
+
+			var particle = new THREE.RenderableParticle();
+			_particlePool.push( particle );
+			_particlePoolLength ++;
+			_particleCount ++
+			return particle;
+
+		}
+
+		return _particlePool[ _particleCount ++ ];
+
+	}
+
+	//
+
+	function painterSort( a, b ) {
+
+		return b.z - a.z;
+
+	}
+
+	function clipLine( s1, s2 ) {
+
+		var alpha1 = 0, alpha2 = 1,
+
+		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
+		// Z = -1 and Z = +1, respectively.
+		bc1near =  s1.z + s1.w,
+		bc2near =  s2.z + s2.w,
+		bc1far =  - s1.z + s1.w,
+		bc2far =  - s2.z + s2.w;
+
+		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
+
+			// Both vertices lie entirely within all clip planes.
+			return true;
+
+		} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
+
+			// Both vertices lie entirely outside one of the clip planes.
+			return false;
+
+		} else {
+
+			// The line segment spans at least one clip plane.
+
+			if ( bc1near < 0 ) {
+
+				// v1 lies outside the near plane, v2 inside
+				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
+
+			} else if ( bc2near < 0 ) {
+
+				// v2 lies outside the near plane, v1 inside
+				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
+
+			}
+
+			if ( bc1far < 0 ) {
+
+				// v1 lies outside the far plane, v2 inside
+				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
+
+			} else if ( bc2far < 0 ) {
+
+				// v2 lies outside the far plane, v2 inside
+				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
+
+			}
+
+			if ( alpha2 < alpha1 ) {
+
+				// The line segment spans two boundaries, but is outside both of them.
+				// (This can't happen when we're only clipping against just near/far but good
+				//  to leave the check here for future usage if other clip planes are added.)
+				return false;
+
+			} else {
+
+				// Update the s1 and s2 vertices to match the clipped line segment.
+				s1.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;
+
+	this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face3.prototype = {
+
+	constructor: THREE.Face3,
+
+	clone: function () {
+
+		var face = new THREE.Face3( this.a, this.b, this.c );
+
+		face.normal.copy( this.normal );
+		face.color.copy( this.color );
+		face.centroid.copy( this.centroid );
+
+		face.materialIndex = this.materialIndex;
+
+		var i, il;
+		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+		return face;
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
+
+	this.a = a;
+	this.b = b;
+	this.c = c;
+	this.d = d;
+
+	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
+	this.vertexNormals = normal instanceof Array ? normal : [ ];
+
+	this.color = color instanceof THREE.Color ? color : new THREE.Color();
+	this.vertexColors = color instanceof Array ? color : [];
+
+	this.vertexTangents = [];
+
+	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+	this.centroid = new THREE.Vector3();
+
+};
+
+THREE.Face4.prototype = {
+
+	constructor: THREE.Face4,
+
+	clone: function () {
+
+		var face = new THREE.Face4( this.a, this.b, this.c, this.d );
+
+		face.normal.copy( this.normal );
+		face.color.copy( this.color );
+		face.centroid.copy( this.centroid );
+
+		face.materialIndex = this.materialIndex;
+
+		var i, il;
+		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
+		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
+		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
+
+		return face;
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @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 () {
+
+	THREE.EventDispatcher.call( this );
+
+	this.id = THREE.GeometryIdCount ++;
+
+	this.name = '';
+
+	this.vertices = [];
+	this.colors = [];  // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
+	this.normals = []; // one-to-one vertex normals, used in Ribbon
+
+	this.faces = [];
+
+	this.faceUvs = [[]];
+	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().getInverse( matrix ).transpose();
+
+		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();
+
+			}
+
+			face.centroid.applyMatrix4( matrix );
+
+		}
+
+	},
+
+	computeCentroids: function () {
+
+		var f, fl, face;
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+			face.centroid.set( 0, 0, 0 );
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.centroid.add( this.vertices[ face.a ] );
+				face.centroid.add( this.vertices[ face.b ] );
+				face.centroid.add( this.vertices[ face.c ] );
+				face.centroid.divideScalar( 3 );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.centroid.add( this.vertices[ face.a ] );
+				face.centroid.add( this.vertices[ face.b ] );
+				face.centroid.add( this.vertices[ face.c ] );
+				face.centroid.add( this.vertices[ face.d ] );
+				face.centroid.divideScalar( 4 );
+
+			}
+
+		}
+
+	},
+
+	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;
+
+		// create internal buffers for reuse when calling this method repeatedly
+		// (otherwise memory allocation / deallocation every frame is big resource hog)
+
+		if ( this.__tmpVertices === undefined ) {
+
+			this.__tmpVertices = new Array( this.vertices.length );
+			vertices = this.__tmpVertices;
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ] = new THREE.Vector3();
+
+			}
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+				}
+
+			}
+
+		} else {
+
+			vertices = this.__tmpVertices;
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ].set( 0, 0, 0 );
+
+			}
+
+		}
+
+		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 ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					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 if ( face instanceof THREE.Face4 ) {
+
+					vA = this.vertices[ face.a ];
+					vB = this.vertices[ face.b ];
+					vC = this.vertices[ face.c ];
+					vD = this.vertices[ face.d ];
+
+					// abd
+
+					db.subVectors( vD, vB );
+					ab.subVectors( vA, vB );
+					db.cross( ab );
+
+					vertices[ face.a ].add( db );
+					vertices[ face.b ].add( db );
+					vertices[ face.d ].add( db );
+
+					// bcd
+
+					dc.subVectors( vD, vC );
+					bc.subVectors( vB, vC );
+					dc.cross( bc );
+
+					vertices[ face.b ].add( dc );
+					vertices[ face.c ].add( dc );
+					vertices[ face.d ].add( dc );
+
+				}
+
+			}
+
+		} else {
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vertices[ face.a ].add( face.normal );
+					vertices[ face.b ].add( face.normal );
+					vertices[ face.c ].add( face.normal );
+
+				} else if ( face instanceof THREE.Face4 ) {
+
+					vertices[ face.a ].add( face.normal );
+					vertices[ face.b ].add( face.normal );
+					vertices[ face.c ].add( face.normal );
+					vertices[ face.d ].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 ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
+				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
+				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
+				face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
+
+			}
+
+		}
+
+	},
+
+	computeMorphNormals: function () {
+
+		var i, il, f, fl, face;
+
+		// save original normals
+		// - create temp variables on first access
+		//   otherwise just copy (for faster repeated calls)
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			if ( ! face.__originalFaceNormal ) {
+
+				face.__originalFaceNormal = face.normal.clone();
+
+			} else {
+
+				face.__originalFaceNormal.copy( face.normal );
+
+			}
+
+			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+				if ( ! face.__originalVertexNormals[ i ] ) {
+
+					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+				} else {
+
+					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+				}
+
+			}
+
+		}
+
+		// use temp geometry to compute face and vertex normals for each morph
+
+		var tmpGeo = new THREE.Geometry();
+		tmpGeo.faces = this.faces;
+
+		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+			// create on first access
+
+			if ( ! this.morphNormals[ i ] ) {
+
+				this.morphNormals[ i ] = {};
+				this.morphNormals[ i ].faceNormals = [];
+				this.morphNormals[ i ].vertexNormals = [];
+
+				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+				var faceNormal, vertexNormals;
+
+				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+					face = this.faces[ f ];
+
+					faceNormal = new THREE.Vector3();
+
+					if ( face instanceof THREE.Face3 ) {
+
+						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
+
+					} else {
+
+						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
+
+					}
+
+					dstNormalsFace.push( faceNormal );
+					dstNormalsVertex.push( vertexNormals );
+
+				}
+
+			}
+
+			var morphNormals = this.morphNormals[ i ];
+
+			// set vertices to morph target
+
+			tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+			// compute morph normals
+
+			tmpGeo.computeFaceNormals();
+			tmpGeo.computeVertexNormals();
+
+			// store morph normals
+
+			var faceNormal, vertexNormals;
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				faceNormal = morphNormals.faceNormals[ f ];
+				vertexNormals = morphNormals.vertexNormals[ f ];
+
+				faceNormal.copy( face.normal );
+
+				if ( face instanceof THREE.Face3 ) {
+
+					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+				} else {
+
+					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+					vertexNormals.d.copy( face.vertexNormals[ 3 ] );
+
+				}
+
+			}
+
+		}
+
+		// restore original normals
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			face.normal = face.__originalFaceNormal;
+			face.vertexNormals = face.__originalVertexNormals;
+
+		}
+
+	},
+
+	computeTangents: function () {
+
+		// based on http://www.terathon.com/code/tangent.html
+		// tangents go to vertices
+
+		var f, fl, v, vl, i, il, vertexIndex,
+			face, uv, vA, vB, vC, uvA, uvB, uvC,
+			x1, x2, y1, y2, z1, z2,
+			s1, s2, t1, t2, r, t, test,
+			tan1 = [], tan2 = [],
+			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
+			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
+			n = new THREE.Vector3(), w;
+
+		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+			tan1[ v ] = new THREE.Vector3();
+			tan2[ v ] = new THREE.Vector3();
+
+		}
+
+		function handleTriangle( context, a, b, c, ua, ub, uc ) {
+
+			vA = context.vertices[ a ];
+			vB = context.vertices[ b ];
+			vC = context.vertices[ c ];
+
+			uvA = uv[ ua ];
+			uvB = uv[ ub ];
+			uvC = uv[ uc ];
+
+			x1 = vB.x - vA.x;
+			x2 = vC.x - vA.x;
+			y1 = vB.y - vA.y;
+			y2 = vC.y - vA.y;
+			z1 = vB.z - vA.z;
+			z2 = vC.z - vA.z;
+
+			s1 = uvB.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
+
+			if ( face instanceof THREE.Face3 ) {
+
+				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
+				handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
+
+			}
+
+		}
+
+		var faceIndex = [ 'a', 'b', 'c', 'd' ];
+
+		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+			face = this.faces[ f ];
+
+			for ( i = 0; i < face.vertexNormals.length; i++ ) {
+
+				n.copy( face.vertexNormals[ i ] );
+
+				vertexIndex = face[ faceIndex[ i ] ];
+
+				t = tan1[ vertexIndex ];
+
+				// Gram-Schmidt orthogonalize
+
+				tmp.copy( t );
+				tmp.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.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
+
+	},
+
+	/*
+	 * 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;
+
+		// reset cache of vertices as it now will be changing.
+		this.__tmpVertices = undefined;
+
+		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+			v = this.vertices[ i ];
+			key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
+
+			if ( verticesMap[ key ] === undefined ) {
+
+				verticesMap[ key ] = i;
+				unique.push( this.vertices[ i ] );
+				changes[ i ] = unique.length - 1;
+
+			} else {
+
+				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+				changes[ i ] = changes[ verticesMap[ key ] ];
+
+			}
+
+		};
+
+
+		// 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 ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				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;
+
+					}
+				}
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				face.a = changes[ face.a ];
+				face.b = changes[ face.b ];
+				face.c = changes[ face.c ];
+				face.d = changes[ face.d ];
+
+				// check dups in (a, b, c, d) and convert to -> face3
+
+				indices = [ face.a, face.b, face.c, face.d ];
+
+				var dupIndex = -1;
+
+				for ( var n = 0; n < 4; n ++ ) {
+
+					if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {
+
+						// if more than one duplicated vertex is found
+						// we can't generate any valid Face3's, thus
+						// we need to remove this face complete.
+						if ( dupIndex >= 0 ) {
+
+							faceIndicesToRemove.push( i );
+
+						}
+
+						dupIndex = n;
+
+					}
+				}
+
+				if ( dupIndex >= 0 ) {
+
+					indices.splice( dupIndex, 1 );
+
+					var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );
+
+					for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+						u = this.faceVertexUvs[ j ][ i ];
+
+						if ( u ) {
+							u.splice( dupIndex, 1 );
+						}
+
+					}
+
+					if( face.vertexNormals && face.vertexNormals.length > 0) {
+
+						newFace.vertexNormals = face.vertexNormals;
+						newFace.vertexNormals.splice( dupIndex, 1 );
+
+					}
+
+					if( face.vertexColors && face.vertexColors.length > 0 ) {
+
+						newFace.vertexColors = face.vertexColors;
+						newFace.vertexColors.splice( dupIndex, 1 );
+					}
+
+					this.faces[ i ] = newFace;
+				}
+
+			}
+
+		}
+
+		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+
+			this.faces.splice( i, 1 );
+
+			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+				this.faceVertexUvs[ j ].splice( i, 1 );
+
+			}
+
+		}
+
+		// Use unique set of vertices
+
+		var diff = this.vertices.length - unique.length;
+		this.vertices = unique;
+		return diff;
+
+	},
+
+	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.GeometryIdCount = 0;
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.BufferGeometry = function () {
+
+	THREE.EventDispatcher.call( this );
+
+	this.id = THREE.GeometryIdCount ++;
+
+	// attributes
+
+	this.attributes = {};
+
+	// attributes typed arrays are kept only if dynamic flag is set
+
+	this.dynamic = false;
+
+	// offsets for chunks when using indexed elements
+
+	this.offsets = [];
+
+	// boundings
+
+	this.boundingBox = null;
+	this.boundingSphere = null;
+
+	this.hasTangents = false;
+
+	// for compatibility
+
+	this.morphTargets = [];
+
+};
+
+THREE.BufferGeometry.prototype = {
+
+	constructor : THREE.BufferGeometry,
+
+	applyMatrix: function ( matrix ) {
+
+		var positionArray;
+		var normalArray;
+
+		if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
+		if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
+
+		if ( positionArray !== undefined ) {
+
+			matrix.multiplyVector3Array( positionArray );
+			this.verticesNeedUpdate = true;
+
+		}
+
+		if ( normalArray !== undefined ) {
+
+			var normalMatrix = new THREE.Matrix3();
+			normalMatrix.getInverse( matrix ).transpose();
+
+			normalMatrix.multiplyVector3Array( normalArray );
+
+			this.normalizeNormals();
+
+			this.normalsNeedUpdate = true;
+
+		}
+
+	},
+
+	computeBoundingBox: function () {
+
+		if ( this.boundingBox === null ) {
+
+			this.boundingBox = new THREE.Box3();
+
+		}
+
+		var positions = this.attributes[ "position" ].array;
+
+		if ( positions ) {
+
+			var bb = this.boundingBox;
+			var x, y, z;
+
+			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 ) {
+
+				x = positions[ i ];
+				y = positions[ i + 1 ];
+				z = positions[ i + 2 ];
+
+				// bounding box
+
+				if ( x < bb.min.x ) {
+
+					bb.min.x = x;
+
+				} else if ( x > bb.max.x ) {
+
+					bb.max.x = x;
+
+				}
+
+				if ( y < bb.min.y ) {
+
+					bb.min.y = y;
+
+				} else if ( y > bb.max.y ) {
+
+					bb.max.y = y;
+
+				}
+
+				if ( z < bb.min.z ) {
+
+					bb.min.z = z;
+
+				} else if ( z > bb.max.z ) {
+
+					bb.max.z = z;
+
+				}
+
+			}
+
+		}
+
+		if ( positions === undefined || positions.length === 0 ) {
+
+			this.boundingBox.min.set( 0, 0, 0 );
+			this.boundingBox.max.set( 0, 0, 0 );
+
+		}
+
+	},
+
+	computeBoundingSphere: function () {
+
+		if ( this.boundingSphere === null ) {
+
+			this.boundingSphere = new THREE.Sphere();
+
+		}
+
+		var positions = this.attributes[ "position" ].array;
+
+		if ( positions ) {
+
+			var radiusSq, maxRadiusSq = 0;
+			var x, y, z;
+
+			for ( var i = 0, il = positions.length; i < il; i += 3 ) {
+
+				x = positions[ i ];
+				y = positions[ i + 1 ];
+				z = positions[ i + 2 ];
+
+				radiusSq =  x * x + y * y + z * z;
+				if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
+
+			}
+
+			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
+
+		}
+
+	},
+
+	computeVertexNormals: function () {
+
+		if ( this.attributes[ "position" ] ) {
+
+			var i, il;
+			var j, jl;
+
+			var nVertexElements = this.attributes[ "position" ].array.length;
+
+			if ( this.attributes[ "normal" ] === undefined ) {
+
+				this.attributes[ "normal" ] = {
+
+					itemSize: 3,
+					array: new Float32Array( nVertexElements ),
+					numItems: nVertexElements
+
+				};
+
+			} else {
+
+				// reset existing normals to zero
+
+				for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
+
+					this.attributes[ "normal" ].array[ i ] = 0;
+
+				}
+
+			}
+
+			var 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;
+
+				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;
+
+		}
+
+	},
+
+	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;
+
+		}
+
+	},
+
+	computeTangents: function () {
+
+		// based on http://www.terathon.com/code/tangent.html
+		// (per vertex tangents)
+
+		if ( this.attributes[ "index" ] === undefined ||
+			 this.attributes[ "position" ] === undefined ||
+			 this.attributes[ "normal" ] === undefined ||
+			 this.attributes[ "uv" ] === undefined ) {
+
+			console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
+			return;
+
+		}
+
+		var indices = this.attributes[ "index" ].array;
+		var positions = this.attributes[ "position" ].array;
+		var normals = this.attributes[ "normal" ].array;
+		var uvs = this.attributes[ "uv" ].array;
+
+		var nVertices = positions.length / 3;
+
+		if ( this.attributes[ "tangent" ] === undefined ) {
+
+			var nTangentElements = 4 * nVertices;
+
+			this.attributes[ "tangent" ] = {
+
+				itemSize: 4,
+				array: new Float32Array( nTangentElements ),
+				numItems: nTangentElements
+
+			};
+
+		}
+
+		var tangents = this.attributes[ "tangent" ].array;
+
+		var tan1 = [], tan2 = [];
+
+		for ( var k = 0; k < nVertices; k ++ ) {
+
+			tan1[ k ] = new THREE.Vector3();
+			tan2[ k ] = new THREE.Vector3();
+
+		}
+
+		var xA, yA, zA,
+			xB, yB, zB,
+			xC, yC, zC,
+
+			uA, vA,
+			uB, vB,
+			uC, vC,
+
+			x1, x2, y1, y2, z1, z2,
+			s1, s2, t1, t2, r;
+
+		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
+
+		function handleTriangle( a, b, c ) {
+
+			xA = positions[ a * 3 ];
+			yA = positions[ a * 3 + 1 ];
+			zA = positions[ a * 3 + 2 ];
+
+			xB = positions[ b * 3 ];
+			yB = positions[ b * 3 + 1 ];
+			zB = positions[ b * 3 + 2 ];
+
+			xC = positions[ c * 3 ];
+			yC = positions[ c * 3 + 1 ];
+			zC = positions[ c * 3 + 2 ];
+
+			uA = uvs[ a * 2 ];
+			vA = uvs[ a * 2 + 1 ];
+
+			uB = uvs[ b * 2 ];
+			vB = uvs[ b * 2 + 1 ];
+
+			uC = uvs[ c * 2 ];
+			vC = uvs[ c * 2 + 1 ];
+
+			x1 = xB - xA;
+			x2 = xC - xA;
+
+			y1 = yB - yA;
+			y2 = yC - yA;
+
+			z1 = zB - zA;
+			z2 = zC - zA;
+
+			s1 = uB - uA;
+			s2 = uC - uA;
+
+			t1 = vB - vA;
+			t2 = vC - vA;
+
+			r = 1.0 / ( s1 * t2 - s2 * t1 );
+
+			sdir.set(
+				( t2 * x1 - t1 * x2 ) * r,
+				( t2 * y1 - t1 * y2 ) * r,
+				( t2 * z1 - t1 * z2 ) * r
+			);
+
+			tdir.set(
+				( s1 * x2 - s2 * x1 ) * r,
+				( s1 * y2 - s2 * y1 ) * r,
+				( s1 * z2 - s2 * z1 ) * r
+			);
+
+			tan1[ a ].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 );
+
+			}
+
+		}
+
+		this.hasTangents = true;
+		this.tangentsNeedUpdate = true;
+
+	},
+
+	dispose: function () {
+
+		this.dispatchEvent( { type: 'dispose' } );
+
+	}
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.Camera = function () {
+
+	THREE.Object3D.call( this );
+
+	this.matrixWorldInverse = new THREE.Matrix4();
+
+	this.projectionMatrix = new THREE.Matrix4();
+	this.projectionMatrixInverse = new THREE.Matrix4();
+
+};
+
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Camera.prototype.lookAt = function ( vector ) {
+
+	// TODO: Add hierarchy support.
+
+	this.matrix.lookAt( this.position, vector, this.up );
+
+	if ( this.rotationAutoUpdate === true ) {
+
+		if ( this.useQuaternion === false )  {
+
+			this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
+
+		} else {
+
+			this.quaternion.copy( this.matrix.decompose()[ 1 ] );
+
+		}
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
+
+	THREE.Camera.call( this );
+
+	this.left = left;
+	this.right = right;
+	this.top = top;
+	this.bottom = bottom;
+
+	this.near = ( near !== undefined ) ? near : 0.1;
+	this.far = ( far !== undefined ) ? far : 2000;
+
+	this.updateProjectionMatrix();
+
+};
+
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
+
+	this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author greggman / http://games.greggman.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
+
+	THREE.Camera.call( this );
+
+	this.fov = fov !== undefined ? fov : 50;
+	this.aspect = aspect !== undefined ? aspect : 1;
+	this.near = near !== undefined ? near : 0.1;
+	this.far = far !== undefined ? far : 2000;
+
+	this.updateProjectionMatrix();
+
+};
+
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
+
+
+/**
+ * Uses Focal Length (in mm) to estimate and set FOV
+ * 35mm (fullframe) camera is used if frame size is not specified;
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+ */
+
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+	if ( frameHeight === undefined ) frameHeight = 24;
+
+	this.fov = 2 * 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 );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+ 
+THREE.Light = function ( hex ) {
+
+	THREE.Object3D.call( this );
+
+	this.color = new THREE.Color( hex );
+
+};
+
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AmbientLight = function ( hex ) {
+
+	THREE.Light.call( this, hex );
+
+};
+
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author MPanknin / http://www.redplant.de/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.AreaLight = function ( hex, intensity ) {
+
+	THREE.Light.call( this, hex );
+
+	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 ( hex, intensity ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 1, 0 );
+	this.target = new THREE.Object3D();
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+	this.castShadow = false;
+	this.onlyShadow = false;
+
+	//
+
+	this.shadowCameraNear = 50;
+	this.shadowCameraFar = 5000;
+
+	this.shadowCameraLeft = -500;
+	this.shadowCameraRight = 500;
+	this.shadowCameraTop = 500;
+	this.shadowCameraBottom = -500;
+
+	this.shadowCameraVisible = false;
+
+	this.shadowBias = 0;
+	this.shadowDarkness = 0.5;
+
+	this.shadowMapWidth = 512;
+	this.shadowMapHeight = 512;
+
+	//
+
+	this.shadowCascade = false;
+
+	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
+	this.shadowCascadeCount = 2;
+
+	this.shadowCascadeBias = [ 0, 0, 0 ];
+	this.shadowCascadeWidth = [ 512, 512, 512 ];
+	this.shadowCascadeHeight = [ 512, 512, 512 ];
+
+	this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
+	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];
+
+	this.shadowCascadeArray = [];
+
+	//
+
+	this.shadowMap = null;
+	this.shadowMapSize = null;
+	this.shadowCamera = null;
+	this.shadowMatrix = null;
+
+};
+
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
+
+	THREE.Light.call( this, skyColorHex );
+
+	this.groundColor = new THREE.Color( groundColorHex );
+
+	this.position = new THREE.Vector3( 0, 100, 0 );
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+
+};
+
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.PointLight = function ( hex, intensity, distance ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 0, 0 );
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+	this.distance = ( distance !== undefined ) ? distance : 0;
+
+};
+
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
+
+	THREE.Light.call( this, hex );
+
+	this.position = new THREE.Vector3( 0, 1, 0 );
+	this.target = new THREE.Object3D();
+
+	this.intensity = ( intensity !== undefined ) ? intensity : 1;
+	this.distance = ( distance !== undefined ) ? distance : 0;
+	this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
+	this.exponent = ( exponent !== undefined ) ? exponent : 10;
+
+	this.castShadow = false;
+	this.onlyShadow = false;
+
+	//
+
+	this.shadowCameraNear = 50;
+	this.shadowCameraFar = 5000;
+	this.shadowCameraFov = 50;
+
+	this.shadowCameraVisible = false;
+
+	this.shadowBias = 0;
+	this.shadowDarkness = 0.5;
+
+	this.shadowMapWidth = 512;
+	this.shadowMapHeight = 512;
+
+	//
+
+	this.shadowMap = null;
+	this.shadowMapSize = null;
+	this.shadowCamera = null;
+	this.shadowMatrix = null;
+
+};
+
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Loader = function ( showStatus ) {
+
+	this.showStatus = showStatus;
+	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
+
+	this.onLoadStart = function () {};
+	this.onLoadProgress = function () {};
+	this.onLoadComplete = function () {};
+
+};
+
+THREE.Loader.prototype = {
+
+	constructor: THREE.Loader,
+
+	crossOrigin: 'anonymous',
+
+	addStatusElement: function () {
+
+		var e = document.createElement( "div" );
+
+		e.style.position = "absolute";
+		e.style.right = "0px";
+		e.style.top = "0px";
+		e.style.fontSize = "0.8em";
+		e.style.textAlign = "left";
+		e.style.background = "rgba(0,0,0,0.25)";
+		e.style.color = "#fff";
+		e.style.width = "120px";
+		e.style.padding = "0.5em 0.5em 0.5em 0.5em";
+		e.style.zIndex = 1000;
+
+		e.innerHTML = "Loading ...";
+
+		return e;
+
+	},
+
+	updateProgress: function ( progress ) {
+
+		var message = "Loaded ";
+
+		if ( progress.total ) {
+
+			message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
+
+
+		} else {
+
+			message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
+
+		}
+
+		this.statusDomElement.innerHTML = message;
+
+	},
+
+	extractUrlBase: function ( url ) {
+
+		var parts = url.split( '/' );
+		parts.pop();
+		return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
+
+	},
+
+	initMaterials: function ( materials, texturePath ) {
+
+		var array = [];
+
+		for ( var i = 0; i < materials.length; ++ i ) {
+
+			array[ i ] = THREE.Loader.prototype.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 _this = this;
+
+		function is_pow2( n ) {
+
+			var l = Math.log( n ) / Math.LN2;
+			return Math.floor( l ) == l;
+
+		}
+
+		function nearest_pow2( n ) {
+
+			var l = Math.log( n ) / Math.LN2;
+			return Math.pow( 2, Math.round(  l ) );
+
+		}
+
+		function load_image( where, url ) {
+
+			var image = new Image();
+
+			image.onload = function () {
+
+				if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
+
+					var width = nearest_pow2( this.width );
+					var height = nearest_pow2( this.height );
+
+					where.image.width = width;
+					where.image.height = height;
+					where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
+
+				} else {
+
+					where.image = this;
+
+				}
+
+				where.needsUpdate = true;
+
+			};
+
+			image.crossOrigin = _this.crossOrigin;
+			image.src = url;
+
+		}
+
+		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
+
+			var isCompressed = /\.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 ) {
+
+				load_image( where[ name ], fullPath );
+
+			}
+
+		}
+
+		function rgb2hex( rgb ) {
+
+			return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
+
+		}
+
+		// defaults
+
+		var mtype = "MeshLambertMaterial";
+		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
+
+		// parameters from model file
+
+		if ( m.shading ) {
+
+			var shading = m.shading.toLowerCase();
+
+			if ( shading === "phong" ) mtype = "MeshPhongMaterial";
+			else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
+
+		}
+
+		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
+
+			mpars.blending = THREE[ m.blending ];
+
+		}
+
+		if ( m.transparent !== undefined || m.opacity < 1.0 ) {
+
+			mpars.transparent = m.transparent;
+
+		}
+
+		if ( m.depthTest !== undefined ) {
+
+			mpars.depthTest = m.depthTest;
+
+		}
+
+		if ( m.depthWrite !== undefined ) {
+
+			mpars.depthWrite = m.depthWrite;
+
+		}
+
+		if ( m.visible !== undefined ) {
+
+			mpars.visible = m.visible;
+
+		}
+
+		if ( m.flipSided !== undefined ) {
+
+			mpars.side = THREE.BackSide;
+
+		}
+
+		if ( m.doubleSided !== undefined ) {
+
+			mpars.side = THREE.DoubleSide;
+
+		}
+
+		if ( m.wireframe !== undefined ) {
+
+			mpars.wireframe = m.wireframe;
+
+		}
+
+		if ( m.vertexColors !== undefined ) {
+
+			if ( m.vertexColors === "face" ) {
+
+				mpars.vertexColors = THREE.FaceColors;
+
+			} else if ( m.vertexColors ) {
+
+				mpars.vertexColors = THREE.VertexColors;
+
+			}
+
+		}
+
+		// colors
+
+		if ( m.colorDiffuse ) {
+
+			mpars.color = rgb2hex( m.colorDiffuse );
+
+		} else if ( m.DbgColor ) {
+
+			mpars.color = m.DbgColor;
+
+		}
+
+		if ( m.colorSpecular ) {
+
+			mpars.specular = rgb2hex( m.colorSpecular );
+
+		}
+
+		if ( m.colorAmbient ) {
+
+			mpars.ambient = rgb2hex( m.colorAmbient );
+
+		}
+
+		// modifiers
+
+		if ( m.transparency ) {
+
+			mpars.opacity = m.transparency;
+
+		}
+
+		if ( m.specularCoef ) {
+
+			mpars.shininess = m.specularCoef;
+
+		}
+
+		// textures
+
+		if ( m.mapDiffuse && texturePath ) {
+
+			create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
+
+		}
+
+		if ( m.mapLight && texturePath ) {
+
+			create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
+
+		}
+
+		if ( m.mapBump && texturePath ) {
+
+			create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
+
+		}
+
+		if ( m.mapNormal && texturePath ) {
+
+			create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
+
+		}
+
+		if ( m.mapSpecular && texturePath ) {
+
+			create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
+
+		}
+
+		//
+
+		if ( m.mapBumpScale ) {
+
+			mpars.bumpScale = m.mapBumpScale;
+
+		}
+
+		// special case for normal mapped material
+
+		if ( m.mapNormal ) {
+
+			var shader = THREE.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[ "uDiffuseColor" ].value.setHex( mpars.color );
+			uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
+			uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
+
+			uniforms[ "uShininess" ].value = mpars.shininess;
+
+			if ( mpars.opacity !== undefined ) {
+
+				uniforms[ "uOpacity" ].value = mpars.opacity;
+
+			}
+
+			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
+			var material = new THREE.ShaderMaterial( parameters );
+
+			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.ImageLoader = function () {
+
+	THREE.EventDispatcher.call( this );
+
+	this.crossOrigin = null;
+
+};
+
+THREE.ImageLoader.prototype = {
+
+	constructor: THREE.ImageLoader,
+
+	load: function ( url, image ) {
+
+		var scope = this;
+
+		if ( image === undefined ) image = new Image();
+
+		image.addEventListener( 'load', function () {
+
+			scope.dispatchEvent( { type: 'load', content: image } );
+
+		}, false );
+
+		image.addEventListener( 'error', function () {
+
+			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+		}, false );
+
+		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+		image.src = url;
+
+	}
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.JSONLoader = function ( showStatus ) {
+
+	THREE.Loader.call( this, showStatus );
+
+	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 );
+					context.createModel( json, callback, texturePath );
+
+				} else {
+
+					console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
+
+				}
+
+				// in context of more complex asset initialization
+				// do not block on single failed file
+				// maybe should go even one more level up
+
+				context.onLoadComplete();
+
+			} else {
+
+				console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		} else if ( xhr.readyState === xhr.LOADING ) {
+
+			if ( callbackProgress ) {
+
+				if ( length === 0 ) {
+
+					length = xhr.getResponseHeader( "Content-Length" );
+
+				}
+
+				callbackProgress( { total: length, loaded: xhr.responseText.length } );
+
+			}
+
+		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
+
+			length = xhr.getResponseHeader( "Content-Length" );
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.withCredentials = this.withCredentials;
+	xhr.send( null );
+
+};
+
+THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
+
+	var scope = this,
+	geometry = new THREE.Geometry(),
+	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
+
+	parseModel( scale );
+
+	parseSkin();
+	parseMorphing( scale );
+
+	geometry.computeCentroids();
+	geometry.computeFaceNormals();
+
+	function parseModel( scale ) {
+
+		function isBitSet( value, position ) {
+
+			return value & ( 1 << position );
+
+		}
+
+		var i, j, fi,
+
+		offset, zLength, nVertices,
+
+		colorIndex, normalIndex, uvIndex, materialIndex,
+
+		type,
+		isQuad,
+		hasMaterial,
+		hasFaceUv, hasFaceVertexUv,
+		hasFaceNormal, hasFaceVertexNormal,
+		hasFaceColor, hasFaceVertexColor,
+
+		vertex, face, color, normal,
+
+		uvLayer, uvs, u, v,
+
+		faces = json.faces,
+		vertices = json.vertices,
+		normals = json.normals,
+		colors = json.colors,
+
+		nUvLayers = 0;
+
+		// disregard empty arrays
+
+		for ( i = 0; i < json.uvs.length; i++ ) {
+
+			if ( json.uvs[ i ].length ) nUvLayers ++;
+
+		}
+
+		for ( i = 0; i < nUvLayers; i++ ) {
+
+			geometry.faceUvs[ i ] = [];
+			geometry.faceVertexUvs[ i ] = [];
+
+		}
+
+		offset = 0;
+		zLength = vertices.length;
+
+		while ( offset < zLength ) {
+
+			vertex = new THREE.Vector3();
+
+			vertex.x = vertices[ offset ++ ] * scale;
+			vertex.y = vertices[ offset ++ ] * scale;
+			vertex.z = vertices[ offset ++ ] * scale;
+
+			geometry.vertices.push( vertex );
+
+		}
+
+		offset = 0;
+		zLength = faces.length;
+
+		while ( offset < zLength ) {
+
+			type = faces[ offset ++ ];
+
+
+			isQuad          	= isBitSet( type, 0 );
+			hasMaterial         = isBitSet( type, 1 );
+			hasFaceUv           = isBitSet( type, 2 );
+			hasFaceVertexUv     = isBitSet( type, 3 );
+			hasFaceNormal       = isBitSet( type, 4 );
+			hasFaceVertexNormal = isBitSet( type, 5 );
+			hasFaceColor	    = isBitSet( type, 6 );
+			hasFaceVertexColor  = isBitSet( type, 7 );
+
+			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
+
+			if ( isQuad ) {
+
+				face = new THREE.Face4();
+
+				face.a = faces[ offset ++ ];
+				face.b = faces[ offset ++ ];
+				face.c = faces[ offset ++ ];
+				face.d = faces[ offset ++ ];
+
+				nVertices = 4;
+
+			} else {
+
+				face = new THREE.Face3();
+
+				face.a = faces[ offset ++ ];
+				face.b = faces[ offset ++ ];
+				face.c = faces[ offset ++ ];
+
+				nVertices = 3;
+
+			}
+
+			if ( hasMaterial ) {
+
+				materialIndex = faces[ offset ++ ];
+				face.materialIndex = materialIndex;
+
+			}
+
+			// to get face <=> uv index correspondence
+
+			fi = geometry.faces.length;
+
+			if ( hasFaceUv ) {
+
+				for ( i = 0; i < nUvLayers; i++ ) {
+
+					uvLayer = json.uvs[ i ];
+
+					uvIndex = faces[ offset ++ ];
+
+					u = uvLayer[ uvIndex * 2 ];
+					v = uvLayer[ uvIndex * 2 + 1 ];
+
+					geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
+
+				}
+
+			}
+
+			if ( hasFaceVertexUv ) {
+
+				for ( i = 0; i < nUvLayers; i++ ) {
+
+					uvLayer = json.uvs[ i ];
+
+					uvs = [];
+
+					for ( j = 0; j < nVertices; j ++ ) {
+
+						uvIndex = faces[ offset ++ ];
+
+						u = uvLayer[ uvIndex * 2 ];
+						v = uvLayer[ uvIndex * 2 + 1 ];
+
+						uvs[ j ] = new THREE.Vector2( u, v );
+
+					}
+
+					geometry.faceVertexUvs[ i ][ fi ] = uvs;
+
+				}
+
+			}
+
+			if ( hasFaceNormal ) {
+
+				normalIndex = faces[ offset ++ ] * 3;
+
+				normal = new THREE.Vector3();
+
+				normal.x = normals[ normalIndex ++ ];
+				normal.y = normals[ normalIndex ++ ];
+				normal.z = normals[ normalIndex ];
+
+				face.normal = normal;
+
+			}
+
+			if ( hasFaceVertexNormal ) {
+
+				for ( i = 0; i < nVertices; i++ ) {
+
+					normalIndex = faces[ offset ++ ] * 3;
+
+					normal = new THREE.Vector3();
+
+					normal.x = normals[ normalIndex ++ ];
+					normal.y = normals[ normalIndex ++ ];
+					normal.z = normals[ normalIndex ];
+
+					face.vertexNormals.push( normal );
+
+				}
+
+			}
+
+
+			if ( hasFaceColor ) {
+
+				colorIndex = faces[ offset ++ ];
+
+				color = new THREE.Color( colors[ colorIndex ] );
+				face.color = color;
+
+			}
+
+
+			if ( hasFaceVertexColor ) {
+
+				for ( i = 0; i < nVertices; i++ ) {
+
+					colorIndex = faces[ offset ++ ];
+
+					color = new THREE.Color( colors[ colorIndex ] );
+					face.vertexColors.push( color );
+
+				}
+
+			}
+
+			geometry.faces.push( face );
+
+		}
+
+	};
+
+	function parseSkin() {
+
+		var i, l, x, y, z, w, a, b, c, d;
+
+		if ( json.skinWeights ) {
+
+			for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
+
+				x = json.skinWeights[ i     ];
+				y = json.skinWeights[ i + 1 ];
+				z = 0;
+				w = 0;
+
+				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
+
+			}
+
+		}
+
+		if ( json.skinIndices ) {
+
+			for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
+
+				a = json.skinIndices[ i     ];
+				b = json.skinIndices[ i + 1 ];
+				c = 0;
+				d = 0;
+
+				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
+
+			}
+
+		}
+
+		geometry.bones = json.bones;
+		geometry.animation = json.animation;
+
+	};
+
+	function parseMorphing( scale ) {
+
+		if ( json.morphTargets !== undefined ) {
+
+			var i, l, v, vl, dstVertices, srcVertices;
+
+			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
+
+				geometry.morphTargets[ i ] = {};
+				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
+				geometry.morphTargets[ i ].vertices = [];
+
+				dstVertices = geometry.morphTargets[ i ].vertices;
+				srcVertices = json.morphTargets [ i ].vertices;
+
+				for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
+
+					var vertex = new THREE.Vector3();
+					vertex.x = srcVertices[ v ] * scale;
+					vertex.y = srcVertices[ v + 1 ] * scale;
+					vertex.z = srcVertices[ v + 2 ] * scale;
+
+					dstVertices.push( vertex );
+
+				}
+
+			}
+
+		}
+
+		if ( json.morphColors !== undefined ) {
+
+			var i, l, c, cl, dstColors, srcColors, color;
+
+			for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
+
+				geometry.morphColors[ i ] = {};
+				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
+				geometry.morphColors[ i ].colors = [];
+
+				dstColors = geometry.morphColors[ i ].colors;
+				srcColors = json.morphColors [ i ].colors;
+
+				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
+
+					color = new THREE.Color( 0xffaa00 );
+					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
+					dstColors.push( color );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	var materials = this.initMaterials( json.materials, texturePath );
+
+	if ( this.needsTangents( materials ) ) geometry.computeTangents();
+
+	callback( geometry, materials );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LoadingMonitor = function () {
+
+	THREE.EventDispatcher.call( this );
+
+	var scope = this;
+
+	var loaded = 0;
+	var total = 0;
+
+	var onLoad = function ( event ) {
+
+		loaded ++;
+
+		scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
+
+		if ( loaded === total ) {
+
+			scope.dispatchEvent( { type: 'load' } );
+
+		}
+
+	};
+
+	this.add = function ( loader ) {
+
+		total ++;
+
+		loader.addEventListener( 'load', onLoad, false );
+
+	};
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SceneLoader = function () {
+
+	this.onLoadStart = function () {};
+	this.onLoadProgress = function() {};
+	this.onLoadComplete = function () {};
+
+	this.callbackSync = function () {};
+	this.callbackProgress = function () {};
+
+	this.geometryHandlerMap = {};
+	this.hierarchyHandlerMap = {};
+
+	this.addGeometryHandler( "ascii", THREE.JSONLoader );
+
+};
+
+THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
+
+THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
+
+	var scope = this;
+
+	var xhr = new XMLHttpRequest();
+
+	xhr.onreadystatechange = function () {
+
+		if ( xhr.readyState === 4 ) {
+
+			if ( xhr.status === 200 || xhr.status === 0 ) {
+
+				var json = JSON.parse( xhr.responseText );
+				scope.parse( json, callbackFinished, url );
+
+			} else {
+
+				console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
+
+			}
+
+		}
+
+	};
+
+	xhr.open( "GET", url, true );
+	xhr.send( null );
+
+};
+
+THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
+
+	this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
+
+	this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
+
+};
+
+THREE.SceneLoader.prototype.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.geometryHandlerMap ) {
+
+		var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
+		this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
+
+	}
+
+	// async hierachy loaders
+
+	for ( var typeID in this.hierarchyHandlerMap ) {
+
+		var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
+		this.hierarchyHandlerMap[ 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.set( position[ 0 ], position[ 1 ], position [ 2 ] );
+
+		if ( rotation )
+			result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
+
+		if ( scale )
+			result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
+
+		if ( position || rotation || scale ) {
+
+			result.scene.updateMatrix();
+			result.scene.updateMatrixWorld();
+
+		}
+
+	}
+
+	function get_url( source_url, url_type ) {
+
+		if ( url_type == "relativeToHTML" ) {
+
+			return source_url;
+
+		} else {
+
+			return urlBase + "/" + source_url;
+
+		}
+
+	};
+
+	// toplevel loader function, delegates to handle_children
+
+	function handle_objects() {
+
+		handle_children( result.scene, data.objects );
+
+	}
+
+	// handle all the children from the loaded json and attach them to given parent
+
+	function handle_children( parent, children ) {
+
+		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
+
+			if ( result.objects[ objID ] === undefined ) {
+
+				var objJSON = children[ objID ];
+
+				var object = null;
+
+				// meshes
+
+				if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) ) {
+
+					if ( objJSON.loading === undefined ) {
+
+						var reservedTypes = { "type": 1, "url": 1, "material": 1,
+											  "position": 1, "rotation": 1, "scale" : 1,
+											  "visible": 1, "children": 1, "properties": 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.hierarchyHandlerMap[ 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.set( pos[0], pos[1], pos[2] );
+
+							if ( quat ) {
+
+								object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+								object.useQuaternion = true;
+
+							} else {
+
+								object.rotation.set( rot[0], rot[1], rot[2] );
+
+							}
+
+							object.scale.set( scl[0], scl[1], scl[2] );
+
+						}
+
+						object.visible = objJSON.visible;
+						object.castShadow = objJSON.castShadow;
+						object.receiveShadow = objJSON.receiveShadow;
+
+						parent.add( object );
+
+						result.objects[ objID ] = object;
+
+					}
+
+				// lights
+
+				} else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
+
+					hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
+					intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
+
+					if ( objJSON.type === "DirectionalLight" ) {
+
+						pos = objJSON.direction;
+
+						light = new THREE.DirectionalLight( hex, intensity );
+						light.position.set( pos[0], pos[1], pos[2] );
+
+						if ( objJSON.target ) {
+
+							target_array.push( { "object": light, "targetName" : objJSON.target } );
+
+							// kill existing default target
+							// otherwise it gets added to scene when parent gets added
+
+							light.target = null;
+
+						}
+
+					} else if ( objJSON.type === "PointLight" ) {
+
+						pos = objJSON.position;
+						dst = objJSON.distance;
+
+						light = new THREE.PointLight( hex, intensity, dst );
+						light.position.set( pos[0], pos[1], pos[2] );
+
+					} else if ( objJSON.type === "AmbientLight" ) {
+
+						light = new THREE.AmbientLight( hex );
+
+					}
+
+					parent.add( light );
+
+					light.name = objID;
+					result.lights[ objID ] = light;
+					result.objects[ objID ] = light;
+
+				// cameras
+
+				} else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
+
+					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 );
+
+					}
+
+					pos = objJSON.position;
+					camera.position.set( pos[0], pos[1], pos[2] );
+					parent.add( camera );
+
+					camera.name = objID;
+					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.set( pos[0], pos[1], pos[2] );
+
+					if ( quat ) {
+
+						object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
+						object.useQuaternion = true;
+
+					} else {
+
+						object.rotation.set( rot[0], rot[1], rot[2] );
+
+					}
+
+					object.scale.set( scl[0], scl[1], scl[2] );
+					object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
+
+					parent.add( object );
+
+					result.objects[ objID ] = object;
+					result.empties[ objID ] = object;
+
+				}
+
+				if ( object ) {
+
+					if ( objJSON.properties !== undefined )  {
+
+						for ( var key in objJSON.properties ) {
+
+							var value = objJSON.properties[ key ];
+							object.properties[ 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 ( 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.set( p[0], p[1], p[2] );
+
+		if ( q ) {
+
+			node.quaternion.set( q[0], q[1], q[2], q[3] );
+			node.useQuaternion = true;
+
+		} else {
+
+			node.rotation.set( r[0], r[1], r[2] );
+
+		}
+
+		node.scale.set( s[0], s[1], s[2] );
+
+		// 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 ) {
+
+			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 ) {
+
+			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.properties.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 );
+
+		};
+
+	};
+
+	// 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.geometryHandlerMap ) {
+
+			counter_models += 1;
+
+			scope.onLoadStart();
+
+		}
+
+	}
+
+	// count how many hierarchies will be loaded asynchronously
+
+	var objID, objJSON;
+
+	for ( objID in data.objects ) {
+
+		objJSON = data.objects[ objID ];
+
+		if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
+
+			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.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "plane" ) {
+
+			geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "sphere" ) {
+
+			geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "cylinder" ) {
+
+			geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "torus" ) {
+
+			geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type === "icosahedron" ) {
+
+			geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
+			result.geometries[ geoID ] = geometry;
+
+		} else if ( geoJSON.type in this.geometryHandlerMap ) {
+
+			var loaderParameters = {};
+
+			for ( var parType in geoJSON ) {
+
+				if ( parType !== "type" && parType !== "url" ) {
+
+					loaderParameters[ parType ] = geoJSON[ parType ];
+
+				}
+
+			}
+
+			var loader = this.geometryHandlerMap[ 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.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
+				jsonLoader.createModel( modelJson, create_callback_embed( geoID ), texture_path );
+
+			}
+
+		}
+
+	}
+
+	// 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[ "uReflectivity" ].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[ "uDiffuseColor" ].value.setHex( diffuse );
+			uniforms[ "uSpecularColor" ].value.setHex( specular );
+			uniforms[ "uAmbientColor" ].value.setHex( ambient );
+
+			uniforms[ "uShininess" ].value = shininess;
+
+			if ( matJSON.parameters.opacity ) {
+
+				uniforms[ "uOpacity" ].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 );
+
+		}
+
+		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 () {
+
+	THREE.EventDispatcher.call( this );
+
+	this.crossOrigin = null;
+
+};
+
+THREE.TextureLoader.prototype = {
+
+	constructor: THREE.TextureLoader,
+
+	load: function ( url ) {
+
+		var scope = this;
+
+		var image = new Image();
+
+		image.addEventListener( 'load', function () {
+
+			var texture = new THREE.Texture( image );
+			texture.needsUpdate = true;
+
+			scope.dispatchEvent( { type: 'load', content: texture } );
+
+		}, false );
+
+		image.addEventListener( 'error', function () {
+
+			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
+
+		}, false );
+
+		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
+
+		image.src = url;
+
+	}
+
+}
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Material = function () {
+
+	THREE.EventDispatcher.call( this );
+
+	this.id = THREE.MaterialIdCount ++;
+
+	this.name = '';
+
+	this.side = THREE.FrontSide;
+
+	this.opacity = 1;
+	this.transparent = false;
+
+	this.blending = THREE.NormalBlending;
+
+	this.blendSrc = THREE.SrcAlphaFactor;
+	this.blendDst = THREE.OneMinusSrcAlphaFactor;
+	this.blendEquation = THREE.AddEquation;
+
+	this.depthTest = true;
+	this.depthWrite = true;
+
+	this.polygonOffset = false;
+	this.polygonOffsetFactor = 0;
+	this.polygonOffsetUnits = 0;
+
+	this.alphaTest = 0;
+
+	this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
+
+	this.visible = true;
+
+	this.needsUpdate = true;
+
+};
+
+THREE.Material.prototype.setValues = function ( values ) {
+
+	if ( values === undefined ) return;
+
+	for ( var key in values ) {
+
+		var newValue = values[ key ];
+
+		if ( newValue === undefined ) {
+
+			console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
+			continue;
+
+		}
+
+		if ( key in this ) {
+
+			var currentValue = this[ key ];
+
+			if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
+
+				currentValue.copy( newValue );
+
+			} else if ( currentValue instanceof THREE.Color ) {
+
+				currentValue.set( newValue );
+
+			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
+
+				currentValue.copy( newValue );
+
+			} else {
+
+				this[ key ] = newValue;
+
+			}
+
+		}
+
+	}
+
+};
+
+THREE.Material.prototype.clone = function ( material ) {
+
+	if ( material === undefined ) material = new THREE.Material();
+
+	material.name = this.name;
+
+	material.side = this.side;
+
+	material.opacity = this.opacity;
+	material.transparent = this.transparent;
+
+	material.blending = this.blending;
+
+	material.blendSrc = this.blendSrc;
+	material.blendDst = this.blendDst;
+	material.blendEquation = this.blendEquation;
+
+	material.depthTest = this.depthTest;
+	material.depthWrite = this.depthWrite;
+
+	material.polygonOffset = this.polygonOffset;
+	material.polygonOffsetFactor = this.polygonOffsetFactor;
+	material.polygonOffsetUnits = this.polygonOffsetUnits;
+
+	material.alphaTest = this.alphaTest;
+
+	material.overdraw = this.overdraw;
+
+	material.visible = this.visible;
+
+	return material;
+
+};
+
+THREE.Material.prototype.dispose = function () {
+
+	this.dispatchEvent( { type: 'dispose' } );
+
+};
+
+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.perPixel = true;
+
+	this.wrapAround = false;
+	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
+
+	this.map = null;
+
+	this.lightMap = null;
+
+	this.bumpMap = null;
+	this.bumpScale = 1;
+
+	this.normalMap = null;
+	this.normalScale = new THREE.Vector2( 1, 1 );
+
+	this.specularMap = null;
+
+	this.envMap = null;
+	this.combine = THREE.MultiplyOperation;
+	this.reflectivity = 1;
+	this.refractionRatio = 0.98;
+
+	this.fog = true;
+
+	this.shading = THREE.SmoothShading;
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+	this.wireframeLinecap = 'round';
+	this.wireframeLinejoin = 'round';
+
+	this.vertexColors = THREE.NoColors;
+
+	this.skinning = false;
+	this.morphTargets = false;
+	this.morphNormals = false;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshPhongMaterial.prototype.clone = function () {
+
+	var material = new THREE.MeshPhongMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.ambient.copy( this.ambient );
+	material.emissive.copy( this.emissive );
+	material.specular.copy( this.specular );
+	material.shininess = this.shininess;
+
+	material.metal = this.metal;
+	material.perPixel = this.perPixel;
+
+	material.wrapAround = this.wrapAround;
+	material.wrapRGB.copy( this.wrapRGB );
+
+	material.map = this.map;
+
+	material.lightMap = this.lightMap;
+
+	material.bumpMap = this.bumpMap;
+	material.bumpScale = this.bumpScale;
+
+	material.normalMap = this.normalMap;
+	material.normalScale.copy( this.normalScale );
+
+	material.specularMap = this.specularMap;
+
+	material.envMap = this.envMap;
+	material.combine = this.combine;
+	material.reflectivity = this.reflectivity;
+	material.refractionRatio = this.refractionRatio;
+
+	material.fog = this.fog;
+
+	material.shading = this.shading;
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+	material.wireframeLinecap = this.wireframeLinecap;
+	material.wireframeLinejoin = this.wireframeLinejoin;
+
+	material.vertexColors = this.vertexColors;
+
+	material.skinning = this.skinning;
+	material.morphTargets = this.morphTargets;
+	material.morphNormals = this.morphNormals;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  wireframe: <boolean>,
+ *  wireframeLinewidth: <float>
+ * }
+ */
+
+THREE.MeshDepthMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.setValues( parameters );
+
+};
+
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.MeshDepthMaterial.prototype.clone = function () {
+
+	var material = new THREE.LineBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.wireframe = this.wireframe;
+	material.wireframeLinewidth = this.wireframeLinewidth;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ *  opacity: <float>,
+ *
+ *  shading: THREE.FlatShading,
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  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.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 () {
+
+	return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
+
+};
+/**
+ * @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.ParticleBasicMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+
+	this.map = null;
+
+	this.size = 1;
+	this.sizeAttenuation = true;
+
+	this.vertexColors = false;
+
+	this.fog = true;
+
+	this.setValues( parameters );
+
+};
+
+THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleBasicMaterial.prototype.clone = function () {
+
+	var material = new THREE.ParticleBasicMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+
+	material.map = this.map;
+
+	material.size = this.size;
+	material.sizeAttenuation = this.sizeAttenuation;
+
+	material.vertexColors = this.vertexColors;
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  program: <function>,
+ *  opacity: <float>,
+ *  blending: THREE.NormalBlending
+ * }
+ */
+
+THREE.ParticleCanvasMaterial = function ( parameters ) {
+
+	THREE.Material.call( this );
+
+	this.color = new THREE.Color( 0xffffff );
+	this.program = function ( context, color ) {};
+
+	this.setValues( parameters );
+
+};
+
+THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ParticleCanvasMaterial.prototype.clone = function () {
+
+	var material = new THREE.ParticleCanvasMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.color.copy( this.color );
+	material.program = this.program;
+
+	return material;
+
+};
+/**
+ * @author 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.wireframe = false;
+	this.wireframeLinewidth = 1;
+
+	this.fog = false; // set to use scene fog
+
+	this.lights = false; // set to use scene lights
+
+	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
+
+	this.skinning = false; // set to use skinning attribute streams
+
+	this.morphTargets = false; // set to use morph targets
+	this.morphNormals = false; // set to use morph normals
+
+	this.setValues( parameters );
+
+};
+
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
+
+THREE.ShaderMaterial.prototype.clone = function () {
+
+	var material = new THREE.ShaderMaterial();
+
+	THREE.Material.prototype.clone.call( this, material );
+
+	material.fragmentShader = this.fragmentShader;
+	material.vertexShader = this.vertexShader;
+
+	material.uniforms = 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 alteredq / http://alteredqualia.com/
+ *
+ * parameters = {
+ *  color: <hex>,
+ *  opacity: <float>,
+ *  map: new THREE.Texture( <Image> ),
+ *
+ *  blending: THREE.NormalBlending,
+ *  depthTest: <bool>,
+ *  depthWrite: <bool>,
+ *
+ *  useScreenCoordinates: <bool>,
+ *  sizeAttenuation: <bool>,
+ *  scaleByViewport: <bool>,
+ *  alignment: THREE.SpriteAlignment.center,
+ *
+ *	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 = new THREE.Texture();
+
+	this.useScreenCoordinates = true;
+	this.depthTest = !this.useScreenCoordinates;
+	this.sizeAttenuation = !this.useScreenCoordinates;
+	this.scaleByViewport = !this.sizeAttenuation;
+	this.alignment = THREE.SpriteAlignment.center.clone();
+
+	this.fog = false;
+
+	this.uvOffset = new THREE.Vector2( 0, 0 );
+	this.uvScale  = new THREE.Vector2( 1, 1 );
+
+	// set parameters
+
+	this.setValues( parameters );
+
+	// override coupled defaults if not specified explicitly by parameters
+
+	parameters = parameters || {};
+
+	if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
+	if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
+	if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
+
+};
+
+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.useScreenCoordinates = this.useScreenCoordinates;
+	material.sizeAttenuation = this.sizeAttenuation;
+	material.scaleByViewport = this.scaleByViewport;
+	material.alignment.copy( this.alignment );
+
+	material.uvOffset.copy( this.uvOffset );
+	material.uvScale.copy( this.uvScale );
+
+	material.fog = this.fog;
+
+	return material;
+
+};
+
+// Alignment enums
+
+THREE.SpriteAlignment = {};
+THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
+THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
+THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
+THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
+THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
+THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
+THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
+THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
+THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+	THREE.EventDispatcher.call( this );
+
+	this.id = THREE.TextureIdCount ++;
+
+	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,
+
+	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;
+
+	},
+
+	dispose: function () {
+
+		this.dispatchEvent( { type: 'dispose' } );
+
+	}
+
+};
+
+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 mrdoob / http://mrdoob.com/
+ */
+
+THREE.Particle = function ( material ) {
+
+	THREE.Object3D.call( this );
+
+	this.material = material;
+
+};
+
+THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Particle.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Particle( this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ParticleSystem = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
+
+	this.sortParticles = false;
+
+	if ( this.geometry ) {
+
+		// calc bound radius
+
+		if( this.geometry.boundingSphere === null ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+	}
+
+	this.frustumCulled = false;
+
+};
+
+THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ParticleSystem.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
+	object.sortParticles = this.sortParticles;
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Line = function ( geometry, material, type ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
+	this.type = ( type !== undefined ) ? type : THREE.LineStrip;
+
+	if ( this.geometry ) {
+
+		if ( ! this.geometry.boundingSphere ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+	}
+
+};
+
+THREE.LineStrip = 0;
+THREE.LinePieces = 1;
+
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Line.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mikael emtinger / http://gomo.se/
+ * @author jonobr1 / http://jonobr1.com/
+ */
+
+THREE.Mesh = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
+
+	if ( this.geometry !== undefined ) {
+
+		if ( this.geometry.boundingSphere === null ) {
+
+			this.geometry.computeBoundingSphere();
+
+		}
+
+		this.updateMorphTargets();
+
+	}
+
+};
+
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Mesh.prototype.updateMorphTargets = function () {
+
+	if ( 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 ) {
+
+	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Bone = function( belongsToSkin ) {
+
+	THREE.Object3D.call( this );
+
+	this.skin = belongsToSkin;
+	this.skinMatrix = new THREE.Matrix4();
+
+};
+
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
+
+	// update local
+
+	if ( this.matrixAutoUpdate ) {
+
+		forceUpdate |= this.updateMatrix();
+
+	}
+
+	// update skin matrix
+
+	if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
+
+		if( parentSkinMatrix ) {
+
+			this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
+
+		} else {
+
+			this.skinMatrix.copy( this.matrix );
+
+		}
+
+		this.matrixWorldNeedsUpdate = false;
+		forceUpdate = true;
+
+	}
+
+	// update children
+
+	var child, i, l = this.children.length;
+
+	for ( i = 0; i < l; i ++ ) {
+
+		this.children[ i ].update( this.skinMatrix, forceUpdate );
+
+	}
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	//
+
+	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
+
+	// init bones
+
+	this.identityMatrix = new THREE.Matrix4();
+
+	this.bones = [];
+	this.boneMatrices = [];
+
+	var b, bone, gbone, p, q, s;
+
+	if ( this.geometry && this.geometry.bones !== undefined ) {
+
+		for ( b = 0; b < this.geometry.bones.length; b ++ ) {
+
+			gbone = this.geometry.bones[ b ];
+
+			p = gbone.pos;
+			q = gbone.rotq;
+			s = gbone.scl;
+
+			bone = this.addBone();
+
+			bone.name = gbone.name;
+			bone.position.set( p[0], p[1], p[2] );
+			bone.quaternion.set( q[0], q[1], q[2], q[3] );
+			bone.useQuaternion = true;
+
+			if ( s !== undefined ) {
+
+				bone.scale.set( s[0], s[1], s[2] );
+
+			} else {
+
+				bone.scale.set( 1, 1, 1 );
+
+			}
+
+		}
+
+		for ( b = 0; b < this.bones.length; b ++ ) {
+
+			gbone = this.geometry.bones[ b ];
+			bone = this.bones[ b ];
+
+			if ( gbone.parent === -1 ) {
+
+				this.add( bone );
+
+			} else {
+
+				this.bones[ gbone.parent ].add( bone );
+
+			}
+
+		}
+
+		//
+
+		var nBones = this.bones.length;
+
+		if ( this.useVertexTexture ) {
+
+			// layout (1 matrix = 4 pixels)
+			//	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
+			//  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
+			//  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
+			//  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)
+
+			var size;
+
+			if ( nBones > 256 )
+				size = 64;
+			else if ( nBones > 64 )
+				size = 32;
+			else if ( nBones > 16 )
+				size = 16;
+			else
+				size = 8;
+
+			this.boneTextureWidth = size;
+			this.boneTextureHeight = size;
+
+			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
+			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
+			this.boneTexture.minFilter = THREE.NearestFilter;
+			this.boneTexture.magFilter = THREE.NearestFilter;
+			this.boneTexture.generateMipmaps = false;
+			this.boneTexture.flipY = false;
+
+		} else {
+
+			this.boneMatrices = new Float32Array( 16 * nBones );
+
+		}
+
+		this.pose();
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.SkinnedMesh.prototype.addBone = function( bone ) {
+
+	if ( bone === undefined ) {
+
+		bone = new THREE.Bone( this );
+
+	}
+
+	this.bones.push( bone );
+
+	return bone;
+
+};
+
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
+
+	this.matrixAutoUpdate && this.updateMatrix();
+
+	// update matrixWorld
+
+	if ( this.matrixWorldNeedsUpdate || force ) {
+
+		if ( this.parent ) {
+
+			this.matrixWorld.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.boneInverses == undefined ) {
+
+		this.boneInverses = [];
+
+		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+			var inverse = new THREE.Matrix4();
+
+			inverse.getInverse( this.bones[ b ].skinMatrix );
+
+			this.boneInverses.push( inverse );
+
+		}
+
+	}
+
+	// flatten bone matrices to array
+
+	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
+
+		// compute the offset between the current and the original transform;
+
+		//TODO: we could get rid of this multiplication step if the skinMatrix
+		// was already representing the offset; however, this requires some
+		// major changes to the animation system
+
+		THREE.SkinnedMesh.offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
+
+		THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
+
+	}
+
+	if ( this.useVertexTexture ) {
+
+		this.boneTexture.needsUpdate = true;
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype.pose = function () {
+
+	this.updateMatrixWorld( true );
+
+	for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
+
+		// normalize weights
+
+		var sw = this.geometry.skinWeights[ i ];
+
+		var scale = 1.0 / sw.lengthManhattan();
+
+		if ( scale !== Infinity ) {
+
+			sw.multiplyScalar( scale );
+
+		} else {
+
+			sw.set( 1 ); // this will be normalized by the shader anyway
+
+		}
+
+	}
+
+};
+
+THREE.SkinnedMesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
+
+	THREE.Mesh.prototype.clone.call( this, object );
+
+	return object;
+
+};
+
+THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MorphAnimMesh = function ( geometry, material ) {
+
+	THREE.Mesh.call( this, geometry, material );
+
+	// API
+
+	this.duration = 1000; // milliseconds
+	this.mirroredLoop = false;
+	this.time = 0;
+
+	// internals
+
+	this.lastKeyframe = 0;
+	this.currentKeyframe = 0;
+
+	this.direction = 1;
+	this.directionBackwards = false;
+
+	this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
+
+};
+
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
+
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
+
+	this.startKeyframe = start;
+	this.endKeyframe = end;
+
+	this.length = this.endKeyframe - this.startKeyframe + 1;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
+
+	this.direction = 1;
+	this.directionBackwards = false;
+
+};
+
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
+
+	this.direction = -1;
+	this.directionBackwards = true;
+
+};
+
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
+
+	var geometry = this.geometry;
+
+	if ( ! geometry.animations ) geometry.animations = {};
+
+	var firstAnimation, animations = geometry.animations;
+
+	var pattern = /([a-z]+)(\d+)/;
+
+	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
+
+		var morph = geometry.morphTargets[ i ];
+		var parts = morph.name.match( pattern );
+
+		if ( parts && parts.length > 1 ) {
+
+			var label = parts[ 1 ];
+			var num = parts[ 2 ];
+
+			if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
+
+			var animation = animations[ label ];
+
+			if ( i < animation.start ) animation.start = i;
+			if ( i > animation.end ) animation.end = i;
+
+			if ( ! firstAnimation ) firstAnimation = label;
+
+		}
+
+	}
+
+	geometry.firstAnimation = firstAnimation;
+
+};
+
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
+
+	if ( ! this.geometry.animations ) this.geometry.animations = {};
+
+	this.geometry.animations[ label ] = { start: start, end: end };
+
+};
+
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
+
+	var animation = this.geometry.animations[ label ];
+
+	if ( animation ) {
+
+		this.setFrameRange( animation.start, animation.end );
+		this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
+		this.time = 0;
+
+	} else {
+
+		console.warn( "animation[" + label + "] undefined" );
+
+	}
+
+};
+
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
+
+	var frameTime = this.duration / this.length;
+
+	this.time += this.direction * delta;
+
+	if ( this.mirroredLoop ) {
+
+		if ( this.time > this.duration || this.time < 0 ) {
+
+			this.direction *= -1;
+
+			if ( this.time > this.duration ) {
+
+				this.time = this.duration;
+				this.directionBackwards = true;
+
+			}
+
+			if ( this.time < 0 ) {
+
+				this.time = 0;
+				this.directionBackwards = false;
+
+			}
+
+		}
+
+	} else {
+
+		this.time = this.time % this.duration;
+
+		if ( this.time < 0 ) this.time += this.duration;
+
+	}
+
+	var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
+
+	if ( keyframe !== this.currentKeyframe ) {
+
+		this.morphTargetInfluences[ this.lastKeyframe ] = 0;
+		this.morphTargetInfluences[ this.currentKeyframe ] = 1;
+
+		this.morphTargetInfluences[ keyframe ] = 0;
+
+		this.lastKeyframe = this.currentKeyframe;
+		this.currentKeyframe = keyframe;
+
+	}
+
+	var mix = ( this.time % frameTime ) / frameTime;
+
+	if ( this.directionBackwards ) {
+
+		mix = 1 - mix;
+
+	}
+
+	this.morphTargetInfluences[ this.currentKeyframe ] = mix;
+	this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
+
+};
+
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
+
+	object.duration = this.duration;
+	object.mirroredLoop = this.mirroredLoop;
+	object.time = this.time;
+
+	object.lastKeyframe = this.lastKeyframe;
+	object.currentKeyframe = this.currentKeyframe;
+
+	object.direction = this.direction;
+	object.directionBackwards = this.directionBackwards;
+
+	THREE.Mesh.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Ribbon = function ( geometry, material ) {
+
+	THREE.Object3D.call( this );
+
+	this.geometry = geometry;
+	this.material = material;
+
+};
+
+THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Ribbon.prototype.clone = function ( object ) {
+
+	if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
+
+	THREE.Object3D.prototype.clone.call( this, object );
+
+	return object;
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.LOD = function () {
+
+	THREE.Object3D.call( this );
+
+	this.LODs = [];
+
+};
+
+
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
+
+	if ( visibleAtDistance === undefined ) {
+
+		visibleAtDistance = 0;
+
+	}
+
+	visibleAtDistance = Math.abs( visibleAtDistance );
+
+	for ( var l = 0; l < this.LODs.length; l ++ ) {
+
+		if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
+
+			break;
+
+		}
+
+	}
+
+	this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
+	this.add( object3D );
+
+};
+
+THREE.LOD.prototype.update = function ( camera ) {
+
+	if ( this.LODs.length > 1 ) {
+
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		var inverse  = camera.matrixWorldInverse;
+		var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
+
+		this.LODs[ 0 ].object3D.visible = true;
+
+		for ( var l = 1; l < this.LODs.length; l ++ ) {
+
+			if( distance >= this.LODs[ l ].visibleAtDistance ) {
+
+				this.LODs[ l - 1 ].object3D.visible = false;
+				this.LODs[ l     ].object3D.visible = true;
+
+			} else {
+
+				break;
+
+			}
+
+		}
+
+		for( ; l < this.LODs.length; l ++ ) {
+
+			this.LODs[ l ].object3D.visible = false;
+
+		}
+
+	}
+
+};
+
+THREE.LOD.prototype.clone = function () {
+
+	// TODO
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Sprite = function ( material ) {
+
+	THREE.Object3D.call( this );
+
+	this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
+
+	this.rotation3d = this.rotation;
+	this.rotation = 0;
+
+};
+
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
+
+/*
+ * Custom update matrix
+ */
+
+THREE.Sprite.prototype.updateMatrix = function () {
+
+	this.matrix.setPosition( this.position );
+
+	this.rotation3d.set( 0, 0, this.rotation );
+	this.matrix.setRotationFromEuler( this.rotation3d );
+
+	if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
+
+		this.matrix.scale( this.scale );
+
+	}
+
+	this.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;
+
+};
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Scene = function () {
+
+	THREE.Object3D.call( this );
+
+	this.fog = null;
+	this.overrideMaterial = null;
+
+	this.matrixAutoUpdate = false;
+
+	this.__objects = [];
+	this.__lights = [];
+
+	this.__objectsAdded = [];
+	this.__objectsRemoved = [];
+
+};
+
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Scene.prototype.__addObject = function ( object ) {
+
+	if ( object instanceof THREE.Light ) {
+
+		if ( this.__lights.indexOf( object ) === - 1 ) {
+
+			this.__lights.push( object );
+
+		}
+
+		if ( object.target && object.target.parent === undefined ) {
+
+			this.add( object.target );
+
+		}
+
+	} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
+
+		if ( this.__objects.indexOf( object ) === - 1 ) {
+
+			this.__objects.push( object );
+			this.__objectsAdded.push( object );
+
+			// check if previously removed
+
+			var i = this.__objectsRemoved.indexOf( object );
+
+			if ( i !== -1 ) {
+
+				this.__objectsRemoved.splice( i, 1 );
+
+			}
+
+		}
+
+	}
+
+	for ( var c = 0; c < object.children.length; c ++ ) {
+
+		this.__addObject( object.children[ c ] );
+
+	}
+
+};
+
+THREE.Scene.prototype.__removeObject = function ( object ) {
+
+	if ( object instanceof THREE.Light ) {
+
+		var i = this.__lights.indexOf( object );
+
+		if ( i !== -1 ) {
+
+			this.__lights.splice( i, 1 );
+
+		}
+
+	} else if ( !( object instanceof THREE.Camera ) ) {
+
+		var i = this.__objects.indexOf( object );
+
+		if( i !== -1 ) {
+
+			this.__objects.splice( i, 1 );
+			this.__objectsRemoved.push( object );
+
+			// check if previously added
+
+			var ai = this.__objectsAdded.indexOf( object );
+
+			if ( ai !== -1 ) {
+
+				this.__objectsAdded.splice( ai, 1 );
+
+			}
+
+		}
+
+	}
+
+	for ( var c = 0; c < object.children.length; c ++ ) {
+
+		this.__removeObject( object.children[ c ] );
+
+	}
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Fog = function ( hex, near, far ) {
+
+	this.name = '';
+
+	this.color = new THREE.Color( hex );
+
+	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 ( hex, density ) {
+
+	this.name = '';
+	this.color = new THREE.Color( hex );
+	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, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
+	_context = _canvas.getContext( '2d' ),
+
+	_clearColor = new THREE.Color( 0x000000 ),
+	_clearOpacity = 0,
+
+	_contextGlobalAlpha = 1,
+	_contextGlobalCompositeOperation = 0,
+	_contextStrokeStyle = null,
+	_contextFillStyle = null,
+	_contextLineWidth = null,
+	_contextLineCap = null,
+	_contextLineJoin = null,
+	_contextDashSize = null,
+	_contextGapSize = 0,
+
+	_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 = {}, _imagedatas = {},
+
+	_near, _far,
+
+	_image, _uvs,
+	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
+
+	_clipBox = new THREE.Box2(),
+	_clearBox = new THREE.Box2(),
+	_elemBox = new THREE.Box2(),
+
+	_enableLighting = false,
+	_ambientLight = new THREE.Color(),
+	_directionalLights = new THREE.Color(),
+	_pointLights = new THREE.Color(),
+
+	_vector3 = new THREE.Vector3(), // Needed for PointLight
+
+	_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
+	_gradientMap, _gradientMapContext, _gradientMapQuality = 16;
+
+	_pixelMap = document.createElement( 'canvas' );
+	_pixelMap.width = _pixelMap.height = 2;
+
+	_pixelMapContext = _pixelMap.getContext( '2d' );
+	_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
+	_pixelMapContext.fillRect( 0, 0, 2, 2 );
+
+	_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
+	_pixelMapData = _pixelMapImage.data;
+
+	_gradientMap = document.createElement( 'canvas' );
+	_gradientMap.width = _gradientMap.height = _gradientMapQuality;
+
+	_gradientMapContext = _gradientMap.getContext( '2d' );
+	_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
+	_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
+
+	_gradientMapQuality --; // Fix UVs
+
+	// dash+gap fallbacks for Firefox and everything else
+
+	if ( _context.setLineDash === undefined ) {
+
+		if ( _context.mozDash !== undefined ) {
+
+			_context.setLineDash = function ( values ) {
+
+				_context.mozDash = values[ 0 ] !== null ? values : null;
+
+			}
+
+		} else {
+
+			_context.setLineDash = function () {}
+
+		}
+
+	}
+
+	this.domElement = _canvas;
+
+	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
+				? parameters.devicePixelRatio
+				: window.devicePixelRatio !== undefined
+					? window.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 ) {
+
+		_canvasWidth = width * this.devicePixelRatio;
+		_canvasHeight = height * this.devicePixelRatio;
+
+		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
+		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );
+
+		_canvas.width = _canvasWidth;
+		_canvas.height = _canvasHeight;
+
+		_canvas.style.width = width + 'px';
+		_canvas.style.height = height + 'px';
+
+		_clipBox.set(
+			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+		);
+
+		_clearBox.set(
+			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+		);
+
+		_contextGlobalAlpha = 1;
+		_contextGlobalCompositeOperation = 0;
+		_contextStrokeStyle = null;
+		_contextFillStyle = null;
+		_contextLineWidth = null;
+		_contextLineCap = null;
+		_contextLineJoin = null;
+
+	};
+
+	this.setClearColor = function ( color, opacity ) {
+
+		_clearColor.copy( color );
+		_clearOpacity = opacity !== undefined ? opacity : 1;
+
+		_clearBox.set(
+			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+		);
+
+	};
+
+	this.setClearColorHex = function ( hex, opacity ) {
+
+		_clearColor.setHex( hex );
+		_clearOpacity = opacity !== undefined ? opacity : 1;
+
+		_clearBox.set(
+			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
+			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
+		);
+
+	};
+
+	this.getMaxAnisotropy  = function () {
+
+		return 0;
+
+	};
+
+	this.clear = function () {
+
+		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+		if ( _clearBox.empty() === false ) {
+
+			_clearBox.intersect( _clipBox );
+			_clearBox.expandByScalar( 2 );
+
+			if ( _clearOpacity < 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 ( _clearOpacity > 0 ) {
+
+				setBlending( THREE.NormalBlending );
+				setOpacity( 1 );
+
+				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
+
+				_context.fillRect(
+					_clearBox.min.x | 0,
+					_clearBox.min.y | 0,
+					( _clearBox.max.x - _clearBox.min.x ) | 0,
+					( _clearBox.max.y - _clearBox.min.y ) | 0
+				);
+
+			}
+
+			_clearBox.makeEmpty();
+
+		}
+
+
+	};
+
+	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();
+
+		}
+
+		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
+
+		_this.info.render.vertices = 0;
+		_this.info.render.faces = 0;
+
+		_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
+		_elements = _renderData.elements;
+		_lights = _renderData.lights;
+
+		/* DEBUG
+		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 );
+		*/
+
+		_enableLighting = _lights.length > 0;
+
+		if ( _enableLighting === true ) {
+
+			 calculateLights();
+
+		}
+
+		for ( var e = 0, el = _elements.length; e < el; e++ ) {
+
+			var element = _elements[ e ];
+
+			var material = element.material;
+
+			if ( material === undefined || material.visible === false ) continue;
+
+			_elemBox.makeEmpty();
+
+			if ( element instanceof THREE.RenderableParticle ) {
+
+				_v1 = element;
+				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
+
+				renderParticle( _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.RenderableFace3 ) {
+
+				_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 === true ) {
+
+					expand( _v1.positionScreen, _v2.positionScreen );
+					expand( _v2.positionScreen, _v3.positionScreen );
+					expand( _v3.positionScreen, _v1.positionScreen );
+
+				}
+
+				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
+
+				renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
+
+			} else if ( element instanceof THREE.RenderableFace4 ) {
+
+				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
+
+				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;
+				if ( _v4.positionScreen.z < -1 || _v4.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;
+				_v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
+
+				_v5.positionScreen.copy( _v2.positionScreen );
+				_v6.positionScreen.copy( _v4.positionScreen );
+
+				if ( material.overdraw === true ) {
+
+					expand( _v1.positionScreen, _v2.positionScreen );
+					expand( _v2.positionScreen, _v4.positionScreen );
+					expand( _v4.positionScreen, _v1.positionScreen );
+
+					expand( _v3.positionScreen, _v5.positionScreen );
+					expand( _v3.positionScreen, _v6.positionScreen );
+
+				}
+
+				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );
+
+				renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
+
+			}
+
+			/* 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 particles
+
+					_directionalLights.add( lightColor );
+
+				} else if ( light instanceof THREE.PointLight ) {
+
+					// for particles
+
+					_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.getPositionFromMatrix( 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.getPositionFromMatrix( 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 renderParticle( v1, element, material ) {
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			var width, height, scaleX, scaleY,
+			bitmap, bitmapWidth, bitmapHeight;
+
+			if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+				if ( material.map === null ) {
+
+					scaleX = element.object.scale.x;
+					scaleY = element.object.scale.y;
+
+					// TODO: Be able to disable this
+
+					scaleX *= element.scale.x * _canvasWidthHalf;
+					scaleY *= element.scale.y * _canvasHeightHalf;
+
+					_elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
+					_elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
+
+					if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+						return;
+
+					}
+
+					setFillStyle( material.color.getStyle() );
+
+					_context.save();
+					_context.translate( v1.x, v1.y );
+					_context.rotate( - element.rotation );
+					_context.scale( scaleX, scaleY );
+					_context.fillRect( -1, -1, 2, 2 );
+					_context.restore();
+
+				} else {
+
+					bitmap = material.map.image;
+					bitmapWidth = bitmap.width >> 1;
+					bitmapHeight = bitmap.height >> 1;
+
+					scaleX = element.scale.x * _canvasWidthHalf;
+					scaleY = element.scale.y * _canvasHeightHalf;
+
+					width = scaleX * bitmapWidth;
+					height = scaleY * bitmapHeight;
+
+					// TODO: Rotations break this...
+
+					_elemBox.min.set( v1.x - width, v1.y - height );
+					_elemBox.max.set( v1.x + width, v1.y + height );
+
+					if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+						return;
+
+					}
+
+					_context.save();
+					_context.translate( v1.x, v1.y );
+					_context.rotate( - element.rotation );
+					_context.scale( scaleX, - scaleY );
+
+					_context.translate( - bitmapWidth, - bitmapHeight );
+					_context.drawImage( bitmap, 0, 0 );
+					_context.restore();
+
+				}
+
+				/* DEBUG
+				setStrokeStyle( 'rgb(255,255,0)' );
+				_context.beginPath();
+				_context.moveTo( v1.x - 10, v1.y );
+				_context.lineTo( v1.x + 10, v1.y );
+				_context.moveTo( v1.x, v1.y - 10 );
+				_context.lineTo( v1.x, v1.y + 10 );
+				_context.stroke();
+				*/
+
+			} else if ( material instanceof THREE.ParticleCanvasMaterial ) {
+
+				width = element.scale.x * _canvasWidthHalf;
+				height = element.scale.y * _canvasHeightHalf;
+
+				_elemBox.min.set( v1.x - width, v1.y - height );
+				_elemBox.max.set( v1.x + width, v1.y + height );
+
+				if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
+
+					return;
+
+				}
+
+				setStrokeStyle( material.color.getStyle() );
+				setFillStyle( material.color.getStyle() );
+
+				_context.save();
+				_context.translate( v1.x, v1.y );
+				_context.rotate( - element.rotation );
+				_context.scale( width, height );
+
+				material.program( _context );
+
+				_context.restore();
+
+			}
+
+		}
+
+		function renderLine( v1, v2, element, material ) {
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			_context.beginPath();
+			_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
+			_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
+
+			if ( material instanceof THREE.LineBasicMaterial ) {
+
+				setLineWidth( material.linewidth );
+				setLineCap( material.linecap );
+				setLineJoin( material.linejoin );
+				setStrokeStyle( material.color.getStyle() );
+				setDashAndGap( null, null );
+
+				_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 );
+
+			}
+
+		}
+
+		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 );
+
+				}
+
+				if ( _enableLighting === true ) {
+
+					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
+
+						_color1.copy( _ambientLight );
+						_color2.copy( _ambientLight );
+						_color3.copy( _ambientLight );
+
+						calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
+						calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
+						calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );
+
+						_color1.multiply( _diffuseColor ).add( _emissiveColor );
+						_color2.multiply( _diffuseColor ).add( _emissiveColor );
+						_color3.multiply( _diffuseColor ).add( _emissiveColor );
+						_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+						clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+					} else {
+
+						_color.copy( _ambientLight );
+
+						calculateLight( element.centroidModel, element.normalModel, _color );
+
+						_color.multiply( _diffuseColor ).add( _emissiveColor );
+
+						material.wireframe === true
+							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+							: fillPath( _color );
+
+					}
+
+				} else {
+
+					material.wireframe === true
+						? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( material.color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+				if ( material.map !== null ) {
+
+					if ( material.map.mapping instanceof THREE.UVMapping ) {
+
+						_uvs = element.uvs[ 0 ];
+						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].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 ) {
+
+						_vector3.copy( element.vertexNormalsModelView[ uv1 ] );
+						_uv1x = 0.5 * _vector3.x + 0.5;
+						_uv1y = 0.5 * _vector3.y + 0.5;
+
+						_vector3.copy( element.vertexNormalsModelView[ uv2 ] );
+						_uv2x = 0.5 * _vector3.x + 0.5;
+						_uv2y = 0.5 * _vector3.y + 0.5;
+
+						_vector3.copy( element.vertexNormalsModelView[ uv3 ] );
+						_uv3x = 0.5 * _vector3.x + 0.5;
+						_uv3y = 0.5 * _vector3.y + 0.5;
+
+						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
+
+					}/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
+
+
+
+					}*/
+
+
+				} else {
+
+					_color.copy( material.color );
+
+					if ( material.vertexColors === THREE.FaceColors ) {
+
+						_color.multiply( element.color );
+
+					}
+
+					material.wireframe === true
+						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( _color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				_near = camera.near;
+				_far = camera.far;
+
+				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
+				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
+				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
+				_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+				clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				var normal;
+
+				if ( material.shading == THREE.FlatShading ) {
+
+					normal = element.normalModelView;
+
+					_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 if ( material.shading == THREE.SmoothShading ) {
+
+					normal = element.vertexNormalsModelView[ uv1 ];
+					_color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					normal = element.vertexNormalsModelView[ uv2 ];
+					_color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					normal = element.vertexNormalsModelView[ uv3 ];
+					_color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
+
+					_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+					clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
+
+				}
+
+			}
+
+		}
+
+		function renderFace4( v1, v2, v3, v4, v5, v6, element, material ) {
+
+			_this.info.render.vertices += 4;
+			_this.info.render.faces ++;
+
+			setOpacity( material.opacity );
+			setBlending( material.blending );
+
+			if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
+
+				// Let renderFace3() handle this
+
+				renderFace3( v1, v2, v4, 0, 1, 3, element, material );
+				renderFace3( v5, v3, v6, 1, 2, 3, element, material );
+
+				return;
+
+			}
+
+			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
+			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
+			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
+			_v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
+			_v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
+			_v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
+
+			if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
+
+				_diffuseColor.copy( material.color );
+				_emissiveColor.copy( material.emissive );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_diffuseColor.multiply( element.color );
+
+				}
+
+				if ( _enableLighting === true ) {
+
+					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
+
+						_color1.copy( _ambientLight );
+						_color2.copy( _ambientLight );
+						_color3.copy( _ambientLight );
+						_color4.copy( _ambientLight );
+
+						calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
+						calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
+						calculateLight( element.v4.positionWorld, element.vertexNormalsModel[ 3 ], _color3 );
+						calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color4 );
+
+						_color1.multiply( _diffuseColor ).add( _emissiveColor );
+						_color2.multiply( _diffuseColor ).add( _emissiveColor );
+						_color3.multiply( _diffuseColor ).add( _emissiveColor );
+						_color4.multiply( _diffuseColor ).add( _emissiveColor );
+
+						_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+						// TODO: UVs are incorrect, v4->v3?
+
+						drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+						clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+						drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+						clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+					} else {
+
+						_color.copy( _ambientLight );
+
+						calculateLight( element.centroidModel, element.normalModel, _color );
+
+						_color.multiply( _diffuseColor ).add( _emissiveColor );
+
+						drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+						material.wireframe === true
+							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+							: fillPath( _color );
+
+					}
+
+				} else {
+
+					_color.addColors( _diffuseColor, _emissiveColor );
+
+					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+					material.wireframe === true
+						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( _color );
+
+				}
+
+			} else if ( material instanceof THREE.MeshBasicMaterial ) {
+
+				_color.copy( material.color );
+
+				if ( material.vertexColors === THREE.FaceColors ) {
+
+					_color.multiply( element.color );
+
+				}
+
+				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+				material.wireframe === true
+					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+					: fillPath( _color );
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				var normal;
+
+				if ( material.shading == THREE.FlatShading ) {
+
+					normal = element.normalModelView;
+					_color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
+
+					material.wireframe === true
+						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
+						: fillPath( _color );
+
+				} else if ( material.shading == THREE.SmoothShading ) {
+
+					normal = element.vertexNormalsModelView[ 0 ];
+					_color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					normal = element.vertexNormalsModelView[ 1 ];
+					_color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					normal = element.vertexNormalsModelView[ 3 ];
+					_color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					normal = element.vertexNormalsModelView[ 2 ];
+					_color4.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
+
+					_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+					drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+					clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+					drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+					clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+				}
+
+
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				_near = camera.near;
+				_far = camera.far;
+
+				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
+				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
+				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
+				_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
+
+				_image = getGradientTexture( _color1, _color2, _color3, _color4 );
+
+				// TODO: UVs are incorrect, v4->v3?
+
+				drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
+				clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
+
+				drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
+				clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
+
+			}
+
+		}
+
+		//
+
+		function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
+
+			_context.beginPath();
+			_context.moveTo( x0, y0 );
+			_context.lineTo( x1, y1 );
+			_context.lineTo( x2, y2 );
+			_context.closePath();
+
+		}
+
+		function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
+
+			_context.beginPath();
+			_context.moveTo( x0, y0 );
+			_context.lineTo( x1, y1 );
+			_context.lineTo( x2, y2 );
+			_context.lineTo( x3, y3 );
+			_context.closePath();
+
+		}
+
+		function strokePath( color, linewidth, linecap, linejoin ) {
+
+			setLineWidth( linewidth );
+			setLineCap( linecap );
+			setLineJoin( linejoin );
+			setStrokeStyle( color.getStyle() );
+
+			_context.stroke();
+
+			_elemBox.expandByScalar( linewidth * 2 );
+
+		}
+
+		function fillPath( color ) {
+
+			setFillStyle( color.getStyle() );
+			_context.fill();
+
+		}
+
+		function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
+
+			if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
+
+			if ( texture.needsUpdate === true ) {
+
+				var repeatX = texture.wrapS == THREE.RepeatWrapping;
+				var repeatY = texture.wrapT == THREE.RepeatWrapping;
+
+				_patterns[ texture.id ] = _context.createPattern(
+					texture.image, repeatX === true && repeatY === true
+						? 'repeat'
+						: repeatX === true && repeatY === false
+							? 'repeat-x'
+							: repeatX === false && repeatY === true
+								? 'repeat-y'
+								: 'no-repeat'
+				);
+
+				texture.needsUpdate = false;
+
+			}
+
+			_patterns[ texture.id ] === undefined
+				? setFillStyle( 'rgba(0,0,0,1)' )
+				: setFillStyle( _patterns[ texture.id ] );
+
+			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+			var a, b, c, d, e, f, det, idet,
+			offsetX = texture.offset.x / texture.repeat.x,
+			offsetY = texture.offset.y / texture.repeat.y,
+			width = texture.image.width * texture.repeat.x,
+			height = texture.image.height * texture.repeat.y;
+
+			u0 = ( u0 + offsetX ) * width;
+			v0 = ( 1.0 - v0 + offsetY ) * height;
+
+			u1 = ( u1 + offsetX ) * width;
+			v1 = ( 1.0 - v1 + offsetY ) * height;
+
+			u2 = ( u2 + offsetX ) * width;
+			v2 = ( 1.0 - v2 + offsetY ) * height;
+
+			x1 -= x0; y1 -= y0;
+			x2 -= x0; y2 -= y0;
+
+			u1 -= u0; v1 -= v0;
+			u2 -= u0; v2 -= v0;
+
+			det = u1 * v2 - u2 * v1;
+
+			if ( det === 0 ) {
+
+				if ( _imagedatas[ texture.id ] === undefined ) {
+
+					var canvas = document.createElement( 'canvas' )
+					canvas.width = texture.image.width;
+					canvas.height = texture.image.height;
+
+					var context = canvas.getContext( '2d' );
+					context.drawImage( texture.image, 0, 0 );
+
+					_imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
+
+				}
+
+				var data = _imagedatas[ texture.id ];
+				var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
+
+				_color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
+				fillPath( _color );
+
+				return;
+
+			}
+
+			idet = 1 / det;
+
+			a = ( v2 * x1 - v1 * x2 ) * idet;
+			b = ( v2 * y1 - v1 * y2 ) * idet;
+			c = ( u1 * x2 - u2 * x1 ) * idet;
+			d = ( u1 * y2 - u2 * y1 ) * idet;
+
+			e = x0 - a * u0 - c * v0;
+			f = y0 - b * u0 - d * v0;
+
+			_context.save();
+			_context.transform( a, b, c, d, e, f );
+			_context.fill();
+			_context.restore();
+
+		}
+
+		function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
+
+			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+
+			var a, b, c, d, e, f, det, idet,
+			width = image.width - 1,
+			height = image.height - 1;
+
+			u0 *= width; v0 *= height;
+			u1 *= width; v1 *= height;
+			u2 *= width; v2 *= height;
+
+			x1 -= x0; y1 -= y0;
+			x2 -= x0; y2 -= y0;
+
+			u1 -= u0; v1 -= v0;
+			u2 -= u0; v2 -= v0;
+
+			det = u1 * v2 - u2 * v1;
+
+			idet = 1 / det;
+
+			a = ( v2 * x1 - v1 * x2 ) * idet;
+			b = ( v2 * y1 - v1 * y2 ) * idet;
+			c = ( u1 * x2 - u2 * x1 ) * idet;
+			d = ( u1 * y2 - u2 * y1 ) * idet;
+
+			e = x0 - a * u0 - c * v0;
+			f = y0 - b * u0 - d * v0;
+
+			_context.save();
+			_context.transform( a, b, c, d, e, f );
+			_context.clip();
+			_context.drawImage( image, 0, 0 );
+			_context.restore();
+
+		}
+
+		function getGradientTexture( color1, color2, color3, color4 ) {
+
+			// http://mrdoob.com/blog/post/710
+
+			_pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
+			_pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
+			_pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
+
+			_pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
+			_pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
+			_pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
+
+			_pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
+			_pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
+			_pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
+
+			_pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
+			_pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
+			_pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
+
+			_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
+			_gradientMapContext.drawImage( _pixelMap, 0, 0 );
+
+			return _gradientMap;
+
+		}
+
+		// Hide anti-alias gaps
+
+		function expand( v1, v2 ) {
+
+			var x = v2.x - v1.x, y =  v2.y - v1.y,
+			det = x * x + y * y, idet;
+
+			if ( det === 0 ) return;
+
+			idet = 1 / Math.sqrt( det );
+
+			x *= idet; y *= idet;
+
+			v2.x += x; v2.y += y;
+			v1.x -= x; v1.y -= y;
+
+		}
+	};
+
+	// Context cached methods.
+
+	function setOpacity( value ) {
+
+		if ( _contextGlobalAlpha !== value ) {
+
+			_context.globalAlpha = value;
+			_contextGlobalAlpha = value;
+
+		}
+
+	}
+
+	function setBlending( value ) {
+
+		if ( _contextGlobalCompositeOperation !== value ) {
+
+			if ( value === THREE.NormalBlending ) {
+
+				_context.globalCompositeOperation = 'source-over';
+
+			} else if ( value === THREE.AdditiveBlending ) {
+
+				_context.globalCompositeOperation = 'lighter';
+
+			} else if ( value === THREE.SubtractiveBlending ) {
+
+				_context.globalCompositeOperation = 'darker';
+
+			}
+
+			_contextGlobalCompositeOperation = value;
+
+		}
+
+	}
+
+	function setLineWidth( value ) {
+
+		if ( _contextLineWidth !== value ) {
+
+			_context.lineWidth = value;
+			_contextLineWidth = value;
+
+		}
+
+	}
+
+	function setLineCap( value ) {
+
+		// "butt", "round", "square"
+
+		if ( _contextLineCap !== value ) {
+
+			_context.lineCap = value;
+			_contextLineCap = value;
+
+		}
+
+	}
+
+	function setLineJoin( value ) {
+
+		// "round", "bevel", "miter"
+
+		if ( _contextLineJoin !== value ) {
+
+			_context.lineJoin = value;
+			_contextLineJoin = value;
+
+		}
+
+	}
+
+	function setStrokeStyle( value ) {
+
+		if ( _contextStrokeStyle !== value ) {
+
+			_context.strokeStyle = value;
+			_contextStrokeStyle = value;
+
+		}
+
+	}
+
+	function setFillStyle( value ) {
+
+		if ( _contextFillStyle !== value ) {
+
+			_context.fillStyle = value;
+			_contextFillStyle = value;
+
+		}
+
+	}
+
+	function setDashAndGap( dashSizeValue, gapSizeValue ) {
+
+		if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
+
+			_context.setLineDash( [ dashSizeValue, gapSizeValue ] );
+			_contextDashSize = dashSizeValue;
+			_contextGapSize = gapSizeValue;
+
+		}
+
+	}
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.ShaderChunk = {
+
+	// FOG
+
+	fog_pars_fragment: [
+
+		"#ifdef USE_FOG",
+
+			"uniform vec3 fogColor;",
+
+			"#ifdef FOG_EXP2",
+
+				"uniform float fogDensity;",
+
+			"#else",
+
+				"uniform float fogNear;",
+				"uniform float fogFar;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	fog_fragment: [
+
+		"#ifdef USE_FOG",
+
+			"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+
+			"#ifdef FOG_EXP2",
+
+				"const float LOG2 = 1.442695;",
+				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
+				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
+
+			"#else",
+
+				"float fogFactor = smoothstep( fogNear, fogFar, depth );",
+
+			"#endif",
+
+			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
+
+		"#endif"
+
+	].join("\n"),
+
+	// ENVIRONMENT MAP
+
+	envmap_pars_fragment: [
+
+		"#ifdef USE_ENVMAP",
+
+			"uniform float reflectivity;",
+			"uniform samplerCube envMap;",
+			"uniform float flipEnvMap;",
+			"uniform int combine;",
+
+			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+				"uniform bool useRefract;",
+				"uniform float refractionRatio;",
+
+			"#else",
+
+				"varying vec3 vReflect;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	envmap_fragment: [
+
+		"#ifdef USE_ENVMAP",
+
+			"vec3 reflectVec;",
+
+			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
+
+				"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+				"if ( useRefract ) {",
+
+					"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
+
+				"} else { ",
+
+					"reflectVec = reflect( cameraToVertex, normal );",
+
+				"}",
+
+			"#else",
+
+				"reflectVec = vReflect;",
+
+			"#endif",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+				"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+			"#else",
+
+				"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
+
+			"#endif",
+
+			"#ifdef GAMMA_INPUT",
+
+				"cubeColor.xyz *= cubeColor.xyz;",
+
+			"#endif",
+
+			"if ( combine == 1 ) {",
+
+				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
+
+			"} else 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: [
+
+		"#ifndef PHONG_PER_PIXEL",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+		"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"varying vec3 vWorldPosition;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	lights_phong_vertex: [
+
+		"#ifndef PHONG_PER_PIXEL",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( pointLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+				"vPointLight[ i ] = vec4( lVector, lDistance );",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
+
+				"float lDistance = 1.0;",
+				"if ( spotLightDistance[ i ] > 0.0 )",
+					"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+				"vSpotLight[ i ] = vec4( lVector, lDistance );",
+
+			"}",
+
+		"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"vWorldPosition = 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 ];",
+
+			"#ifdef PHONG_PER_PIXEL",
+
+				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"#else",
+
+				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
+
+			"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+
+			"#ifdef PHONG_PER_PIXEL",
+
+				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"#else",
+
+				"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
+
+			"#endif",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
+
+			"varying vec3 vWorldPosition;",
+
+		"#endif",
+
+		"#ifdef WRAP_AROUND",
+
+			"uniform vec3 wrapRGB;",
+
+		"#endif",
+
+		"varying vec3 vViewPosition;",
+		"varying vec3 vNormal;"
+
+	].join("\n"),
+
+	lights_phong_fragment: [
+
+		"vec3 normal = normalize( vNormal );",
+		"vec3 viewPosition = normalize( vViewPosition );",
+
+		"#ifdef DOUBLE_SIDED",
+
+			"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
+
+		"#endif",
+
+		"#ifdef USE_NORMALMAP",
+
+			"normal = perturbNormal2Arb( -viewPosition, normal );",
+
+		"#elif defined( USE_BUMPMAP )",
+
+			"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"vec3 pointDiffuse  = vec3( 0.0 );",
+			"vec3 pointSpecular = vec3( 0.0 );",
+
+			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+				"#ifdef PHONG_PER_PIXEL",
+
+					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+					"float lDistance = 1.0;",
+					"if ( pointLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+				"#else",
+
+					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
+					"float lDistance = vPointLight[ i ].w;",
+
+				"#endif",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, lVector );",
+
+				"#ifdef WRAP_AROUND",
+
+					"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
+					"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+				"#else",
+
+					"float pointDiffuseWeight = max( dotProduct, 0.0 );",
+
+				"#endif",
+
+				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
+
+				// specular
+
+				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
+				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+				"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
+					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
+
+				"#else",
+
+					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"vec3 spotDiffuse  = vec3( 0.0 );",
+			"vec3 spotSpecular = vec3( 0.0 );",
+
+			"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+				"#ifdef PHONG_PER_PIXEL",
+
+					"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
+
+					"float lDistance = 1.0;",
+					"if ( spotLightDistance[ i ] > 0.0 )",
+						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+					"lVector = normalize( lVector );",
+
+				"#else",
+
+					"vec3 lVector = normalize( vSpotLight[ i ].xyz );",
+					"float lDistance = vSpotLight[ i ].w;",
+
+				"#endif",
+
+				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+				"if ( spotEffect > 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 );",
+
+					"#ifdef PHYSICALLY_BASED_SHADING",
+
+						// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+						"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+						"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
+						"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
+
+					"#else",
+
+						"spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
+
+					"#endif",
+
+				"}",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"vec3 dirDiffuse  = vec3( 0.0 );",
+			"vec3 dirSpecular = vec3( 0.0 );" ,
+
+			"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
+
+				"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+				"vec3 dirVector = normalize( lDirection.xyz );",
+
+				// diffuse
+
+				"float dotProduct = dot( normal, dirVector );",
+
+				"#ifdef WRAP_AROUND",
+
+					"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
+					"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
+
+					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
+
+				"#else",
+
+					"float dirDiffuseWeight = max( dotProduct, 0.0 );",
+
+				"#endif",
+
+				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
+
+				// specular
+
+				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+				"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					/*
+					// fresnel term from skin shader
+					"const float F0 = 0.128;",
+
+					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
+					"float exponential = pow( base, 5.0 );",
+
+					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
+					*/
+
+					/*
+					// fresnel term from fresnel shader
+					"const float mFresnelBias = 0.08;",
+					"const float mFresnelScale = 0.3;",
+					"const float mFresnelPower = 5.0;",
+
+					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
+					*/
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
+
+					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+				"#else",
+
+					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"vec3 hemiDiffuse  = vec3( 0.0 );",
+			"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+				"vec4 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 );",
+
+				"#ifdef PHYSICALLY_BASED_SHADING",
+
+					"float dotProductGround = dot( normal, lVectorGround );",
+
+					// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
+
+					"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+					"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+					"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+				"#else",
+
+					"hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+				"#endif",
+
+			"}",
+
+		"#endif",
+
+		"vec3 totalDiffuse = vec3( 0.0 );",
+		"vec3 totalSpecular = vec3( 0.0 );",
+
+		"#if MAX_DIR_LIGHTS > 0",
+
+			"totalDiffuse += dirDiffuse;",
+			"totalSpecular += dirSpecular;",
+
+		"#endif",
+
+		"#if MAX_HEMI_LIGHTS > 0",
+
+			"totalDiffuse += hemiDiffuse;",
+			"totalSpecular += hemiSpecular;",
+
+		"#endif",
+
+		"#if MAX_POINT_LIGHTS > 0",
+
+			"totalDiffuse += pointDiffuse;",
+			"totalSpecular += pointSpecular;",
+
+		"#endif",
+
+		"#if MAX_SPOT_LIGHTS > 0",
+
+			"totalDiffuse += spotDiffuse;",
+			"totalSpecular += spotSpecular;",
+
+		"#endif",
+
+		"#ifdef METAL",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
+
+		"#else",
+
+			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// VERTEX COLORS
+
+	color_pars_fragment: [
+
+		"#ifdef USE_COLOR",
+
+			"varying vec3 vColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	color_fragment: [
+
+		"#ifdef USE_COLOR",
+
+			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
+
+		"#endif"
+
+	].join("\n"),
+
+	color_pars_vertex: [
+
+		"#ifdef USE_COLOR",
+
+			"varying vec3 vColor;",
+
+		"#endif"
+
+	].join("\n"),
+
+
+	color_vertex: [
+
+		"#ifdef USE_COLOR",
+
+			"#ifdef GAMMA_INPUT",
+
+				"vColor = color * color;",
+
+			"#else",
+
+				"vColor = color;",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	// SKINNING
+
+	skinning_pars_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"#ifdef BONE_TEXTURE",
+
+				"uniform sampler2D boneTexture;",
+
+				"mat4 getBoneMatrix( const in float i ) {",
+
+					"float j = i * 4.0;",
+					"float x = mod( j, N_BONE_PIXEL_X );",
+					"float y = floor( j / N_BONE_PIXEL_X );",
+
+					"const float dx = 1.0 / N_BONE_PIXEL_X;",
+					"const float dy = 1.0 / N_BONE_PIXEL_Y;",
+
+					"y = dy * ( y + 0.5 );",
+
+					"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
+					"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
+					"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
+					"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
+
+					"mat4 bone = mat4( v1, v2, v3, v4 );",
+
+					"return bone;",
+
+				"}",
+
+			"#else",
+
+				"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
+
+				"mat4 getBoneMatrix( const in float i ) {",
+
+					"mat4 bone = boneGlobalMatrices[ int(i) ];",
+					"return bone;",
+
+				"}",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinbase_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
+			"mat4 boneMatY = getBoneMatrix( skinIndex.y );",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinning_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"#ifdef USE_MORPHTARGETS",
+
+			"vec4 skinVertex = vec4( morphed, 1.0 );",
+
+			"#else",
+
+			"vec4 skinVertex = vec4( position, 1.0 );",
+
+			"#endif",
+
+			"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+			"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+		"#endif"
+
+	].join("\n"),
+
+	// MORPHING
+
+	morphtarget_pars_vertex: [
+
+		"#ifdef USE_MORPHTARGETS",
+
+			"#ifndef USE_MORPHNORMALS",
+
+			"uniform float morphTargetInfluences[ 8 ];",
+
+			"#else",
+
+			"uniform float morphTargetInfluences[ 4 ];",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	morphtarget_vertex: [
+
+		"#ifdef USE_MORPHTARGETS",
+
+			"vec3 morphed = vec3( 0.0 );",
+			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
+			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
+			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
+			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
+
+			"#ifndef USE_MORPHNORMALS",
+
+			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
+			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
+			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
+			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
+
+			"#endif",
+
+			"morphed += position;",
+
+		"#endif"
+
+	].join("\n"),
+
+	default_vertex : [
+
+		"vec4 mvPosition;",
+
+		"#ifdef USE_SKINNING",
+
+			"mvPosition = modelViewMatrix * skinned;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
+
+			"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
+
+			"mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+		"#endif",
+
+		"gl_Position = projectionMatrix * mvPosition;"
+
+	].join("\n"),
+
+	morphnormal_vertex: [
+
+		"#ifdef USE_MORPHNORMALS",
+
+			"vec3 morphedNormal = vec3( 0.0 );",
+
+			"morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
+			"morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
+			"morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
+			"morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
+
+			"morphedNormal += normal;",
+
+		"#endif"
+
+	].join("\n"),
+
+	skinnormal_vertex: [
+
+		"#ifdef USE_SKINNING",
+
+			"mat4 skinMatrix = skinWeight.x * boneMatX;",
+			"skinMatrix 	+= skinWeight.y * boneMatY;",
+
+			"#ifdef USE_MORPHNORMALS",
+
+			"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
+
+			"#else",
+
+			"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
+
+			"#endif",
+
+		"#endif"
+
+	].join("\n"),
+
+	defaultnormal_vertex: [
+
+		"vec3 objectNormal;",
+
+		"#ifdef USE_SKINNING",
+
+			"objectNormal = skinnedNormal.xyz;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
+
+			"objectNormal = morphedNormal;",
+
+		"#endif",
+
+		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
+
+			"objectNormal = normal;",
+
+		"#endif",
+
+		"#ifdef FLIP_SIDED",
+
+			"objectNormal = -objectNormal;",
+
+		"#endif",
+
+		"vec3 transformedNormal = normalMatrix * objectNormal;"
+
+	].join("\n"),
+
+	// SHADOW MAP
+
+	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
+	//  http://spidergl.org/example.php?id=6
+	// 	http://fabiensanglard.net/shadowmapping
+
+	shadowmap_pars_fragment: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
+			"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
+
+			"uniform float shadowDarkness[ MAX_SHADOWS ];",
+			"uniform float shadowBias[ MAX_SHADOWS ];",
+
+			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
+
+			"float unpackDepth( const in vec4 rgba_depth ) {",
+
+				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
+				"float depth = dot( rgba_depth, bit_shift );",
+				"return depth;",
+
+			"}",
+
+		"#endif"
+
+	].join("\n"),
+
+	shadowmap_fragment: [
+
+		"#ifdef USE_SHADOWMAP",
+
+			"#ifdef SHADOWMAP_DEBUG",
+
+				"vec3 frustumColors[3];",
+				"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
+				"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
+				"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
+
+			"#endif",
+
+			"#ifdef SHADOWMAP_CASCADE",
+
+				"int inFrustumCount = 0;",
+
+			"#endif",
+
+			"float fDepth;",
+			"vec3 shadowColor = vec3( 1.0 );",
+
+			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
+
+				// "if ( something && something )" 		 breaks ATI OpenGL shader compiler
+				// "if ( all( something, something ) )"  using this instead
+
+				"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
+				"bool inFrustum = all( inFrustumVec );",
+
+				// don't shadow pixels outside of light frustum
+				// use just first frustum (for cascades)
+				// don't shadow pixels behind far plane of light frustum
+
+				"#ifdef SHADOWMAP_CASCADE",
+
+					"inFrustumCount += int( inFrustum );",
+					"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
+
+				"#else",
+
+					"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
+
+				"#endif",
+
+				"bool frustumTest = all( frustumTestVec );",
+
+				"if ( frustumTest ) {",
+
+					"shadowCoord.z += shadowBias[ i ];",
+
+					"#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 ) ) );",
+						"if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
+						"else shadowKernel[0][0] = 0.0;",
+
+						"depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
+						"if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
+						"else shadowKernel[0][1] = 0.0;",
+
+						"depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
+						"if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
+						"else shadowKernel[0][2] = 0.0;",
+
+						"depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
+						"if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
+						"else shadowKernel[1][0] = 0.0;",
+
+						"depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
+						"if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
+						"else shadowKernel[1][1] = 0.0;",
+
+						"depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
+						"if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
+						"else shadowKernel[1][2] = 0.0;",
+
+						"depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
+						"if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
+						"else shadowKernel[2][0] = 0.0;",
+
+						"depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
+						"if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
+						"else shadowKernel[2][1] = 0.0;",
+
+						"depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
+						"if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
+						"else shadowKernel[2][2] = 0.0;",
+
+						"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")
+
+
+};
+
+THREE.UniformsUtils = {
+
+	merge: function ( uniforms ) {
+
+		var u, p, tmp, merged = {};
+
+		for ( u = 0; u < uniforms.length; u ++ ) {
+
+			tmp = this.clone( uniforms[ u ] );
+
+			for ( p in tmp ) {
+
+				merged[ p ] = tmp[ p ];
+
+			}
+
+		}
+
+		return merged;
+
+	},
+
+	clone: function ( uniforms_src ) {
+
+		var u, p, parameter, parameter_src, uniforms_dst = {};
+
+		for ( u in uniforms_src ) {
+
+			uniforms_dst[ u ] = {};
+
+			for ( p in uniforms_src[ u ] ) {
+
+				parameter_src = uniforms_src[ u ][ p ];
+
+				if ( parameter_src instanceof THREE.Color ||
+					 parameter_src instanceof THREE.Vector2 ||
+					 parameter_src instanceof THREE.Vector3 ||
+					 parameter_src instanceof THREE.Vector4 ||
+					 parameter_src instanceof THREE.Matrix4 ||
+					 parameter_src instanceof THREE.Texture ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+				} else if ( parameter_src instanceof Array ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+				} else {
+
+					uniforms_dst[ u ][ p ] = parameter_src;
+
+				}
+
+			}
+
+		}
+
+		return uniforms_dst;
+
+	}
+
+};
+
+THREE.UniformsLib = {
+
+	common: {
+
+		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+		"opacity" : { type: "f", value: 1.0 },
+
+		"map" : { type: "t", value: null },
+		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+		"lightMap" : { type: "t", value: null },
+		"specularMap" : { type: "t", value: null },
+
+		"envMap" : { type: "t", value: null },
+		"flipEnvMap" : { type: "f", value: -1 },
+		"useRefract" : { type: "i", value: 0 },
+		"reflectivity" : { type: "f", value: 1.0 },
+		"refractionRatio" : { type: "f", value: 0.98 },
+		"combine" : { type: "i", value: 0 },
+
+		"morphTargetInfluences" : { type: "f", value: 0 }
+
+	},
+
+	bump: {
+
+		"bumpMap" : { type: "t", value: null },
+		"bumpScale" : { type: "f", value: 1 }
+
+	},
+
+	normalmap: {
+
+		"normalMap" : { type: "t", value: null },
+		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+	},
+
+	fog : {
+
+		"fogDensity" : { type: "f", value: 0.00025 },
+		"fogNear" : { type: "f", value: 1 },
+		"fogFar" : { type: "f", value: 2000 },
+		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+	},
+
+	lights: {
+
+		"ambientLightColor" : { type: "fv", value: [] },
+
+		"directionalLightDirection" : { type: "fv", value: [] },
+		"directionalLightColor" : { type: "fv", value: [] },
+
+		"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: [] }
+
+	}
+
+};
+
+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" ],
+
+			"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[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'lambert': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define LAMBERT",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_lambert_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				"#ifdef DOUBLE_SIDED",
+
+					//"float isFront = float( gl_FrontFacing );",
+					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+					"if ( gl_FrontFacing )",
+						"gl_FragColor.xyz *= vLightFront;",
+					"else",
+						"gl_FragColor.xyz *= vLightBack;",
+
+				"#else",
+
+					"gl_FragColor.xyz *= vLightFront;",
+
+				"#endif",
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'phong': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "bump" ],
+			THREE.UniformsLib[ "normalmap" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+				"shininess": { type: "f", value: 30 },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define PHONG",
+
+			"varying vec3 vViewPosition;",
+			"varying vec3 vNormal;",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				"vNormal = normalize( transformedNormal );",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				"vViewPosition = -mvPosition.xyz;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_phong_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform vec3 ambient;",
+			"uniform vec3 emissive;",
+			"uniform vec3 specular;",
+			"uniform float shininess;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'particle_basic': {
+
+		uniforms:  THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "particle" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float size;",
+			"uniform float scale;",
+
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+				"#ifdef USE_SIZEATTENUATION",
+					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+				"#else",
+					"gl_PointSize = size;",
+				"#endif",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 psColor;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( psColor, opacity );",
+
+				THREE.ShaderChunk[ "map_particle_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'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" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vLineDistance = scale * lineDistance;",
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+				"gl_Position = projectionMatrix * mvPosition;",
+
+			"}"
+
+		].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" ],
+
+			"void main() {",
+
+				"if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+					"discard;",
+
+				"}",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				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: [
+
+			"void main() {",
+
+				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float mNear;",
+			"uniform float mFar;",
+			"uniform float opacity;",
+
+			"void main() {",
+
+				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
+				"gl_FragColor = vec4( vec3( color ), opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'normal': {
+
+		uniforms: {
+
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"varying vec3 vNormal;",
+
+			"void main() {",
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+				"vNormal = normalize( normalMatrix * normal );",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+			"varying vec3 vNormal;",
+
+			"void main() {",
+
+				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	/* -------------------------------------------------------------------------
+	//	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 },
+
+			"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+			"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+			"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+			"uShininess": { type: "f", value: 30 },
+			"uOpacity": { type: "f", value: 1 },
+
+			"useRefract": { type: "i", value: 0 },
+			"uRefractionRatio": { type: "f", value: 0.98 },
+			"uReflectivity": { type: "f", value: 0.5 },
+
+			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+			"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+			}
+
+		] ),
+
+		fragmentShader: [
+
+			"uniform vec3 uAmbientColor;",
+			"uniform vec3 uDiffuseColor;",
+			"uniform vec3 uSpecularColor;",
+			"uniform float uShininess;",
+			"uniform float uOpacity;",
+
+			"uniform bool enableDiffuse;",
+			"uniform bool enableSpecular;",
+			"uniform bool enableAO;",
+			"uniform bool enableReflection;",
+
+			"uniform sampler2D tDiffuse;",
+			"uniform sampler2D tNormal;",
+			"uniform sampler2D tSpecular;",
+			"uniform sampler2D tAO;",
+
+			"uniform samplerCube tCube;",
+
+			"uniform vec2 uNormalScale;",
+
+			"uniform bool useRefract;",
+			"uniform float uRefractionRatio;",
+			"uniform float uReflectivity;",
+
+			"varying vec3 vTangent;",
+			"varying vec3 vBinormal;",
+			"varying vec3 vNormal;",
+			"varying vec2 vUv;",
+
+			"uniform vec3 ambientLightColor;",
+
+			"#if MAX_DIR_LIGHTS > 0",
+
+				"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+				"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+			"#endif",
+
+			"#if MAX_HEMI_LIGHTS > 0",
+
+				"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+				"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+				"uniform vec3 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" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+				"vec3 specularTex = vec3( 1.0 );",
+
+				"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+				"normalTex.xy *= uNormalScale;",
+				"normalTex = normalize( normalTex );",
+
+				"if( enableDiffuse ) {",
+
+					"#ifdef GAMMA_INPUT",
+
+						"vec4 texelColor = texture2D( tDiffuse, vUv );",
+						"texelColor.xyz *= texelColor.xyz;",
+
+						"gl_FragColor = gl_FragColor * texelColor;",
+
+					"#else",
+
+						"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+					"#endif",
+
+				"}",
+
+				"if( enableAO ) {",
+
+					"#ifdef GAMMA_INPUT",
+
+						"vec4 aoColor = texture2D( tAO, vUv );",
+						"aoColor.xyz *= aoColor.xyz;",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+					"#else",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+					"#endif",
+
+				"}",
+
+				"if( enableSpecular )",
+					"specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+				"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+				"vec3 finalNormal = tsb * normalTex;",
+
+				"#ifdef FLIP_SIDED",
+
+					"finalNormal = -finalNormal;",
+
+				"#endif",
+
+				"vec3 normal = normalize( finalNormal );",
+				"vec3 viewPosition = normalize( vViewPosition );",
+
+				// point lights
+
+				"#if MAX_POINT_LIGHTS > 0",
+
+					"vec3 pointDiffuse = vec3( 0.0 );",
+					"vec3 pointSpecular = vec3( 0.0 );",
+
+					"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+						"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+						"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+						"float pointDistance = 1.0;",
+						"if ( pointLightDistance[ i ] > 0.0 )",
+							"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+						"pointVector = normalize( pointVector );",
+
+						// diffuse
+
+						"#ifdef WRAP_AROUND",
+
+							"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+							"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+							"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+						"#else",
+
+							"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+						"#endif",
+
+						"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+						// specular
+
+						"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+						"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+						"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+							"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+						"#else",
+
+							"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// spot lights
+
+				"#if MAX_SPOT_LIGHTS > 0",
+
+					"vec3 spotDiffuse = vec3( 0.0 );",
+					"vec3 spotSpecular = vec3( 0.0 );",
+
+					"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+						"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+						"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+						"float spotDistance = 1.0;",
+						"if ( spotLightDistance[ i ] > 0.0 )",
+							"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+						"spotVector = normalize( spotVector );",
+
+						"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+						"if ( spotEffect > 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 ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+							// specular
+
+							"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+							"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+							"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+								"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+							"#else",
+
+								"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+							"#endif",
+
+						"}",
+
+					"}",
+
+				"#endif",
+
+				// directional lights
+
+				"#if MAX_DIR_LIGHTS > 0",
+
+					"vec3 dirDiffuse = vec3( 0.0 );",
+					"vec3 dirSpecular = vec3( 0.0 );",
+
+					"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+						"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+						"vec3 dirVector = normalize( lDirection.xyz );",
+
+						// diffuse
+
+						"#ifdef WRAP_AROUND",
+
+							"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+							"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+							"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+						"#else",
+
+							"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+						"#endif",
+
+						"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+						// specular
+
+						"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+						"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+						"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+							"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+						"#else",
+
+							"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// hemisphere lights
+
+				"#if MAX_HEMI_LIGHTS > 0",
+
+					"vec3 hemiDiffuse  = vec3( 0.0 );",
+					"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+					"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+						"vec4 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 += uDiffuseColor * hemiColor;",
+
+						// specular (sky light)
+
+
+						"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+						"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+						"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
+
+						// specular (ground light)
+
+						"vec3 lVectorGround = -lVector;",
+
+						"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+						"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+						"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							"float dotProductGround = dot( normal, lVectorGround );",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+							"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+							"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+						"#else",
+
+							"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// all lights contribution summation
+
+				"vec3 totalDiffuse = vec3( 0.0 );",
+				"vec3 totalSpecular = vec3( 0.0 );",
+
+				"#if MAX_DIR_LIGHTS > 0",
+
+					"totalDiffuse += dirDiffuse;",
+					"totalSpecular += dirSpecular;",
+
+				"#endif",
+
+				"#if MAX_HEMI_LIGHTS > 0",
+
+					"totalDiffuse += hemiDiffuse;",
+					"totalSpecular += hemiSpecular;",
+
+				"#endif",
+
+				"#if MAX_POINT_LIGHTS > 0",
+
+					"totalDiffuse += pointDiffuse;",
+					"totalSpecular += pointSpecular;",
+
+				"#endif",
+
+				"#if MAX_SPOT_LIGHTS > 0",
+
+					"totalDiffuse += spotDiffuse;",
+					"totalSpecular += spotSpecular;",
+
+				"#endif",
+
+				"#ifdef METAL",
+
+					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
+
+				"#else",
+
+					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
+
+				"#endif",
+
+				"if ( enableReflection ) {",
+
+					"vec3 vReflect;",
+					"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+					"if ( useRefract ) {",
+
+						"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
+
+					"} else {",
+
+						"vReflect = reflect( cameraToVertex, normal );",
+
+					"}",
+
+					"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+					"#ifdef GAMMA_INPUT",
+
+						"cubeColor.xyz *= cubeColor.xyz;",
+
+					"#endif",
+
+					"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
+
+				"}",
+
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n"),
+
+		vertexShader: [
+
+			"attribute vec4 tangent;",
+
+			"uniform vec2 uOffset;",
+			"uniform vec2 uRepeat;",
+
+			"uniform bool enableDisplacement;",
+
+			"#ifdef VERTEX_TEXTURES",
+
+				"uniform sampler2D tDisplacement;",
+				"uniform float uDisplacementScale;",
+				"uniform float uDisplacementBias;",
+
+			"#endif",
+
+			"varying vec3 vTangent;",
+			"varying vec3 vBinormal;",
+			"varying vec3 vNormal;",
+			"varying vec2 vUv;",
+
+			"varying vec3 vWorldPosition;",
+			"varying vec3 vViewPosition;",
+
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+				// normal, tangent and binormal vectors
+
+				"#ifdef USE_SKINNING",
+
+					"vNormal = 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;",
+
+							"displacedPosition  = skinned.xyz;",
+
+						"#else",
+
+							"displacedPosition = position;",
+
+						"#endif",
+
+					"}",
+
+				"#else",
+
+					"#ifdef USE_SKINNING",
+
+						"vec4 skinVertex = vec4( position, 1.0 );",
+
+						"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+						"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+						"displacedPosition  = skinned.xyz;",
+
+					"#else",
+
+						"displacedPosition = position;",
+
+					"#endif",
+
+				"#endif",
+
+				//
+
+				"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+				//
+
+				"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;",
+
+			"void main() {",
+
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+				"vWorldPosition = worldPosition.xyz;",
+
+				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform samplerCube tCube;",
+			"uniform float tFlip;",
+
+			"varying vec3 vWorldPosition;",
+
+			"void main() {",
+
+				"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	// Depth encoding into RGBA texture
+	// 	based on SpiderGL shadow map example
+	// 		http://spidergl.org/example.php?id=6
+	// 	originally from
+	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+	// 	see also here:
+	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+
+	'depthRGBA': {
+
+		uniforms: {},
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"vec4 pack_depth( const in float depth ) {",
+
+				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+				"vec4 res = fract( depth * bit_shift );",
+				"res -= res.xxyz * bit_mask;",
+				"return res;",
+
+			"}",
+
+			"void main() {",
+
+				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+				//"gl_FragData[ 0 ] = pack_depth( z );",
+				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+			"}"
+
+		].join("\n")
+
+	}
+
+};
+/**
+ * @author supereggbert / http://www.paulbrunt.co.uk/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author szimek / https://github.com/szimek/
+ */
+
+THREE.WebGLRenderer = function ( parameters ) {
+
+	console.log( 'THREE.WebGLRenderer', THREE.REVISION );
+
+	parameters = parameters || {};
+
+	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
+
+	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
+
+	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
+	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
+	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
+	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
+	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
+
+	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
+	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
+
+	// public properties
+
+	this.domElement = _canvas;
+	this.context = null;
+	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
+				? parameters.devicePixelRatio
+				: window.devicePixelRatio !== undefined
+					? window.devicePixelRatio
+					: 1;
+
+	// clearing
+
+	this.autoClear = true;
+	this.autoClearColor = true;
+	this.autoClearDepth = true;
+	this.autoClearStencil = true;
+
+	// scene graph
+
+	this.sortObjects = true;
+
+	this.autoUpdateObjects = true;
+	this.autoUpdateScene = true;
+
+	// physically based shading
+
+	this.gammaInput = false;
+	this.gammaOutput = false;
+	this.physicallyBasedShading = false;
+
+	// shadow map
+
+	this.shadowMapEnabled = false;
+	this.shadowMapAutoUpdate = true;
+	this.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 = [],
+	_programs_counter = 0,
+
+	// internal state cache
+
+	_currentProgram = null,
+	_currentFramebuffer = null,
+	_currentMaterialId = -1,
+	_currentGeometryGroupHash = null,
+	_currentCamera = null,
+	_geometryGroupCounter = 0,
+
+	_usedTextureUnits = 0,
+
+	// GL state cache
+
+	_oldDoubleSided = -1,
+	_oldFlipSided = -1,
+
+	_oldBlending = -1,
+
+	_oldBlendEquation = -1,
+	_oldBlendSrc = -1,
+	_oldBlendDst = -1,
+
+	_oldDepthTest = -1,
+	_oldDepthWrite = -1,
+
+	_oldPolygonOffset = null,
+	_oldPolygonOffsetFactor = null,
+	_oldPolygonOffsetUnits = null,
+
+	_oldLineWidth = null,
+
+	_viewportX = 0,
+	_viewportY = 0,
+	_viewportWidth = 0,
+	_viewportHeight = 0,
+	_currentWidth = 0,
+	_currentHeight = 0,
+
+	_enabledAttributes = {},
+
+	// 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 _glExtensionStandardDerivatives;
+	var _glExtensionTextureFilterAnisotropic;
+	var _glExtensionCompressedTextureS3TC;
+
+	initGL();
+
+	setDefaultGLState();
+
+	this.context = _gl;
+
+	// GPU capabilities
+
+	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
+	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
+	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
+	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
+
+	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
+
+	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
+	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
+
+	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
+
+	//
+
+	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 ) {
+
+		_canvas.width = width * this.devicePixelRatio;
+		_canvas.height = height * this.devicePixelRatio;
+
+		_canvas.style.width = width + 'px';
+		_canvas.style.height = height + 'px';
+
+		this.setViewport( 0, 0, _canvas.width, _canvas.height );
+
+	};
+
+	this.setViewport = function ( x, y, width, height ) {
+
+		_viewportX = x !== undefined ? x : 0;
+		_viewportY = y !== undefined ? y : 0;
+
+		_viewportWidth = width !== undefined ? width : _canvas.width;
+		_viewportHeight = height !== undefined ? height : _canvas.height;
+
+		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
+
+	};
+
+	this.setScissor = function ( x, y, width, height ) {
+
+		_gl.scissor( x, y, width, height );
+
+	};
+
+	this.enableScissorTest = function ( enable ) {
+
+		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
+
+	};
+
+	// Clearing
+
+	this.setClearColorHex = function ( hex, alpha ) {
+
+		_clearColor.setHex( hex );
+		_clearAlpha = alpha;
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	this.setClearColor = function ( color, alpha ) {
+
+		_clearColor.copy( color );
+		_clearAlpha = alpha;
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	this.getClearColor = function () {
+
+		return _clearColor;
+
+	};
+
+	this.getClearAlpha = function () {
+
+		return _clearAlpha;
+
+	};
+
+	this.clear = function ( color, depth, stencil ) {
+
+		var bits = 0;
+
+		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
+		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
+		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
+
+		_gl.clear( bits );
+
+	};
+
+	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
+
+		this.setRenderTarget( renderTarget );
+		this.clear( color, depth, stencil );
+
+	};
+
+	// Plugins
+
+	this.addPostPlugin = function ( plugin ) {
+
+		plugin.init( this );
+		this.renderPluginsPost.push( plugin );
+
+	};
+
+	this.addPrePlugin = function ( plugin ) {
+
+		plugin.init( this );
+		this.renderPluginsPre.push( plugin );
+
+	};
+
+	// 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 createRibbonBuffers ( geometry ) {
+
+		geometry.__webglVertexBuffer = _gl.createBuffer();
+		geometry.__webglColorBuffer = _gl.createBuffer();
+		geometry.__webglNormalBuffer = _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 );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	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 deallocateGeometry = function ( geometry ) {
+
+		geometry.__webglInit = undefined;
+
+		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 );
+
+		// geometry groups
+
+		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 ] );
+
+					}
+
+				}
+
+				deleteCustomAttributesBuffers( geometryGroup );
+
+			}
+
+		}
+
+		deleteCustomAttributesBuffers( 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 --;
+
+		}
+
+	};
+
+	//
+
+	/*
+	function deleteParticleBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteLineBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+		_gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteRibbonBuffers ( geometry ) {
+
+		_gl.deleteBuffer( geometry.__webglVertexBuffer );
+		_gl.deleteBuffer( geometry.__webglColorBuffer );
+		_gl.deleteBuffer( geometry.__webglNormalBuffer );
+
+		deleteCustomAttributesBuffers( geometry );
+
+		_this.info.memory.geometries --;
+
+	};
+
+	function deleteMeshBuffers ( geometryGroup ) {
+
+		_gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglColorBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglUVBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
+
+		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
+
+		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
+		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
+
+			}
+
+		}
+
+		deleteCustomAttributesBuffers( geometryGroup );
+
+		_this.info.memory.geometries --;
+
+	};
+	*/
+
+	function deleteCustomAttributesBuffers( geometry ) {
+
+		if ( geometry.__webglCustomAttributesList ) {
+
+			for ( var id in geometry.__webglCustomAttributesList ) {
+
+				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
+
+			}
+
+		}
+
+	};
+
+	// 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 initRibbonBuffers ( geometry, object ) {
+
+		var nvertices = geometry.vertices.length;
+
+		geometry.__vertexArray = new Float32Array( nvertices * 3 );
+		geometry.__colorArray = new Float32Array( nvertices * 3 );
+		geometry.__normalArray = new Float32Array( nvertices * 3 );
+
+		geometry.__webglVertexCount = nvertices;
+
+		initCustomAttributes ( geometry, object );
+
+	};
+
+	function initMeshBuffers ( geometryGroup, object ) {
+
+		var geometry = object.geometry,
+			faces3 = geometryGroup.faces3,
+			faces4 = geometryGroup.faces4,
+
+			nvertices = faces3.length * 3 + faces4.length * 4,
+			ntris     = faces3.length * 1 + faces4.length * 2,
+			nlines    = faces3.length * 3 + faces4.length * 4,
+
+			material = getBufferMaterial( object, geometryGroup ),
+
+			uvType = bufferGuessUVType( material ),
+			normalType = bufferGuessNormalType( material ),
+			vertexColorType = bufferGuessVertexColorType( material );
+
+		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
+
+		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
+
+		if ( normalType ) {
+
+			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
+
+		}
+
+		if ( geometry.hasTangents ) {
+
+			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		if ( vertexColorType ) {
+
+			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
+
+		}
+
+		if ( uvType ) {
+
+			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
+
+				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
+
+			}
+
+			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
+
+				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
+
+			}
+
+		}
+
+		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
+
+			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
+			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
+
+		}
+
+		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
+		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
+
+		var m, ml;
+
+		if ( geometryGroup.numMorphTargets ) {
+
+			geometryGroup.__morphTargetsArrays = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
+
+				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		if ( geometryGroup.numMorphNormals ) {
+
+			geometryGroup.__morphNormalsArrays = [];
+
+			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
+
+				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
+
+			}
+
+		}
+
+		geometryGroup.__webglFaceCount = ntris * 3;
+		geometryGroup.__webglLineCount = nlines * 2;
+
+
+		// custom attributes
+
+		if ( material.attributes ) {
+
+			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
+
+				geometryGroup.__webglCustomAttributesList = [];
+
+			}
+
+			for ( var a in material.attributes ) {
+
+				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
+				// attribute buffers which are correctly indexed in the setMeshBuffers function
+
+				var originalAttribute = material.attributes[ a ];
+
+				var attribute = {};
+
+				for ( var property in originalAttribute ) {
+
+					attribute[ property ] = originalAttribute[ property ];
+
+				}
+
+				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
+
+					attribute.__webglInitialized = true;
+
+					var size = 1;		// "f" and "i"
+
+					if( attribute.type === "v2" ) size = 2;
+					else if( attribute.type === "v3" ) size = 3;
+					else if( attribute.type === "v4" ) size = 4;
+					else if( attribute.type === "c"  ) size = 3;
+
+					attribute.size = size;
+
+					attribute.array = new Float32Array( nvertices * size );
+
+					attribute.buffer = _gl.createBuffer();
+					attribute.buffer.belongsToAttribute = a;
+
+					originalAttribute.needsUpdate = true;
+					attribute.__original = originalAttribute;
+
+				}
+
+				geometryGroup.__webglCustomAttributesList.push( attribute );
+
+			}
+
+		}
+
+		geometryGroup.__inittedArrays = true;
+
+	};
+
+	function getBufferMaterial( object, geometryGroup ) {
+
+		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 ) {
+
+		var a, attribute, type;
+
+		for ( a in geometry.attributes ) {
+
+			if ( a === "index" ) {
+
+				type = _gl.ELEMENT_ARRAY_BUFFER;
+
+			} else {
+
+				type = _gl.ARRAY_BUFFER;
+
+			}
+
+			attribute = geometry.attributes[ a ];
+
+			attribute.buffer = _gl.createBuffer();
+
+			_gl.bindBuffer( type, attribute.buffer );
+			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
+
+		}
+
+	};
+
+	// Buffer setting
+
+	function setParticleBuffers ( geometry, hint, object ) {
+
+		var v, c, vertex, offset, index, color,
+
+		vertices = geometry.vertices,
+		vl = vertices.length,
+
+		colors = geometry.colors,
+		cl = colors.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+
+		sortArray = geometry.__sortArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyElements = geometry.elementsNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList,
+		i, il,
+		a, ca, cal, value,
+		customAttribute;
+
+		if ( object.sortParticles ) {
+
+			_projScreenMatrixPS.copy( _projScreenMatrix );
+			_projScreenMatrixPS.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 setRibbonBuffers ( geometry, hint ) {
+
+		var v, c, n, vertex, offset, color, normal,
+
+		i, il, ca, cal, customAttribute, value,
+
+		vertices = geometry.vertices,
+		colors = geometry.colors,
+		normals = geometry.normals,
+
+		vl = vertices.length,
+		cl = colors.length,
+		nl = normals.length,
+
+		vertexArray = geometry.__vertexArray,
+		colorArray = geometry.__colorArray,
+		normalArray = geometry.__normalArray,
+
+		dirtyVertices = geometry.verticesNeedUpdate,
+		dirtyColors = geometry.colorsNeedUpdate,
+		dirtyNormals = geometry.normalsNeedUpdate,
+
+		customAttributes = geometry.__webglCustomAttributesList;
+
+		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 ( dirtyNormals ) {
+
+			for ( n = 0; n < nl; n ++ ) {
+
+				normal = normals[ n ];
+
+				offset = n * 3;
+
+				normalArray[ offset ]     = normal.x;
+				normalArray[ offset + 1 ] = normal.y;
+				normalArray[ offset + 2 ] = normal.z;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, 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,
+		chunk_faces4 = geometryGroup.faces4,
+		obj_faces = geometry.faces,
+
+		obj_uvs  = geometry.faceVertexUvs[ 0 ],
+		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
+
+		obj_colors = geometry.colors,
+
+		obj_skinIndices = geometry.skinIndices,
+		obj_skinWeights = geometry.skinWeights,
+
+		morphTargets = geometry.morphTargets,
+		morphNormals = geometry.morphNormals;
+
+		if ( dirtyVertices ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ] ];
+
+				v1 = vertices[ face.a ];
+				v2 = vertices[ face.b ];
+				v3 = vertices[ face.c ];
+
+				vertexArray[ offset ]     = v1.x;
+				vertexArray[ offset + 1 ] = v1.y;
+				vertexArray[ offset + 2 ] = v1.z;
+
+				vertexArray[ offset + 3 ] = v2.x;
+				vertexArray[ offset + 4 ] = v2.y;
+				vertexArray[ offset + 5 ] = v2.z;
+
+				vertexArray[ offset + 6 ] = v3.x;
+				vertexArray[ offset + 7 ] = v3.y;
+				vertexArray[ offset + 8 ] = v3.z;
+
+				offset += 9;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				v1 = vertices[ face.a ];
+				v2 = vertices[ face.b ];
+				v3 = vertices[ face.c ];
+				v4 = vertices[ face.d ];
+
+				vertexArray[ offset ]     = v1.x;
+				vertexArray[ offset + 1 ] = v1.y;
+				vertexArray[ offset + 2 ] = v1.z;
+
+				vertexArray[ offset + 3 ] = v2.x;
+				vertexArray[ offset + 4 ] = v2.y;
+				vertexArray[ offset + 5 ] = v2.z;
+
+				vertexArray[ offset + 6 ] = v3.x;
+				vertexArray[ offset + 7 ] = v3.y;
+				vertexArray[ offset + 8 ] = v3.z;
+
+				vertexArray[ offset + 9 ]  = v4.x;
+				vertexArray[ offset + 10 ] = v4.y;
+				vertexArray[ offset + 11 ] = v4.z;
+
+				offset += 12;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
+
+		}
+
+		if ( dirtyMorphTargets ) {
+
+			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
+
+				offset_morphTarget = 0;
+
+				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+					chf = chunk_faces3[ f ];
+					face = obj_faces[ chf ];
+
+					// morph positions
+
+					v1 = morphTargets[ vk ].vertices[ face.a ];
+					v2 = morphTargets[ vk ].vertices[ face.b ];
+					v3 = morphTargets[ vk ].vertices[ face.c ];
+
+					vka = morphTargetsArrays[ vk ];
+
+					vka[ offset_morphTarget ] 	  = v1.x;
+					vka[ offset_morphTarget + 1 ] = v1.y;
+					vka[ offset_morphTarget + 2 ] = v1.z;
+
+					vka[ offset_morphTarget + 3 ] = v2.x;
+					vka[ offset_morphTarget + 4 ] = v2.y;
+					vka[ offset_morphTarget + 5 ] = v2.z;
+
+					vka[ offset_morphTarget + 6 ] = v3.x;
+					vka[ offset_morphTarget + 7 ] = v3.y;
+					vka[ offset_morphTarget + 8 ] = v3.z;
+
+					// morph normals
+
+					if ( material.morphNormals ) {
+
+						if ( needsSmoothNormals ) {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+
+						} else {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+
+						}
+
+						nka = morphNormalsArrays[ vk ];
+
+						nka[ offset_morphTarget ] 	  = n1.x;
+						nka[ offset_morphTarget + 1 ] = n1.y;
+						nka[ offset_morphTarget + 2 ] = n1.z;
+
+						nka[ offset_morphTarget + 3 ] = n2.x;
+						nka[ offset_morphTarget + 4 ] = n2.y;
+						nka[ offset_morphTarget + 5 ] = n2.z;
+
+						nka[ offset_morphTarget + 6 ] = n3.x;
+						nka[ offset_morphTarget + 7 ] = n3.y;
+						nka[ offset_morphTarget + 8 ] = n3.z;
+
+					}
+
+					//
+
+					offset_morphTarget += 9;
+
+				}
+
+				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+					chf = chunk_faces4[ f ];
+					face = obj_faces[ chf ];
+
+					// morph positions
+
+					v1 = morphTargets[ vk ].vertices[ face.a ];
+					v2 = morphTargets[ vk ].vertices[ face.b ];
+					v3 = morphTargets[ vk ].vertices[ face.c ];
+					v4 = morphTargets[ vk ].vertices[ face.d ];
+
+					vka = morphTargetsArrays[ vk ];
+
+					vka[ offset_morphTarget ] 	  = v1.x;
+					vka[ offset_morphTarget + 1 ] = v1.y;
+					vka[ offset_morphTarget + 2 ] = v1.z;
+
+					vka[ offset_morphTarget + 3 ] = v2.x;
+					vka[ offset_morphTarget + 4 ] = v2.y;
+					vka[ offset_morphTarget + 5 ] = v2.z;
+
+					vka[ offset_morphTarget + 6 ] = v3.x;
+					vka[ offset_morphTarget + 7 ] = v3.y;
+					vka[ offset_morphTarget + 8 ] = v3.z;
+
+					vka[ offset_morphTarget + 9 ]  = v4.x;
+					vka[ offset_morphTarget + 10 ] = v4.y;
+					vka[ offset_morphTarget + 11 ] = v4.z;
+
+					// morph normals
+
+					if ( material.morphNormals ) {
+
+						if ( needsSmoothNormals ) {
+
+							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
+
+							n1 = faceVertexNormals.a;
+							n2 = faceVertexNormals.b;
+							n3 = faceVertexNormals.c;
+							n4 = faceVertexNormals.d;
+
+						} else {
+
+							n1 = morphNormals[ vk ].faceNormals[ chf ];
+							n2 = n1;
+							n3 = n1;
+							n4 = n1;
+
+						}
+
+						nka = morphNormalsArrays[ vk ];
+
+						nka[ offset_morphTarget ] 	  = n1.x;
+						nka[ offset_morphTarget + 1 ] = n1.y;
+						nka[ offset_morphTarget + 2 ] = n1.z;
+
+						nka[ offset_morphTarget + 3 ] = n2.x;
+						nka[ offset_morphTarget + 4 ] = n2.y;
+						nka[ offset_morphTarget + 5 ] = n2.z;
+
+						nka[ offset_morphTarget + 6 ] = n3.x;
+						nka[ offset_morphTarget + 7 ] = n3.y;
+						nka[ offset_morphTarget + 8 ] = n3.z;
+
+						nka[ offset_morphTarget + 9 ]  = n4.x;
+						nka[ offset_morphTarget + 10 ] = n4.y;
+						nka[ offset_morphTarget + 11 ] = n4.z;
+
+					}
+
+					//
+
+					offset_morphTarget += 12;
+
+				}
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
+				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
+
+				if ( material.morphNormals ) {
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
+					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
+
+				}
+
+			}
+
+		}
+
+		if ( obj_skinWeights.length ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				// weights
+
+				sw1 = obj_skinWeights[ face.a ];
+				sw2 = obj_skinWeights[ face.b ];
+				sw3 = obj_skinWeights[ face.c ];
+
+				skinWeightArray[ offset_skin ]     = sw1.x;
+				skinWeightArray[ offset_skin + 1 ] = sw1.y;
+				skinWeightArray[ offset_skin + 2 ] = sw1.z;
+				skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+				skinWeightArray[ offset_skin + 4 ] = sw2.x;
+				skinWeightArray[ offset_skin + 5 ] = sw2.y;
+				skinWeightArray[ offset_skin + 6 ] = sw2.z;
+				skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
+				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
+				skinWeightArray[ offset_skin + 10 ] = sw3.z;
+				skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+				// indices
+
+				si1 = obj_skinIndices[ face.a ];
+				si2 = obj_skinIndices[ face.b ];
+				si3 = obj_skinIndices[ face.c ];
+
+				skinIndexArray[ offset_skin ]     = si1.x;
+				skinIndexArray[ offset_skin + 1 ] = si1.y;
+				skinIndexArray[ offset_skin + 2 ] = si1.z;
+				skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+				skinIndexArray[ offset_skin + 4 ] = si2.x;
+				skinIndexArray[ offset_skin + 5 ] = si2.y;
+				skinIndexArray[ offset_skin + 6 ] = si2.z;
+				skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+				skinIndexArray[ offset_skin + 8 ]  = si3.x;
+				skinIndexArray[ offset_skin + 9 ]  = si3.y;
+				skinIndexArray[ offset_skin + 10 ] = si3.z;
+				skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+				offset_skin += 12;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				// weights
+
+				sw1 = obj_skinWeights[ face.a ];
+				sw2 = obj_skinWeights[ face.b ];
+				sw3 = obj_skinWeights[ face.c ];
+				sw4 = obj_skinWeights[ face.d ];
+
+				skinWeightArray[ offset_skin ]     = sw1.x;
+				skinWeightArray[ offset_skin + 1 ] = sw1.y;
+				skinWeightArray[ offset_skin + 2 ] = sw1.z;
+				skinWeightArray[ offset_skin + 3 ] = sw1.w;
+
+				skinWeightArray[ offset_skin + 4 ] = sw2.x;
+				skinWeightArray[ offset_skin + 5 ] = sw2.y;
+				skinWeightArray[ offset_skin + 6 ] = sw2.z;
+				skinWeightArray[ offset_skin + 7 ] = sw2.w;
+
+				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
+				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
+				skinWeightArray[ offset_skin + 10 ] = sw3.z;
+				skinWeightArray[ offset_skin + 11 ] = sw3.w;
+
+				skinWeightArray[ offset_skin + 12 ] = sw4.x;
+				skinWeightArray[ offset_skin + 13 ] = sw4.y;
+				skinWeightArray[ offset_skin + 14 ] = sw4.z;
+				skinWeightArray[ offset_skin + 15 ] = sw4.w;
+
+				// indices
+
+				si1 = obj_skinIndices[ face.a ];
+				si2 = obj_skinIndices[ face.b ];
+				si3 = obj_skinIndices[ face.c ];
+				si4 = obj_skinIndices[ face.d ];
+
+				skinIndexArray[ offset_skin ]     = si1.x;
+				skinIndexArray[ offset_skin + 1 ] = si1.y;
+				skinIndexArray[ offset_skin + 2 ] = si1.z;
+				skinIndexArray[ offset_skin + 3 ] = si1.w;
+
+				skinIndexArray[ offset_skin + 4 ] = si2.x;
+				skinIndexArray[ offset_skin + 5 ] = si2.y;
+				skinIndexArray[ offset_skin + 6 ] = si2.z;
+				skinIndexArray[ offset_skin + 7 ] = si2.w;
+
+				skinIndexArray[ offset_skin + 8 ]  = si3.x;
+				skinIndexArray[ offset_skin + 9 ]  = si3.y;
+				skinIndexArray[ offset_skin + 10 ] = si3.z;
+				skinIndexArray[ offset_skin + 11 ] = si3.w;
+
+				skinIndexArray[ offset_skin + 12 ] = si4.x;
+				skinIndexArray[ offset_skin + 13 ] = si4.y;
+				skinIndexArray[ offset_skin + 14 ] = si4.z;
+				skinIndexArray[ offset_skin + 15 ] = si4.w;
+
+				offset_skin += 16;
+
+			}
+
+			if ( offset_skin > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyColors && vertexColorType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexColors = face.vertexColors;
+				faceColor = face.color;
+
+				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
+
+					c1 = vertexColors[ 0 ];
+					c2 = vertexColors[ 1 ];
+					c3 = vertexColors[ 2 ];
+
+				} else {
+
+					c1 = faceColor;
+					c2 = faceColor;
+					c3 = faceColor;
+
+				}
+
+				colorArray[ offset_color ]     = c1.r;
+				colorArray[ offset_color + 1 ] = c1.g;
+				colorArray[ offset_color + 2 ] = c1.b;
+
+				colorArray[ offset_color + 3 ] = c2.r;
+				colorArray[ offset_color + 4 ] = c2.g;
+				colorArray[ offset_color + 5 ] = c2.b;
+
+				colorArray[ offset_color + 6 ] = c3.r;
+				colorArray[ offset_color + 7 ] = c3.g;
+				colorArray[ offset_color + 8 ] = c3.b;
+
+				offset_color += 9;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexColors = face.vertexColors;
+				faceColor = face.color;
+
+				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
+
+					c1 = vertexColors[ 0 ];
+					c2 = vertexColors[ 1 ];
+					c3 = vertexColors[ 2 ];
+					c4 = vertexColors[ 3 ];
+
+				} else {
+
+					c1 = faceColor;
+					c2 = faceColor;
+					c3 = faceColor;
+					c4 = faceColor;
+
+				}
+
+				colorArray[ offset_color ]     = c1.r;
+				colorArray[ offset_color + 1 ] = c1.g;
+				colorArray[ offset_color + 2 ] = c1.b;
+
+				colorArray[ offset_color + 3 ] = c2.r;
+				colorArray[ offset_color + 4 ] = c2.g;
+				colorArray[ offset_color + 5 ] = c2.b;
+
+				colorArray[ offset_color + 6 ] = c3.r;
+				colorArray[ offset_color + 7 ] = c3.g;
+				colorArray[ offset_color + 8 ] = c3.b;
+
+				colorArray[ offset_color + 9 ]  = c4.r;
+				colorArray[ offset_color + 10 ] = c4.g;
+				colorArray[ offset_color + 11 ] = c4.b;
+
+				offset_color += 12;
+
+			}
+
+			if ( offset_color > 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
+
+			}
+
+		}
+
+		if ( dirtyTangents && geometry.hasTangents ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexTangents = face.vertexTangents;
+
+				t1 = vertexTangents[ 0 ];
+				t2 = vertexTangents[ 1 ];
+				t3 = vertexTangents[ 2 ];
+
+				tangentArray[ offset_tangent ]     = t1.x;
+				tangentArray[ offset_tangent + 1 ] = t1.y;
+				tangentArray[ offset_tangent + 2 ] = t1.z;
+				tangentArray[ offset_tangent + 3 ] = t1.w;
+
+				tangentArray[ offset_tangent + 4 ] = t2.x;
+				tangentArray[ offset_tangent + 5 ] = t2.y;
+				tangentArray[ offset_tangent + 6 ] = t2.z;
+				tangentArray[ offset_tangent + 7 ] = t2.w;
+
+				tangentArray[ offset_tangent + 8 ]  = t3.x;
+				tangentArray[ offset_tangent + 9 ]  = t3.y;
+				tangentArray[ offset_tangent + 10 ] = t3.z;
+				tangentArray[ offset_tangent + 11 ] = t3.w;
+
+				offset_tangent += 12;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexTangents = face.vertexTangents;
+
+				t1 = vertexTangents[ 0 ];
+				t2 = vertexTangents[ 1 ];
+				t3 = vertexTangents[ 2 ];
+				t4 = vertexTangents[ 3 ];
+
+				tangentArray[ offset_tangent ]     = t1.x;
+				tangentArray[ offset_tangent + 1 ] = t1.y;
+				tangentArray[ offset_tangent + 2 ] = t1.z;
+				tangentArray[ offset_tangent + 3 ] = t1.w;
+
+				tangentArray[ offset_tangent + 4 ] = t2.x;
+				tangentArray[ offset_tangent + 5 ] = t2.y;
+				tangentArray[ offset_tangent + 6 ] = t2.z;
+				tangentArray[ offset_tangent + 7 ] = t2.w;
+
+				tangentArray[ offset_tangent + 8 ]  = t3.x;
+				tangentArray[ offset_tangent + 9 ]  = t3.y;
+				tangentArray[ offset_tangent + 10 ] = t3.z;
+				tangentArray[ offset_tangent + 11 ] = t3.w;
+
+				tangentArray[ offset_tangent + 12 ] = t4.x;
+				tangentArray[ offset_tangent + 13 ] = t4.y;
+				tangentArray[ offset_tangent + 14 ] = t4.z;
+				tangentArray[ offset_tangent + 15 ] = t4.w;
+
+				offset_tangent += 16;
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
+
+		}
+
+		if ( dirtyNormals && normalType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces3[ f ]	];
+
+				vertexNormals = face.vertexNormals;
+				faceNormal = face.normal;
+
+				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						vn = vertexNormals[ i ];
+
+						normalArray[ offset_normal ]     = vn.x;
+						normalArray[ offset_normal + 1 ] = vn.y;
+						normalArray[ offset_normal + 2 ] = vn.z;
+
+						offset_normal += 3;
+
+					}
+
+				} else {
+
+					for ( i = 0; i < 3; i ++ ) {
+
+						normalArray[ offset_normal ]     = faceNormal.x;
+						normalArray[ offset_normal + 1 ] = faceNormal.y;
+						normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+						offset_normal += 3;
+
+					}
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				face = obj_faces[ chunk_faces4[ f ] ];
+
+				vertexNormals = face.vertexNormals;
+				faceNormal = face.normal;
+
+				if ( vertexNormals.length === 4 && needsSmoothNormals ) {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						vn = vertexNormals[ i ];
+
+						normalArray[ offset_normal ]     = vn.x;
+						normalArray[ offset_normal + 1 ] = vn.y;
+						normalArray[ offset_normal + 2 ] = vn.z;
+
+						offset_normal += 3;
+
+					}
+
+				} else {
+
+					for ( i = 0; i < 4; i ++ ) {
+
+						normalArray[ offset_normal ]     = faceNormal.x;
+						normalArray[ offset_normal + 1 ] = faceNormal.y;
+						normalArray[ offset_normal + 2 ] = faceNormal.z;
+
+						offset_normal += 3;
+
+					}
+
+				}
+
+			}
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
+
+		}
+
+		if ( dirtyUvs && obj_uvs && uvType ) {
+
+			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+				fi = chunk_faces3[ f ];
+
+				uv = obj_uvs[ fi ];
+
+				if ( uv === undefined ) continue;
+
+				for ( i = 0; i < 3; i ++ ) {
+
+					uvi = uv[ i ];
+
+					uvArray[ offset_uv ]     = uvi.x;
+					uvArray[ offset_uv + 1 ] = uvi.y;
+
+					offset_uv += 2;
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				fi = chunk_faces4[ f ];
+
+				uv = obj_uvs[ fi ];
+
+				if ( uv === undefined ) continue;
+
+				for ( i = 0; i < 4; i ++ ) {
+
+					uvi = uv[ i ];
+
+					uvArray[ offset_uv ]     = uvi.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;
+
+				}
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				fi = chunk_faces4[ f ];
+
+				uv2 = obj_uvs2[ fi ];
+
+				if ( uv2 === undefined ) continue;
+
+				for ( i = 0; i < 4; i ++ ) {
+
+					uv2i = uv2[ i ];
+
+					uv2Array[ offset_uv2 ]     = uv2i.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;
+
+			}
+
+			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+				faceArray[ offset_face ]     = vertexIndex;
+				faceArray[ offset_face + 1 ] = vertexIndex + 1;
+				faceArray[ offset_face + 2 ] = vertexIndex + 3;
+
+				faceArray[ offset_face + 3 ] = vertexIndex + 1;
+				faceArray[ offset_face + 4 ] = vertexIndex + 2;
+				faceArray[ offset_face + 5 ] = vertexIndex + 3;
+
+				offset_face += 6;
+
+				lineArray[ offset_line ]     = vertexIndex;
+				lineArray[ offset_line + 1 ] = vertexIndex + 1;
+
+				lineArray[ offset_line + 2 ] = vertexIndex;
+				lineArray[ offset_line + 3 ] = vertexIndex + 3;
+
+				lineArray[ offset_line + 4 ] = vertexIndex + 1;
+				lineArray[ offset_line + 5 ] = vertexIndex + 2;
+
+				lineArray[ offset_line + 6 ] = vertexIndex + 2;
+				lineArray[ offset_line + 7 ] = vertexIndex + 3;
+
+				offset_line += 8;
+
+				vertexIndex += 4;
+
+			}
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
+
+		}
+
+		if ( customAttributes ) {
+
+			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
+
+				customAttribute = customAttributes[ i ];
+
+				if ( ! customAttribute.__original.needsUpdate ) continue;
+
+				offset_custom = 0;
+				offset_customSrc = 0;
+
+				if ( customAttribute.size === 1 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
+							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+
+							offset_custom += 3;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
+							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
+							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
+							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
+
+							offset_custom += 4;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = value;
+							customAttribute.array[ offset_custom + 1 ] = value;
+							customAttribute.array[ offset_custom + 2 ] = value;
+
+							offset_custom += 3;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							customAttribute.array[ offset_custom ] 	   = value;
+							customAttribute.array[ offset_custom + 1 ] = value;
+							customAttribute.array[ offset_custom + 2 ] = value;
+							customAttribute.array[ offset_custom + 3 ] = value;
+
+							offset_custom += 4;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 2 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							customAttribute.array[ offset_custom + 6 ] = v4.x;
+							customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+							offset_custom += 8;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							offset_custom += 6;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1.x;
+							customAttribute.array[ offset_custom + 1 ] = v1.y;
+
+							customAttribute.array[ offset_custom + 2 ] = v2.x;
+							customAttribute.array[ offset_custom + 3 ] = v2.y;
+
+							customAttribute.array[ offset_custom + 4 ] = v3.x;
+							customAttribute.array[ offset_custom + 5 ] = v3.y;
+
+							customAttribute.array[ offset_custom + 6 ] = v4.x;
+							customAttribute.array[ offset_custom + 7 ] = v4.y;
+
+							offset_custom += 8;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 3 ) {
+
+					var pp;
+
+					if ( customAttribute.type === "c" ) {
+
+						pp = [ "r", "g", "b" ];
+
+					} else {
+
+						pp = [ "x", "y", "z" ];
+
+					}
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faceVertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
+
+							offset_custom += 9;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+							v4 = value[ 3 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];
+
+							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
+							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
+							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
+
+							offset_custom += 12;
+
+						}
+
+					}
+
+				} else if ( customAttribute.size === 4 ) {
+
+					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces3[ f ]	];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							face = obj_faces[ chunk_faces4[ f ] ];
+
+							v1 = customAttribute.value[ face.a ];
+							v2 = customAttribute.value[ face.b ];
+							v3 = customAttribute.value[ face.c ];
+							v4 = customAttribute.value[ face.d ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faces" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value;
+							v2 = value;
+							v3 = value;
+							v4 = value;
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					} else if ( customAttribute.boundTo === "faceVertices" ) {
+
+						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces3[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							offset_custom += 12;
+
+						}
+
+						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
+
+							value = customAttribute.value[ chunk_faces4[ f ] ];
+
+							v1 = value[ 0 ];
+							v2 = value[ 1 ];
+							v3 = value[ 2 ];
+							v4 = value[ 3 ];
+
+							customAttribute.array[ offset_custom  ] 	= v1.x;
+							customAttribute.array[ offset_custom + 1  ] = v1.y;
+							customAttribute.array[ offset_custom + 2  ] = v1.z;
+							customAttribute.array[ offset_custom + 3  ] = v1.w;
+
+							customAttribute.array[ offset_custom + 4  ] = v2.x;
+							customAttribute.array[ offset_custom + 5  ] = v2.y;
+							customAttribute.array[ offset_custom + 6  ] = v2.z;
+							customAttribute.array[ offset_custom + 7  ] = v2.w;
+
+							customAttribute.array[ offset_custom + 8  ] = v3.x;
+							customAttribute.array[ offset_custom + 9  ] = v3.y;
+							customAttribute.array[ offset_custom + 10 ] = v3.z;
+							customAttribute.array[ offset_custom + 11 ] = v3.w;
+
+							customAttribute.array[ offset_custom + 12 ] = v4.x;
+							customAttribute.array[ offset_custom + 13 ] = v4.y;
+							customAttribute.array[ offset_custom + 14 ] = v4.z;
+							customAttribute.array[ offset_custom + 15 ] = v4.w;
+
+							offset_custom += 16;
+
+						}
+
+					}
+
+				}
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
+				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
+
+			}
+
+		}
+
+		if ( dispose ) {
+
+			delete geometryGroup.__inittedArrays;
+			delete geometryGroup.__colorArray;
+			delete geometryGroup.__normalArray;
+			delete geometryGroup.__tangentArray;
+			delete geometryGroup.__uvArray;
+			delete geometryGroup.__uv2Array;
+			delete geometryGroup.__faceArray;
+			delete geometryGroup.__vertexArray;
+			delete geometryGroup.__lineArray;
+			delete geometryGroup.__skinIndexArray;
+			delete geometryGroup.__skinWeightArray;
+
+		}
+
+	};
+
+	function setDirectBuffers ( geometry, hint, dispose ) {
+
+		var attributes = geometry.attributes;
+
+		var index = attributes[ "index" ];
+		var position = attributes[ "position" ];
+		var normal = attributes[ "normal" ];
+		var uv = attributes[ "uv" ];
+		var color = attributes[ "color" ];
+		var tangent = attributes[ "tangent" ];
+
+		if ( geometry.elementsNeedUpdate && index !== undefined ) {
+
+			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
+
+		}
+
+		if ( geometry.verticesNeedUpdate && position !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
+
+		}
+
+		if ( geometry.normalsNeedUpdate && normal !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
+
+		}
+
+		if ( geometry.uvsNeedUpdate && uv !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
+
+		}
+
+		if ( geometry.colorsNeedUpdate && color !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
+
+		}
+
+		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
+
+		}
+
+		if ( dispose ) {
+
+			for ( var i in geometry.attributes ) {
+
+				delete geometry.attributes[ i ].array;
+
+			}
+
+		}
+
+	};
+
+	// Buffer rendering
+
+	this.renderBufferImmediate = function ( object, program, material ) {
+
+		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
+		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
+		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
+		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
+
+		if ( object.hasPositions ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.position );
+			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasNormals ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
+
+			if ( material.shading === THREE.FlatShading ) {
+
+				var nx, ny, nz,
+					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
+					normalArray,
+					i, il = object.count * 3;
+
+				for( i = 0; i < il; i += 9 ) {
+
+					normalArray = object.normalArray;
+
+					nax  = normalArray[ i ];
+					nay  = normalArray[ i + 1 ];
+					naz  = normalArray[ i + 2 ];
+
+					nbx  = normalArray[ i + 3 ];
+					nby  = normalArray[ i + 4 ];
+					nbz  = normalArray[ i + 5 ];
+
+					ncx  = normalArray[ i + 6 ];
+					ncy  = normalArray[ i + 7 ];
+					ncz  = normalArray[ i + 8 ];
+
+					nx = ( nax + nbx + ncx ) / 3;
+					ny = ( nay + nby + ncy ) / 3;
+					nz = ( naz + nbz + ncz ) / 3;
+
+					normalArray[ i ] 	 = nx;
+					normalArray[ i + 1 ] = ny;
+					normalArray[ i + 2 ] = nz;
+
+					normalArray[ i + 3 ] = nx;
+					normalArray[ i + 4 ] = ny;
+					normalArray[ i + 5 ] = nz;
+
+					normalArray[ i + 6 ] = nx;
+					normalArray[ i + 7 ] = ny;
+					normalArray[ i + 8 ] = nz;
+
+				}
+
+			}
+
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.normal );
+			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasUvs && material.map ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.uv );
+			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
+
+			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
+			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
+			_gl.enableVertexAttribArray( program.attributes.color );
+			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+		}
+
+		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+		object.count = 0;
+
+	};
+
+	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
+
+		if ( material.visible === false ) return;
+
+		var program, attributes, linewidth, primitives, a, attribute;
+
+		program = setProgram( camera, lights, fog, material, object );
+
+		attributes = program.attributes;
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+		if ( geometryHash !== _currentGeometryGroupHash ) {
+
+			_currentGeometryGroupHash = geometryHash;
+			updateBuffers = true;
+
+		}
+
+		if ( updateBuffers ) {
+
+			disableAttributes();
+
+		}
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			var index = geometry.attributes[ "index" ];
+
+			// indexed triangles
+
+			if ( index ) {
+
+				var offsets = geometry.offsets;
+
+				// if there is more than 1 chunk
+				// must set attribute pointers to use new offsets for each chunk
+				// even if geometry and materials didn't change
+
+				if ( offsets.length > 1 ) updateBuffers = true;
+
+				for ( var i = 0, il = offsets.length; i < il; i ++ ) {
+
+					var startIndex = offsets[ i ].index;
+
+					if ( updateBuffers ) {
+
+						// vertices
+
+						var position = geometry.attributes[ "position" ];
+						var positionSize = position.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+						enableAttribute( attributes.position );
+						_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
+
+						// normals
+
+						var normal = geometry.attributes[ "normal" ];
+
+						if ( attributes.normal >= 0 && normal ) {
+
+							var normalSize = normal.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+							enableAttribute( attributes.normal );
+							_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
+
+						}
+
+						// uvs
+
+						var uv = geometry.attributes[ "uv" ];
+
+						if ( attributes.uv >= 0 && uv ) {
+
+							var uvSize = uv.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+							enableAttribute( attributes.uv );
+							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
+
+						}
+
+						// colors
+
+						var color = geometry.attributes[ "color" ];
+
+						if ( attributes.color >= 0 && color ) {
+
+							var colorSize = color.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+							enableAttribute( attributes.color );
+							_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
+
+						}
+
+						// tangents
+
+						var tangent = geometry.attributes[ "tangent" ];
+
+						if ( attributes.tangent >= 0 && tangent ) {
+
+							var tangentSize = tangent.itemSize;
+
+							_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+							enableAttribute( attributes.tangent );
+							_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
+
+						}
+
+						// indices
+
+						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
+
+					}
+
+					// render indexed triangles
+
+					_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
+
+					_this.info.render.calls ++;
+					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
+					_this.info.render.faces += offsets[ i ].count / 3;
+
+				}
+
+			// non-indexed triangles
+
+			} else {
+
+				if ( updateBuffers ) {
+
+					// vertices
+
+					var position = geometry.attributes[ "position" ];
+					var positionSize = position.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+					enableAttribute( attributes.position );
+					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+					// normals
+
+					var normal = geometry.attributes[ "normal" ];
+
+					if ( attributes.normal >= 0 && normal ) {
+
+						var normalSize = normal.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
+						enableAttribute( attributes.normal );
+						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					// uvs
+
+					var uv = geometry.attributes[ "uv" ];
+
+					if ( attributes.uv >= 0 && uv ) {
+
+						var uvSize = uv.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
+						enableAttribute( attributes.uv );
+						_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					// colors
+
+					var color = geometry.attributes[ "color" ];
+
+					if ( attributes.color >= 0 && color ) {
+
+						var colorSize = color.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+						enableAttribute( attributes.color );
+						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+					// tangents
+
+					var tangent = geometry.attributes[ "tangent" ];
+
+					if ( attributes.tangent >= 0 && tangent ) {
+
+						var tangentSize = tangent.itemSize;
+
+						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
+						enableAttribute( attributes.tangent );
+						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, 0 );
+
+					}
+
+				}
+
+				// render non-indexed triangles
+
+				_gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
+
+				_this.info.render.calls ++;
+				_this.info.render.vertices += position.numItems / 3;
+				_this.info.render.faces += position.numItems / 3 / 3;
+
+			}
+
+		// render particles
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			if ( updateBuffers ) {
+
+				// vertices
+
+				var position = geometry.attributes[ "position" ];
+				var positionSize = position.itemSize;
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+				enableAttribute( attributes.position );
+				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+				// colors
+
+				var color = geometry.attributes[ "color" ];
+
+				if ( attributes.color >= 0 && color ) {
+
+					var colorSize = color.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+					enableAttribute( attributes.color );
+					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				// render particles
+
+				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
+
+				_this.info.render.calls ++;
+				_this.info.render.points += position.numItems / 3;
+
+			}
+
+		} else if ( object instanceof THREE.Line ) {
+
+			if ( updateBuffers ) {
+
+				// vertices
+
+				var position = geometry.attributes[ "position" ];
+				var positionSize = position.itemSize;
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
+				enableAttribute( attributes.position );
+				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
+
+				// colors
+
+				var color = geometry.attributes[ "color" ];
+
+				if ( attributes.color >= 0 && color ) {
+
+					var colorSize = color.itemSize;
+
+					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
+					enableAttribute( attributes.color );
+					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
+
+				}
+
+				// render lines
+
+				setLineWidth( material.linewidth );
+
+				_gl.drawArrays( _gl.LINE_STRIP, 0, position.numItems / 3 );
+
+				_this.info.render.calls ++;
+				_this.info.render.points += position.numItems;
+
+			}
+
+    }
+
+	};
+
+	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
+
+		if ( material.visible === false ) return;
+
+		var program, attributes, linewidth, primitives, a, attribute, i, il;
+
+		program = setProgram( camera, lights, fog, material, object );
+
+		attributes = program.attributes;
+
+		var updateBuffers = false,
+			wireframeBit = material.wireframe ? 1 : 0,
+			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
+
+		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
+
+			_currentGeometryGroupHash = geometryGroupHash;
+			updateBuffers = true;
+
+		}
+
+		if ( updateBuffers ) {
+
+			disableAttributes();
+
+		}
+
+		// 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 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
+				enableAttribute( attributes.color );
+				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			// 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 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
+				enableAttribute( attributes.uv );
+				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			if ( attributes.uv2 >= 0 ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
+				enableAttribute( attributes.uv2 );
+				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			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 );
+
+			}
+
+		}
+
+		// render mesh
+
+		if ( object instanceof THREE.Mesh ) {
+
+			// wireframe
+
+			if ( material.wireframe ) {
+
+				setLineWidth( material.wireframeLinewidth );
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
+				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
+
+			// triangles
+
+			} else {
+
+				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
+				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
+
+			}
+
+			_this.info.render.calls ++;
+			_this.info.render.vertices += geometryGroup.__webglFaceCount;
+			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
+
+		// render lines
+
+		} else if ( object instanceof THREE.Line ) {
+
+			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
+
+			setLineWidth( material.linewidth );
+
+			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
+
+			_this.info.render.calls ++;
+
+		// render particles
+
+		} else if ( object instanceof THREE.ParticleSystem ) {
+
+			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
+
+			_this.info.render.calls ++;
+			_this.info.render.points += geometryGroup.__webglParticleCount;
+
+		// render ribbon
+
+		} else if ( object instanceof THREE.Ribbon ) {
+
+			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
+
+			_this.info.render.calls ++;
+
+		}
+
+	};
+
+	function enableAttribute( attribute ) {
+
+		if ( ! _enabledAttributes[ attribute ] ) {
+
+			_gl.enableVertexAttribArray( attribute );
+			_enabledAttributes[ attribute ] = true;
+
+		}
+
+	};
+
+	function disableAttributes() {
+
+		for ( var attribute in _enabledAttributes ) {
+
+			if ( _enabledAttributes[ attribute ] ) {
+
+				_gl.disableVertexAttribArray( attribute );
+				_enabledAttributes[ attribute ] = false;
+
+			}
+
+		}
+
+	};
+
+	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 b.id - a.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 ( this.autoUpdateScene ) 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.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.getPositionFromMatrix( object.matrixWorld );
+							_vector3.applyProjection( _projScreenMatrix );
+
+							webglObject.z = _vector3.z;
+
+						}
+
+						webglObject.id = object.id;
+
+					}
+
+				}
+
+			}
+
+		}
+
+		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,
+			buffer = globject.buffer,
+			material, materialIndex, meshMaterial;
+
+		meshMaterial = object.material;
+
+		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
+
+			materialIndex = buffer.materialIndex;
+
+			material = meshMaterial.materials[ materialIndex ];
+
+			if ( material.transparent ) {
+
+				globject.transparent = material;
+				globject.opaque = null;
+
+			} else {
+
+				globject.opaque = material;
+				globject.transparent = null;
+
+			}
+
+		} else {
+
+			material = meshMaterial;
+
+			if ( material ) {
+
+				if ( material.transparent ) {
+
+					globject.transparent = material;
+					globject.opaque = null;
+
+				} else {
+
+					globject.opaque = material;
+					globject.transparent = null;
+
+				}
+
+			}
+
+		}
+
+	};
+
+	// Geometry splitting
+
+	function sortFacesByMaterial ( geometry, material ) {
+
+		var f, fl, face, materialIndex, vertices,
+			groupHash, hash_map = {};
+
+		var numMorphTargets = geometry.morphTargets.length;
+		var numMorphNormals = geometry.morphNormals.length;
+
+		var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
+
+		geometry.geometryGroups = {};
+
+		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
+
+			face = geometry.faces[ f ];
+			materialIndex = usesFaceMaterial ? face.materialIndex : 0;
+
+			if ( hash_map[ materialIndex ] === undefined ) {
+
+				hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
+
+			}
+
+			groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+			if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+			}
+
+			vertices = face instanceof THREE.Face3 ? 3 : 4;
+
+			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
+
+				hash_map[ materialIndex ].counter += 1;
+				groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
+
+				if ( geometry.geometryGroups[ groupHash ] === undefined ) {
+
+					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
+
+				}
+
+			}
+
+			if ( face instanceof THREE.Face3 ) {
+
+				geometry.geometryGroups[ groupHash ].faces3.push( f );
+
+			} else {
+
+				geometry.geometryGroups[ groupHash ].faces4.push( f );
+
+			}
+
+			geometry.geometryGroups[ groupHash ].vertices += vertices;
+
+		}
+
+		geometry.geometryGroupsList = [];
+
+		for ( var g in geometry.geometryGroups ) {
+
+			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
+
+			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
+
+		}
+
+	};
+
+	// Objects refresh
+
+	this.initWebGLObjects = function ( scene ) {
+
+		if ( !scene.__webglObjects ) {
+
+			scene.__webglObjects = [];
+			scene.__webglObjectsImmediate = [];
+			scene.__webglSprites = [];
+			scene.__webglFlares = [];
+
+		}
+
+		while ( scene.__objectsAdded.length ) {
+
+			addObject( scene.__objectsAdded[ 0 ], scene );
+			scene.__objectsAdded.splice( 0, 1 );
+
+		}
+
+		while ( scene.__objectsRemoved.length ) {
+
+			removeObject( scene.__objectsRemoved[ 0 ], scene );
+			scene.__objectsRemoved.splice( 0, 1 );
+
+		}
+
+		// update must be called after objects adding / removal
+
+		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
+
+			updateObject( scene.__webglObjects[ o ].object );
+
+		}
+
+	};
+
+	// Objects adding
+
+	function addObject ( object, scene ) {
+
+		var g, geometry, material, geometryGroup;
+
+		if ( ! object.__webglInit ) {
+
+			object.__webglInit = true;
+
+			object._modelViewMatrix = new THREE.Matrix4();
+			object._normalMatrix = new THREE.Matrix3();
+
+			if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
+
+				object.geometry.__webglInit = true;
+				object.geometry.addEventListener( 'dispose', onGeometryDispose );
+
+			}
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+				material = object.material;
+
+				if ( geometry instanceof THREE.Geometry ) {
+
+					if ( geometry.geometryGroups === undefined ) {
+
+						sortFacesByMaterial( geometry, material );
+
+					}
+
+					// create separate VBOs per geometry chunk
+
+					for ( g in geometry.geometryGroups ) {
+
+						geometryGroup = geometry.geometryGroups[ g ];
+
+						// initialise VBO on the first access
+
+						if ( ! geometryGroup.__webglVertexBuffer ) {
+
+							createMeshBuffers( geometryGroup );
+							initMeshBuffers( geometryGroup, object );
+
+							geometry.verticesNeedUpdate = true;
+							geometry.morphTargetsNeedUpdate = true;
+							geometry.elementsNeedUpdate = true;
+							geometry.uvsNeedUpdate = true;
+							geometry.normalsNeedUpdate = true;
+							geometry.tangentsNeedUpdate = true;
+							geometry.colorsNeedUpdate = true;
+
+						}
+
+					}
+
+				} else if ( geometry instanceof THREE.BufferGeometry ) {
+
+					initDirectBuffers( geometry );
+
+				}
+
+			} else if ( object instanceof THREE.Ribbon ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					createRibbonBuffers( geometry );
+					initRibbonBuffers( geometry, object );
+
+					geometry.verticesNeedUpdate = true;
+					geometry.colorsNeedUpdate = true;
+					geometry.normalsNeedUpdate = true;
+
+				}
+
+			} else if ( object instanceof THREE.Line ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					if ( geometry instanceof THREE.Geometry ) {
+
+            createLineBuffers( geometry );
+            initLineBuffers( geometry, object );
+
+            geometry.verticesNeedUpdate = true;
+            geometry.colorsNeedUpdate = true;
+            geometry.lineDistancesNeedUpdate = true;
+
+          } else if ( geometry instanceof THREE.BufferGeometry ) {
+
+						initDirectBuffers( geometry );
+
+					}
+
+				}
+
+			} else if ( object instanceof THREE.ParticleSystem ) {
+
+				geometry = object.geometry;
+
+				if ( ! geometry.__webglVertexBuffer ) {
+
+					if ( geometry instanceof THREE.Geometry ) {
+
+						createParticleBuffers( geometry );
+						initParticleBuffers( geometry, object );
+
+						geometry.verticesNeedUpdate = true;
+						geometry.colorsNeedUpdate = true;
+
+					} else if ( geometry instanceof THREE.BufferGeometry ) {
+
+						initDirectBuffers( geometry );
+
+					}
+
+
+				}
+
+			}
+
+		}
+
+		if ( ! object.__webglActive ) {
+
+			if ( object instanceof THREE.Mesh ) {
+
+				geometry = object.geometry;
+
+				if ( geometry instanceof THREE.BufferGeometry ) {
+
+					addBuffer( scene.__webglObjects, geometry, object );
+
+				} else if ( geometry instanceof THREE.Geometry ) {
+
+					for ( g in geometry.geometryGroups ) {
+
+						geometryGroup = geometry.geometryGroups[ g ];
+
+						addBuffer( scene.__webglObjects, geometryGroup, object );
+
+					}
+
+				}
+
+			} else if ( object instanceof THREE.Ribbon ||
+						object instanceof THREE.Line ||
+						object instanceof THREE.ParticleSystem ) {
+
+				geometry = object.geometry;
+				addBuffer( scene.__webglObjects, geometry, object );
+
+			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+				addBufferImmediate( scene.__webglObjectsImmediate, object );
+
+			} else if ( object instanceof THREE.Sprite ) {
+
+				scene.__webglSprites.push( object );
+
+			} else if ( object instanceof THREE.LensFlare ) {
+
+				scene.__webglFlares.push( object );
+
+			}
+
+			object.__webglActive = true;
+
+		}
+
+	};
+
+	function addBuffer ( objlist, buffer, object ) {
+
+		objlist.push(
+			{
+				buffer: buffer,
+				object: object,
+				opaque: null,
+				transparent: null
+			}
+		);
+
+	};
+
+	function addBufferImmediate ( objlist, object ) {
+
+		objlist.push(
+			{
+				object: object,
+				opaque: null,
+				transparent: null
+			}
+		);
+
+	};
+
+	// Objects updates
+
+	function updateObject ( object ) {
+
+		var geometry = object.geometry,
+			geometryGroup, customAttributesDirty, material;
+
+		if ( object instanceof THREE.Mesh ) {
+
+			if ( geometry instanceof THREE.BufferGeometry ) {
+
+				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
+					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
+					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
+
+					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.elementsNeedUpdate = false;
+				geometry.uvsNeedUpdate = false;
+				geometry.normalsNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+				geometry.tangentsNeedUpdate = false;
+
+			} else {
+
+				// check all geometry groups
+
+				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
+
+					geometryGroup = geometry.geometryGroupsList[ i ];
+
+					material = getBufferMaterial( object, geometryGroup );
+
+					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.Ribbon ) {
+
+			material = getBufferMaterial( object, geometry );
+
+			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
+
+			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
+
+				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
+
+			}
+
+			geometry.verticesNeedUpdate = false;
+			geometry.colorsNeedUpdate = false;
+			geometry.normalsNeedUpdate = false;
+
+			material.attributes && clearCustomAttributes( material );
+
+		} else if ( object instanceof THREE.Line ) {
+
+      if ( geometry instanceof THREE.BufferGeometry ) {
+
+				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
+
+					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+
+			} else {
+
+        material = getBufferMaterial( object, 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 ) {
+
+			if ( geometry instanceof THREE.BufferGeometry ) {
+
+				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
+
+					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+
+			} else {
+
+				material = getBufferMaterial( object, 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.Ribbon ||
+			 object instanceof THREE.Line ) {
+
+			removeInstances( scene.__webglObjects, object );
+
+		} else if ( object instanceof THREE.Sprite ) {
+
+			removeInstancesDirect( scene.__webglSprites, object );
+
+		} else if ( object instanceof THREE.LensFlare ) {
+
+			removeInstancesDirect( scene.__webglFlares, object );
+
+		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
+
+			removeInstances( scene.__webglObjectsImmediate, object );
+
+		}
+
+		object.__webglActive = false;
+
+	};
+
+	function removeInstances ( objlist, object ) {
+
+		for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+			if ( objlist[ o ].object === object ) {
+
+				objlist.splice( o, 1 );
+
+			}
+
+		}
+
+	};
+
+	function removeInstancesDirect ( objlist, object ) {
+
+		for ( var o = objlist.length - 1; o >= 0; o -- ) {
+
+			if ( objlist[ o ] === object ) {
+
+				objlist.splice( o, 1 );
+
+			}
+
+		}
+
+	};
+
+	// Materials
+
+	this.initMaterial = function ( material, lights, fog, object ) {
+
+		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.ParticleBasicMaterial ) {
+
+			shaderID = 'particle_basic';
+
+		}
+
+		if ( shaderID ) {
+
+			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
+
+		}
+
+		// heuristics to create shader parameters according to lights in the scene
+		// (not to blow over maxLights budget)
+
+		maxLightCount = allocateLights( lights );
+
+		maxShadows = allocateShadows( lights );
+
+		maxBones = allocateBones( object );
+
+		parameters = {
+
+			map: !!material.map,
+			envMap: !!material.envMap,
+			lightMap: !!material.lightMap,
+			bumpMap: !!material.bumpMap,
+			normalMap: !!material.normalMap,
+			specularMap: !!material.specularMap,
+
+			vertexColors: material.vertexColors,
+
+			fog: fog,
+			useFog: material.fog,
+			fogExp: fog instanceof THREE.FogExp2,
+
+			sizeAttenuation: material.sizeAttenuation,
+
+			skinning: material.skinning,
+			maxBones: maxBones,
+			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
+			boneTextureWidth: object && object.boneTextureWidth,
+			boneTextureHeight: object && object.boneTextureHeight,
+
+			morphTargets: material.morphTargets,
+			morphNormals: material.morphNormals,
+			maxMorphTargets: this.maxMorphTargets,
+			maxMorphNormals: this.maxMorphNormals,
+
+			maxDirLights: maxLightCount.directional,
+			maxPointLights: maxLightCount.point,
+			maxSpotLights: maxLightCount.spot,
+			maxHemiLights: maxLightCount.hemi,
+
+			maxShadows: maxShadows,
+			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
+			shadowMapType: this.shadowMapType,
+			shadowMapDebug: this.shadowMapDebug,
+			shadowMapCascade: this.shadowMapCascade,
+
+			alphaTest: material.alphaTest,
+			metal: material.metal,
+			perPixel: material.perPixel,
+			wrapAround: material.wrapAround,
+			doubleSided: material.side === THREE.DoubleSide,
+			flipSided: material.side === THREE.BackSide
+
+		};
+
+		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
+
+		var attributes = material.program.attributes;
+
+		if ( 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 !== _currentProgram ) {
+
+			_gl.useProgram( program );
+			_currentProgram = program;
+
+			refreshMaterial = true;
+
+		}
+
+		if ( material.id !== _currentMaterialId ) {
+
+			_currentMaterialId = material.id;
+			refreshMaterial = true;
+
+		}
+
+		if ( refreshMaterial || camera !== _currentCamera ) {
+
+			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
+
+			if ( camera !== _currentCamera ) _currentCamera = camera;
+
+		}
+
+		// skinning uniforms must be set even if material didn't change
+		// auto-setting of texture unit for bone texture must go before other textures
+		// not sure why, but otherwise weird things happen
+
+		if ( material.skinning ) {
+
+			if ( _supportsBoneTextures && object.useVertexTexture ) {
+
+				if ( p_uniforms.boneTexture !== null ) {
+
+					var textureUnit = getTextureUnit();
+
+					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
+					_this.setTexture( object.boneTexture, textureUnit );
+
+				}
+
+			} else {
+
+				if ( p_uniforms.boneGlobalMatrices !== null ) {
+
+					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
+
+				}
+
+			}
+
+		}
+
+		if ( refreshMaterial ) {
+
+			// refresh uniforms common to several materials
+
+			if ( fog && material.fog ) {
+
+				refreshUniformsFog( m_uniforms, fog );
+
+			}
+
+			if ( material instanceof THREE.MeshPhongMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material.lights ) {
+
+				if ( _lightsNeedUpdate ) {
+
+					setupLights( program, lights );
+					_lightsNeedUpdate = false;
+
+				}
+
+				refreshUniformsLights( m_uniforms, _lights );
+
+			}
+
+			if ( material instanceof THREE.MeshBasicMaterial ||
+				 material instanceof THREE.MeshLambertMaterial ||
+				 material instanceof THREE.MeshPhongMaterial ) {
+
+				refreshUniformsCommon( m_uniforms, material );
+
+			}
+
+			// refresh single material specific uniforms
+
+			if ( material instanceof THREE.LineBasicMaterial ) {
+
+				refreshUniformsLine( m_uniforms, material );
+
+			} else if ( material instanceof THREE.LineDashedMaterial ) {
+
+				refreshUniformsLine( m_uniforms, material );
+				refreshUniformsDash( m_uniforms, material );
+
+			} else if ( material instanceof THREE.ParticleBasicMaterial ) {
+
+				refreshUniformsParticle( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshPhongMaterial ) {
+
+				refreshUniformsPhong( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshLambertMaterial ) {
+
+				refreshUniformsLambert( m_uniforms, material );
+
+			} else if ( material instanceof THREE.MeshDepthMaterial ) {
+
+				m_uniforms.mNear.value = camera.near;
+				m_uniforms.mFar.value = camera.far;
+				m_uniforms.opacity.value = material.opacity;
+
+			} else if ( material instanceof THREE.MeshNormalMaterial ) {
+
+				m_uniforms.opacity.value = material.opacity;
+
+			}
+
+			if ( object.receiveShadow && ! material._shadowPass ) {
+
+				refreshUniformsShadow( m_uniforms, lights );
+
+			}
+
+			// load common uniforms
+
+			loadUniformsGeneric( program, material.uniformsList );
+
+			// load material specific uniforms
+			// (shader material also gets them for the sake of genericity)
+
+			if ( material instanceof THREE.ShaderMaterial ||
+				 material instanceof THREE.MeshPhongMaterial ||
+				 material.envMap ) {
+
+				if ( p_uniforms.cameraPosition !== null ) {
+
+					_vector3.getPositionFromMatrix( 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 === "m4") { // single THREE.Matrix4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 16 );
+
+				}
+
+				value.flattenToArray( uniform._array );
+				_gl.uniformMatrix4fv( location, false, uniform._array );
+
+			} else if ( type === "m4v" ) { // array of THREE.Matrix4
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = new Float32Array( 16 * value.length );
+
+				}
+
+				for ( i = 0, il = value.length; i < il; i ++ ) {
+
+					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
+
+				}
+
+				_gl.uniformMatrix4fv( location, false, uniform._array );
+
+			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)
+
+				texture = value;
+				textureUnit = getTextureUnit();
+
+				_gl.uniform1i( location, textureUnit );
+
+				if ( !texture ) continue;
+
+				if ( texture.image instanceof Array && texture.image.length === 6 ) {
+
+					setCubeTexture( texture, textureUnit );
+
+				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
+
+					setCubeTextureDynamic( texture, textureUnit );
+
+				} else {
+
+					_this.setTexture( texture, textureUnit );
+
+				}
+
+			} else if ( type === "tv" ) { // array of THREE.Texture (2d)
+
+				if ( uniform._array === undefined ) {
+
+					uniform._array = [];
+
+				}
+
+				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+					uniform._array[ i ] = getTextureUnit();
+
+				}
+
+				_gl.uniform1iv( location, uniform._array );
+
+				for( i = 0, il = uniform.value.length; i < il; i ++ ) {
+
+					texture = uniform.value[ i ];
+					textureUnit = uniform._array[ i ];
+
+					if ( !texture ) continue;
+
+					_this.setTexture( texture, textureUnit );
+
+				}
+
+			}
+
+		}
+
+	};
+
+	function setupMatrices ( object, camera ) {
+
+		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+
+		object._normalMatrix.getInverse( object._modelViewMatrix );
+		object._normalMatrix.transpose();
+
+	};
+
+	//
+
+	function setColorGamma( array, offset, color, intensitySq ) {
+
+		array[ offset ]     = color.r * color.r * intensitySq;
+		array[ offset + 1 ] = color.g * color.g * intensitySq;
+		array[ offset + 2 ] = color.b * color.b * intensitySq;
+
+	};
+
+	function setColorLinear( array, offset, color, intensity ) {
+
+		array[ offset ]     = color.r * intensity;
+		array[ offset + 1 ] = color.g * intensity;
+		array[ offset + 2 ] = color.b * intensity;
+
+	};
+
+	function setupLights ( program, lights ) {
+
+		var l, ll, light, n,
+		r = 0, g = 0, b = 0,
+		color, skyColor, groundColor,
+		intensity,  intensitySq,
+		position,
+		distance,
+
+		zlights = _lights,
+
+		dirColors = zlights.directional.colors,
+		dirPositions = zlights.directional.positions,
+
+		pointColors = zlights.point.colors,
+		pointPositions = zlights.point.positions,
+		pointDistances = zlights.point.distances,
+
+		spotColors = zlights.spot.colors,
+		spotPositions = zlights.spot.positions,
+		spotDistances = zlights.spot.distances,
+		spotDirections = zlights.spot.directions,
+		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.getPositionFromMatrix( light.matrixWorld );
+				_vector3.getPositionFromMatrix( 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.getPositionFromMatrix( 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.getPositionFromMatrix( light.matrixWorld );
+
+				spotPositions[ spotOffset ]     = _vector3.x;
+				spotPositions[ spotOffset + 1 ] = _vector3.y;
+				spotPositions[ spotOffset + 2 ] = _vector3.z;
+
+				spotDistances[ spotLength ] = distance;
+
+				_direction.copy( _vector3 );
+				_vector3.getPositionFromMatrix( 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.getPositionFromMatrix( 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;
+
+		}
+
+	};
+
+	// Defines
+
+	function generateDefines ( defines ) {
+
+		var value, chunk, chunks = [];
+
+		for ( var d in defines ) {
+
+			value = defines[ d ];
+			if ( value === false ) continue;
+
+			chunk = "#define " + d + " " + value;
+			chunks.push( chunk );
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
+	// Shaders
+
+	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
+
+		var p, pl, d, program, code;
+		var chunks = [];
+
+		// Generate code
+
+		if ( shaderID ) {
+
+			chunks.push( shaderID );
+
+		} else {
+
+			chunks.push( fragmentShader );
+			chunks.push( vertexShader );
+
+		}
+
+		for ( d in defines ) {
+
+			chunks.push( d );
+			chunks.push( defines[ d ] );
+
+		}
+
+		for ( p in parameters ) {
+
+			chunks.push( p );
+			chunks.push( parameters[ p ] );
+
+		}
+
+		code = chunks.join();
+
+		// Check if code has been already compiled
+
+		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
+
+			var programInfo = _programs[ p ];
+
+			if ( programInfo.code === code ) {
+
+				//console.log( "Code already compiled." /*: \n\n" + code*/ );
+
+				programInfo.usedTimes ++;
+
+				return programInfo.program;
+
+			}
+
+		}
+
+		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 );
+
+		//
+
+		program = _gl.createProgram();
+
+		var prefix_vertex = [
+
+			"precision " + _precision + " float;",
+
+			customDefines,
+
+			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
+
+			_this.gammaInput ? "#define GAMMA_INPUT" : "",
+			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+			"#define MAX_SHADOWS " + parameters.maxShadows,
+
+			"#define MAX_BONES " + parameters.maxBones,
+
+			parameters.map ? "#define USE_MAP" : "",
+			parameters.envMap ? "#define USE_ENVMAP" : "",
+			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
+			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
+			parameters.normalMap ? "#define USE_NORMALMAP" : "",
+			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
+			parameters.vertexColors ? "#define USE_COLOR" : "",
+
+			parameters.skinning ? "#define USE_SKINNING" : "",
+			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
+			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
+			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
+
+			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
+			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
+			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
+			parameters.wrapAround ? "#define WRAP_AROUND" : "",
+			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+			parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
+
+			"uniform mat4 modelMatrix;",
+			"uniform mat4 modelViewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform mat4 viewMatrix;",
+			"uniform mat3 normalMatrix;",
+			"uniform vec3 cameraPosition;",
+
+			"attribute vec3 position;",
+			"attribute vec3 normal;",
+			"attribute vec2 uv;",
+			"attribute vec2 uv2;",
+
+			"#ifdef USE_COLOR",
+
+				"attribute vec3 color;",
+
+			"#endif",
+
+			"#ifdef USE_MORPHTARGETS",
+
+				"attribute vec3 morphTarget0;",
+				"attribute vec3 morphTarget1;",
+				"attribute vec3 morphTarget2;",
+				"attribute vec3 morphTarget3;",
+
+				"#ifdef USE_MORPHNORMALS",
+
+					"attribute vec3 morphNormal0;",
+					"attribute vec3 morphNormal1;",
+					"attribute vec3 morphNormal2;",
+					"attribute vec3 morphNormal3;",
+
+				"#else",
+
+					"attribute vec3 morphTarget4;",
+					"attribute vec3 morphTarget5;",
+					"attribute vec3 morphTarget6;",
+					"attribute vec3 morphTarget7;",
+
+				"#endif",
+
+			"#endif",
+
+			"#ifdef USE_SKINNING",
+
+				"attribute vec4 skinIndex;",
+				"attribute vec4 skinWeight;",
+
+			"#endif",
+
+			""
+
+		].join("\n");
+
+		var prefix_fragment = [
+
+			"precision " + _precision + " float;",
+
+			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
+
+			customDefines,
+
+			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
+			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
+			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
+			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
+
+			"#define MAX_SHADOWS " + parameters.maxShadows,
+
+			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
+
+			_this.gammaInput ? "#define GAMMA_INPUT" : "",
+			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
+			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
+
+			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
+			( parameters.useFog && parameters.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.perPixel ? "#define PHONG_PER_PIXEL" : "",
+			parameters.wrapAround ? "#define WRAP_AROUND" : "",
+			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
+			parameters.flipSided ? "#define FLIP_SIDED" : "",
+
+			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
+			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
+			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
+			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
+
+			"uniform mat4 viewMatrix;",
+			"uniform vec3 cameraPosition;",
+			""
+
+		].join("\n");
+
+		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
+		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
+
+		_gl.attachShader( program, glVertexShader );
+		_gl.attachShader( program, glFragmentShader );
+
+		_gl.linkProgram( program );
+
+		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
+
+			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
+
+		}
+
+		// clean up
+
+		_gl.deleteShader( glFragmentShader );
+		_gl.deleteShader( glVertexShader );
+
+		//console.log( prefix_fragment + fragmentShader );
+		//console.log( prefix_vertex + vertexShader );
+
+		program.uniforms = {};
+		program.attributes = {};
+
+		var identifiers, u, a, i;
+
+		// cache uniform locations
+
+		identifiers = [
+
+			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
+			'morphTargetInfluences'
+
+		];
+
+		if ( parameters.useVertexTexture ) {
+
+			identifiers.push( 'boneTexture' );
+
+		} else {
+
+			identifiers.push( 'boneGlobalMatrices' );
+
+		}
+
+		for ( u in uniforms ) {
+
+			identifiers.push( u );
+
+		}
+
+		cacheUniformLocations( program, identifiers );
+
+		// cache attributes locations
+
+		identifiers = [
+
+			"position", "normal", "uv", "uv2", "tangent", "color",
+			"skinIndex", "skinWeight", "lineDistance"
+
+		];
+
+		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
+
+			identifiers.push( "morphTarget" + i );
+
+		}
+
+		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
+
+			identifiers.push( "morphNormal" + i );
+
+		}
+
+		for ( a in attributes ) {
+
+			identifiers.push( a );
+
+		}
+
+		cacheAttributeLocations( program, identifiers );
+
+		program.id = _programs_counter ++;
+
+		_programs.push( { program: program, code: code, usedTimes: 1 } );
+
+		_this.info.memory.programs = _programs.length;
+
+		return program;
+
+	};
+
+	// Shader parameters cache
+
+	function cacheUniformLocations ( program, identifiers ) {
+
+		var i, l, id;
+
+		for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			id = identifiers[ i ];
+			program.uniforms[ id ] = _gl.getUniformLocation( program, id );
+
+		}
+
+	};
+
+	function cacheAttributeLocations ( program, identifiers ) {
+
+		var i, l, id;
+
+		for( i = 0, l = identifiers.length; i < l; i ++ ) {
+
+			id = identifiers[ i ];
+			program.attributes[ id ] = _gl.getAttribLocation( program, id );
+
+		}
+
+	};
+
+	function addLineNumbers ( string ) {
+
+		var chunks = string.split( "\n" );
+
+		for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+			// Chrome reports shader errors on lines
+			// starting counting from 1
+
+			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
+	function getShader ( type, string ) {
+
+		var shader;
+
+		if ( type === "fragment" ) {
+
+			shader = _gl.createShader( _gl.FRAGMENT_SHADER );
+
+		} else if ( type === "vertex" ) {
+
+			shader = _gl.createShader( _gl.VERTEX_SHADER );
+
+		}
+
+		_gl.shaderSource( shader, string );
+		_gl.compileShader( shader );
+
+		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
+
+			console.error( _gl.getShaderInfoLog( shader ) );
+			console.error( addLineNumbers( string ) );
+			return null;
+
+		}
+
+		return shader;
+
+	};
+
+	// Textures
+
+
+	function isPowerOfTwo ( value ) {
+
+		return ( value & ( value - 1 ) ) === 0;
+
+	};
+
+	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
+
+		if ( isImagePowerOfTwo ) {
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
+
+		} else {
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
+			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
+
+			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
+			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
+
+		}
+
+		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
+
+			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
+
+				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
+				texture.__oldAnisotropy = texture.anisotropy;
+
+			}
+
+		}
+
+	};
+
+	this.setTexture = function ( texture, slot ) {
+
+		if ( texture.needsUpdate ) {
+
+			if ( ! texture.__webglInit ) {
+
+				texture.__webglInit = true;
+
+				texture.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 = isPowerOfTwo( image.width ) && 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 ) {
+
+				// compressed textures can only use manually created mipmaps
+				// WebGL can't generate mipmaps for DDS textures
+
+				for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+					mipmap = mipmaps[ i ];
+					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+				}
+
+			} else { // 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.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 = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
+				glFormat = paramThreeToGL( texture.format ),
+				glType = paramThreeToGL( texture.type );
+
+				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					if ( isCompressed ) {
+
+						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
+
+						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
+
+							mipmap = mipmaps[ j ];
+							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+						}
+
+					} else {
+
+						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
+
+					}
+
+				}
+
+				if ( texture.generateMipmaps && isImagePowerOfTwo ) {
+
+					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+				}
+
+				texture.needsUpdate = false;
+
+				if ( texture.onUpdate ) texture.onUpdate();
+
+			} else {
+
+				_gl.activeTexture( _gl.TEXTURE0 + slot );
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
+
+			}
+
+		}
+
+	};
+
+	function setCubeTextureDynamic ( texture, slot ) {
+
+		_gl.activeTexture( _gl.TEXTURE0 + slot );
+		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
+
+	};
+
+	// Render targets
+
+	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
+
+		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
+		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
+
+	};
+
+	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
+
+		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
+
+		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+		/* For some reason this is not working. Defaulting to RGBA4.
+		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+		*/
+		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
+			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
+
+		} else {
+
+			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
+
+		}
+
+	};
+
+	this.setRenderTarget = function ( renderTarget ) {
+
+		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
+
+		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
+
+			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
+			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
+
+			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+			renderTarget.__webglTexture = _gl.createTexture();
+
+			_this.info.memory.textures ++;
+
+			// Setup texture, create render and frame buffers
+
+			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
+				glFormat = paramThreeToGL( renderTarget.format ),
+				glType = paramThreeToGL( renderTarget.type );
+
+			if ( isCube ) {
+
+				renderTarget.__webglFramebuffer = [];
+				renderTarget.__webglRenderbuffer = [];
+
+				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
+				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
+
+					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+
+					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
+					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
+
+				}
+
+				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
+
+			} else {
+
+				renderTarget.__webglFramebuffer = _gl.createFramebuffer();
+
+				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.useVertexTexture ) {
+
+			return 1024;
+
+		} else {
+
+			// default for when object is not specified
+			// ( for example when prebuilding shader
+			//   to be used with multiple objects )
+			//
+			// 	- leave some extra space for other uniforms
+			//  - limit here is ANGLE's 254 max uniform vectors
+			//    (up to 54 should be safe)
+
+			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
+			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+			var maxBones = nVertexMatrices;
+
+			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
+
+				maxBones = Math.min( object.bones.length, maxBones );
+
+				if ( maxBones < object.bones.length ) {
+
+					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
+
+				}
+
+			}
+
+			return maxBones;
+
+		}
+
+	};
+
+	function allocateLights ( lights ) {
+
+		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
+
+		dirLights = pointLights = spotLights = hemiLights = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
+
+			light = lights[ l ];
+
+			if ( light.onlyShadow ) continue;
+
+			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
+			if ( light instanceof THREE.PointLight ) pointLights ++;
+			if ( light instanceof THREE.SpotLight ) spotLights ++;
+			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
+
+		}
+
+		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
+
+	};
+
+	function allocateShadows ( lights ) {
+
+		var l, ll, light, maxShadows = 0;
+
+		for ( l = 0, ll = lights.length; l < ll; l++ ) {
+
+			light = lights[ l ];
+
+			if ( ! light.castShadow ) continue;
+
+			if ( light instanceof THREE.SpotLight ) maxShadows ++;
+			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
+
+		}
+
+		return maxShadows;
+
+	};
+
+	// Initialization
+
+	function initGL () {
+
+		try {
+
+			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
+
+				throw 'Error creating WebGL context.';
+
+			}
+
+		} catch ( error ) {
+
+			console.error( error );
+
+		}
+
+		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
+		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
+
+		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
+											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
+											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+
+
+		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
+											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
+											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+
+		if ( ! _glExtensionTextureFloat ) {
+
+			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
+
+		}
+
+		if ( ! _glExtensionStandardDerivatives ) {
+
+			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
+
+		}
+
+		if ( ! _glExtensionTextureFilterAnisotropic ) {
+
+			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
+
+		}
+
+		if ( ! _glExtensionCompressedTextureS3TC ) {
+
+			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
+
+		}
+		
+		if ( _gl.getShaderPrecisionFormat === undefined ) {
+			
+			_gl.getShaderPrecisionFormat = function() { 
+				
+				return {
+					"rangeMin"  : 1,
+					"rangeMax"  : 1,
+					"precision" : 1
+				};
+				
+			}
+		}
+
+	};
+
+	function setDefaultGLState () {
+
+		_gl.clearColor( 0, 0, 0, 1 );
+		_gl.clearDepth( 1 );
+		_gl.clearStencil( 0 );
+
+		_gl.enable( _gl.DEPTH_TEST );
+		_gl.depthFunc( _gl.LEQUAL );
+
+		_gl.frontFace( _gl.CCW );
+		_gl.cullFace( _gl.BACK );
+		_gl.enable( _gl.CULL_FACE );
+
+		_gl.enable( _gl.BLEND );
+		_gl.blendEquation( _gl.FUNC_ADD );
+		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
+
+		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
+
+	};
+
+	// default plugins (order is important)
+
+	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
+	this.addPrePlugin( this.shadowMapPlugin );
+
+	this.addPostPlugin( new THREE.SpritePlugin() );
+	this.addPostPlugin( new THREE.LensFlarePlugin() );
+
+};
+/**
+ * @author szimek / https://github.com/szimek/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.WebGLRenderTarget = function ( width, height, options ) {
+
+	THREE.EventDispatcher.call( this );
+
+	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.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;
+
+};
+
+THREE.WebGLRenderTarget.prototype.dispose = function () {
+
+	this.dispatchEvent( { type: 'dispose' } );
+
+};
+/**
+ * @author alteredq / http://alteredqualia.com
+ */
+
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
+
+	THREE.WebGLRenderTarget.call( this, width, height, options );
+
+	this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
+
+};
+
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableVertex = function () {
+
+	this.positionWorld = new THREE.Vector3();
+	this.positionScreen = new THREE.Vector4();
+
+	this.visible = true;
+
+};
+
+THREE.RenderableVertex.prototype.copy = function ( vertex ) {
+
+	this.positionWorld.copy( vertex.positionWorld );
+	this.positionScreen.copy( vertex.positionScreen );
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace3 = function () {
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+	this.v3 = new THREE.RenderableVertex();
+
+	this.centroidModel = new THREE.Vector3();
+
+	this.normalModel = new THREE.Vector3();
+	this.normalModelView = new THREE.Vector3();
+
+	this.vertexNormalsLength = 0;
+	this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+	this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+	this.color = null;
+	this.material = null;
+	this.uvs = [[]];
+
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableFace4 = function () {
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+	this.v3 = new THREE.RenderableVertex();
+	this.v4 = new THREE.RenderableVertex();
+
+	this.centroidModel = new THREE.Vector3();
+
+	this.normalModel = new THREE.Vector3();
+	this.normalModelView = new THREE.Vector3();
+
+	this.vertexNormalsLength = 0;
+	this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+	this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
+
+	this.color = null;
+	this.material = null;
+	this.uvs = [[]];
+
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableObject = function () {
+
+	this.object = null;
+	this.z = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableParticle = function () {
+
+	this.object = null;
+
+	this.x = null;
+	this.y = null;
+	this.z = null;
+
+	this.rotation = null;
+	this.scale = new THREE.Vector2();
+
+	this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.RenderableLine = function () {
+
+	this.z = null;
+
+	this.v1 = new THREE.RenderableVertex();
+	this.v2 = new THREE.RenderableVertex();
+
+	this.material = null;
+
+};
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.GeometryUtils = {
+
+	// Merge two geometries or geometry and geometry from object (using object's transform)
+
+	merge: function ( geometry1, object2 /* mesh | geometry */ ) {
+
+		var matrix, normalMatrix,
+		vertexOffset = geometry1.vertices.length,
+		uvPosition = geometry1.faceVertexUvs[ 0 ].length,
+		geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
+		vertices1 = geometry1.vertices,
+		vertices2 = geometry2.vertices,
+		faces1 = geometry1.faces,
+		faces2 = geometry2.faces,
+		uvs1 = geometry1.faceVertexUvs[ 0 ],
+		uvs2 = geometry2.faceVertexUvs[ 0 ];
+
+		if ( object2 instanceof THREE.Mesh ) {
+
+			object2.matrixAutoUpdate && object2.updateMatrix();
+
+			matrix = object2.matrix;
+
+			normalMatrix = new THREE.Matrix3();
+			normalMatrix.getInverse( matrix );
+			normalMatrix.transpose();
+
+		}
+
+		// vertices
+
+		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
+
+			var vertex = vertices2[ i ];
+
+			var vertexCopy = vertex.clone();
+
+			if ( matrix ) 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;
+
+			if ( face instanceof THREE.Face3 ) {
+
+				faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
+
+			}
+
+			faceCopy.normal.copy( face.normal );
+
+			if ( normalMatrix ) {
+
+				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
+
+			}
+
+			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
+
+				normal = faceVertexNormals[ j ].clone();
+
+				if ( normalMatrix ) {
+
+					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;
+
+			faceCopy.centroid.copy( face.centroid );
+
+			if ( matrix ) {
+
+				faceCopy.centroid.applyMatrix4( matrix );
+
+			}
+
+			faces1.push( faceCopy );
+
+		}
+
+		// uvs
+
+		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
+
+			var uv = uvs2[ i ], uvCopy = [];
+
+			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
+
+				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
+
+			}
+
+			uvs1.push( uvCopy );
+
+		}
+
+	},
+
+	removeMaterials: function ( geometry, materialIndexArray ) {
+
+		var materialIndexMap = {};
+
+		for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
+
+			materialIndexMap[ materialIndexArray[i] ] = true;
+
+		}
+
+		var face, newFaces = [];
+
+		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			face = geometry.faces[ i ];
+			if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
+
+		}
+
+		geometry.faces = newFaces;
+
+	},
+
+	// Get random point in triangle (via barycentric coordinates)
+	// 	(uniform distribution)
+	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle
+
+	randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
+
+		var a, b, c,
+			point = new THREE.Vector3(),
+			tmp = THREE.GeometryUtils.__v1;
+
+		a = THREE.GeometryUtils.random();
+		b = THREE.GeometryUtils.random();
+
+		if ( ( a + b ) > 1 ) {
+
+			a = 1 - a;
+			b = 1 - b;
+
+		}
+
+		c = 1 - a - b;
+
+		point.copy( vectorA );
+		point.multiplyScalar( a );
+
+		tmp.copy( vectorB );
+		tmp.multiplyScalar( b );
+
+		point.add( tmp );
+
+		tmp.copy( vectorC );
+		tmp.multiplyScalar( c );
+
+		point.add( tmp );
+
+		return point;
+
+	},
+
+	// Get random point in face (triangle / quad)
+	// (uniform distribution)
+
+	randomPointInFace: function ( face, geometry, useCachedAreas ) {
+
+		var vA, vB, vC, vD;
+
+		if ( face instanceof THREE.Face3 ) {
+
+			vA = geometry.vertices[ face.a ];
+			vB = geometry.vertices[ face.b ];
+			vC = geometry.vertices[ face.c ];
+
+			return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
+
+		} else if ( face instanceof THREE.Face4 ) {
+
+			vA = geometry.vertices[ face.a ];
+			vB = geometry.vertices[ face.b ];
+			vC = geometry.vertices[ face.c ];
+			vD = geometry.vertices[ face.d ];
+
+			var area1, area2;
+
+			if ( useCachedAreas ) {
+
+				if ( face._area1 && face._area2 ) {
+
+					area1 = face._area1;
+					area2 = face._area2;
+
+				} else {
+
+					area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+					area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+					face._area1 = area1;
+					face._area2 = area2;
+
+				}
+
+			} else {
+
+				area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
+				area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+			}
+
+			var r = THREE.GeometryUtils.random() * ( area1 + area2 );
+
+			if ( r < area1 ) {
+
+				return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
+
+			} else {
+
+				return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
+
+			}
+
+		}
+
+	},
+
+	// Get uniformly distributed random points in mesh
+	// 	- create array with cumulative sums of face areas
+	//  - pick random number from 0 to total area
+	//  - find corresponding place in area array by binary search
+	//	- get random point in face
+
+	randomPointsInGeometry: function ( geometry, n ) {
+
+		var face, i,
+			faces = geometry.faces,
+			vertices = geometry.vertices,
+			il = faces.length,
+			totalArea = 0,
+			cumulativeAreas = [],
+			vA, vB, vC, vD;
+
+		// precompute face areas
+
+		for ( i = 0; i < il; i ++ ) {
+
+			face = faces[ i ];
+
+			if ( face instanceof THREE.Face3 ) {
+
+				vA = vertices[ face.a ];
+				vB = vertices[ face.b ];
+				vC = vertices[ face.c ];
+
+				face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
+
+			} else if ( face instanceof THREE.Face4 ) {
+
+				vA = vertices[ face.a ];
+				vB = vertices[ face.b ];
+				vC = vertices[ face.c ];
+				vD = vertices[ face.d ];
+
+				face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
+				face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
+
+				face._area = face._area1 + face._area2;
+
+			}
+
+			totalArea += face._area;
+
+			cumulativeAreas[ i ] = totalArea;
+
+		}
+
+		// binary search cumulative areas array
+
+		function binarySearchIndices( value ) {
+
+			function binarySearch( start, end ) {
+
+				// return closest larger index
+				// if exact number is not found
+
+				if ( end < start )
+					return start;
+
+				var mid = start + Math.floor( ( end - start ) / 2 );
+
+				if ( cumulativeAreas[ mid ] > value ) {
+
+					return binarySearch( start, mid - 1 );
+
+				} else if ( cumulativeAreas[ mid ] < value ) {
+
+					return binarySearch( mid + 1, end );
+
+				} else {
+
+					return mid;
+
+				}
+
+			}
+
+			var result = binarySearch( 0, cumulativeAreas.length - 1 )
+			return result;
+
+		}
+
+		// pick random face weighted by face area
+
+		var r, index,
+			result = [];
+
+		var stats = {};
+
+		for ( i = 0; i < n; i ++ ) {
+
+			r = THREE.GeometryUtils.random() * totalArea;
+
+			index = binarySearchIndices( r );
+
+			result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
+
+			if ( ! stats[ index ] ) {
+
+				stats[ index ] = 1;
+
+			} else {
+
+				stats[ index ] += 1;
+
+			}
+
+		}
+
+		return result;
+
+	},
+
+	// Get triangle area (half of parallelogram)
+	//	http://mathworld.wolfram.com/TriangleArea.html
+
+	triangleArea: function ( vectorA, vectorB, vectorC ) {
+
+		var tmp1 = THREE.GeometryUtils.__v1,
+			tmp2 = THREE.GeometryUtils.__v2;
+
+		tmp1.subVectors( vectorB, vectorA );
+		tmp2.subVectors( vectorC, vectorA );
+		tmp1.cross( tmp2 );
+
+		return 0.5 * tmp1.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;
+
+	},
+
+	// Normalize UVs to be from <0,1>
+	// (for now just the first set of UVs)
+
+	normalizeUVs: function ( geometry ) {
+
+		var uvSet = geometry.faceVertexUvs[ 0 ];
+
+		for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
+
+			var uvs = uvSet[ i ];
+
+			for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
+
+				// texture repeat
+
+				if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
+				if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
+
+			}
+
+		}
+
+	},
+
+	triangulateQuads: function ( geometry ) {
+
+		var i, il, j, jl;
+
+		var faces = [];
+		var faceUvs = [];
+		var faceVertexUvs = [];
+
+		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
+
+			faceUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
+
+			faceVertexUvs[ i ] = [];
+
+		}
+
+		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
+
+			var face = geometry.faces[ i ];
+
+			if ( face instanceof THREE.Face4 ) {
+
+				var a = face.a;
+				var b = face.b;
+				var c = face.c;
+				var d = face.d;
+
+				var triA = new THREE.Face3();
+				var triB = new THREE.Face3();
+
+				triA.color.copy( face.color );
+				triB.color.copy( face.color );
+
+				triA.materialIndex = face.materialIndex;
+				triB.materialIndex = face.materialIndex;
+
+				triA.a = a;
+				triA.b = b;
+				triA.c = d;
+
+				triB.a = b;
+				triB.b = c;
+				triB.c = d;
+
+				if ( face.vertexColors.length === 4 ) {
+
+					triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
+					triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
+					triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+					triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
+					triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
+					triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
+
+				}
+
+				faces.push( triA, triB );
+
+				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+					if ( geometry.faceVertexUvs[ j ].length ) {
+
+						var uvs = geometry.faceVertexUvs[ j ][ i ];
+
+						var uvA = uvs[ 0 ];
+						var uvB = uvs[ 1 ];
+						var uvC = uvs[ 2 ];
+						var uvD = uvs[ 3 ];
+
+						var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
+						var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
+
+						faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
+
+					}
+
+				}
+
+				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+					if ( geometry.faceUvs[ j ].length ) {
+
+						var faceUv = geometry.faceUvs[ j ][ i ];
+
+						faceUvs[ j ].push( faceUv, faceUv );
+
+					}
+
+				}
+
+			} else {
+
+				faces.push( face );
+
+				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
+
+					faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
+
+				}
+
+				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
+
+					faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
+
+				}
+
+			}
+
+		}
+
+		geometry.faces = faces;
+		geometry.faceUvs = faceUvs;
+		geometry.faceVertexUvs = faceVertexUvs;
+
+		geometry.computeCentroids();
+		geometry.computeFaceNormals();
+		geometry.computeVertexNormals();
+
+		if ( geometry.hasTangents ) geometry.computeTangents();
+
+	},
+
+	setMaterialIndex: function ( geometry, index, startFace, endFace ){
+
+		var faces = geometry.faces;
+		var start = startFace || 0;
+		var end = endFace || faces.length - 1;
+
+		for ( var i = start; i <= end; i ++ ) {
+
+			faces[i].materialIndex = index;
+
+		}
+
+    }
+
+};
+
+THREE.GeometryUtils.random = THREE.Math.random16;
+
+THREE.GeometryUtils.__v1 = new THREE.Vector3();
+THREE.GeometryUtils.__v2 = new THREE.Vector3();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.ImageUtils = {
+
+	crossOrigin: 'anonymous',
+
+	loadTexture: function ( url, mapping, onLoad, onError ) {
+
+		var image = new Image();
+		var texture = new THREE.Texture( image, mapping );
+
+		var loader = new THREE.ImageLoader();
+
+		loader.addEventListener( 'load', function ( event ) {
+
+			texture.image = event.content;
+			texture.needsUpdate = true;
+
+			if ( onLoad ) onLoad( texture );
+
+		} );
+
+		loader.addEventListener( 'error', function ( event ) {
+
+			if ( onError ) onError( event.message );
+
+		} );
+
+		loader.crossOrigin = this.crossOrigin;
+		loader.load( url, image );
+
+		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 texture = new THREE.Texture();
+		texture.image = images;
+		if ( mapping !== undefined ) texture.mapping = mapping;
+
+		// no flipping needed for cube textures
+
+		texture.flipY = false;
+
+		for ( var i = 0, il = array.length; i < il; ++ i ) {
+
+			var cubeImage = new Image();
+			images[ i ] = cubeImage;
+
+			cubeImage.onload = function () {
+
+				images.loadCount += 1;
+
+				if ( images.loadCount === 6 ) {
+
+					texture.needsUpdate = true;
+					if ( onLoad ) onLoad( texture );
+
+				}
+
+			};
+
+			cubeImage.onerror = onError;
+
+			cubeImage.crossOrigin = this.crossOrigin;
+			cubeImage.src = array[ i ];
+
+		}
+
+		return texture;
+
+	},
+
+	loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
+
+		var images = [];
+		images.loadCount = 0;
+
+		var texture = new THREE.CompressedTexture();
+		texture.image = images;
+		if ( mapping !== undefined ) texture.mapping = mapping;
+
+		// no flipping for cube textures
+		// (also flipping doesn't work for compressed textures )
+
+		texture.flipY = false;
+
+		// can't generate mipmaps for compressed textures
+		// mips must be embedded in DDS files
+
+		texture.generateMipmaps = false;
+
+		var generateCubeFaceCallback = function ( rq, img ) {
+
+			return function () {
+
+				var buffer = rq.response;
+				var dds = THREE.ImageUtils.parseDDS( buffer, true );
+
+				img.format = dds.format;
+
+				img.mipmaps = dds.mipmaps;
+				img.width = dds.width;
+				img.height = dds.height;
+
+				images.loadCount += 1;
+
+				if ( images.loadCount === 6 ) {
+
+					texture.format = dds.format;
+					texture.needsUpdate = true;
+					if ( onLoad ) onLoad( 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;
+
+	},
+
+	parseDDS: function ( buffer, loadMipmaps ) {
+
+		var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
+
+		// Adapted from @toji's DDS utils
+		//	https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
+
+		// All values and structures referenced from:
+		// http://msdn.microsoft.com/en-us/library/bb943991.aspx/
+
+		var DDS_MAGIC = 0x20534444;
+
+		var DDSD_CAPS = 0x1,
+			DDSD_HEIGHT = 0x2,
+			DDSD_WIDTH = 0x4,
+			DDSD_PITCH = 0x8,
+			DDSD_PIXELFORMAT = 0x1000,
+			DDSD_MIPMAPCOUNT = 0x20000,
+			DDSD_LINEARSIZE = 0x80000,
+			DDSD_DEPTH = 0x800000;
+
+		var DDSCAPS_COMPLEX = 0x8,
+			DDSCAPS_MIPMAP = 0x400000,
+			DDSCAPS_TEXTURE = 0x1000;
+
+		var DDSCAPS2_CUBEMAP = 0x200,
+			DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
+			DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
+			DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
+			DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
+			DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
+			DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
+			DDSCAPS2_VOLUME = 0x200000;
+
+		var DDPF_ALPHAPIXELS = 0x1,
+			DDPF_ALPHA = 0x2,
+			DDPF_FOURCC = 0x4,
+			DDPF_RGB = 0x40,
+			DDPF_YUV = 0x200,
+			DDPF_LUMINANCE = 0x20000;
+
+		function fourCCToInt32( value ) {
+
+			return value.charCodeAt(0) +
+				(value.charCodeAt(1) << 8) +
+				(value.charCodeAt(2) << 16) +
+				(value.charCodeAt(3) << 24);
+
+		}
+
+		function int32ToFourCC( value ) {
+
+			return String.fromCharCode(
+				value & 0xff,
+				(value >> 8) & 0xff,
+				(value >> 16) & 0xff,
+				(value >> 24) & 0xff
+			);
+		}
+
+		var FOURCC_DXT1 = fourCCToInt32("DXT1");
+		var FOURCC_DXT3 = fourCCToInt32("DXT3");
+		var FOURCC_DXT5 = fourCCToInt32("DXT5");
+
+		var headerLengthInt = 31; // The header length in 32 bit ints
+
+		// Offsets into the header array
+
+		var off_magic = 0;
+
+		var off_size = 1;
+		var off_flags = 2;
+		var off_height = 3;
+		var off_width = 4;
+
+		var off_mipmapCount = 7;
+
+		var off_pfFlags = 20;
+		var off_pfFourCC = 21;
+
+		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 ];
+
+		switch ( fourCC ) {
+
+			case FOURCC_DXT1:
+
+				blockBytes = 8;
+				dds.format = THREE.RGB_S3TC_DXT1_Format;
+				break;
+
+			case FOURCC_DXT3:
+
+				blockBytes = 16;
+				dds.format = THREE.RGBA_S3TC_DXT3_Format;
+				break;
+
+			case FOURCC_DXT5:
+
+				blockBytes = 16;
+				dds.format = THREE.RGBA_S3TC_DXT5_Format;
+				break;
+
+			default:
+
+				console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
+				return dds;
+
+		}
+
+		dds.mipmapCount = 1;
+
+		if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
+
+			dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
+
+		}
+
+		//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 ++ ) {
+
+				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++ ) {
+
+			if( (p === u) || (p === v) || (p === w) ) continue;
+
+			px = contour[ verts[ p ] ].x
+			py = contour[ verts[ p ] ].y
+
+			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 >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
+
+		}
+
+		return true;
+
+	};
+
+
+	namespace.Triangulate = process;
+	namespace.Triangulate.area = area;
+
+	return namespace;
+
+})(THREE.FontUtils);
+
+// To use the typeface.js face files, hook up the API
+self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Extensible curve object
+ *
+ * Some common of Curve methods
+ * .getPoint(t), getTangent(t)
+ * .getPointAt(u), getTagentAt(u)
+ * .getPoints(), .getSpacedPoints()
+ * .getLength()
+ * .updateArcLengths()
+ *
+ * This file contains following classes:
+ *
+ * -- 2d classes --
+ * THREE.Curve
+ * THREE.LineCurve
+ * THREE.QuadraticBezierCurve
+ * THREE.CubicBezierCurve
+ * THREE.SplineCurve
+ * THREE.ArcCurve
+ * THREE.EllipseCurve
+ *
+ * -- 3d classes --
+ * THREE.LineCurve3
+ * THREE.QuadraticBezierCurve3
+ * THREE.CubicBezierCurve3
+ * THREE.SplineCurve3
+ * THREE.ClosedSplineCurve3
+ *
+ * A series of curves can be represented as a THREE.CurvePath
+ *
+ **/
+
+/**************************************************************
+ *	Abstract Curve base class
+ **************************************************************/
+
+THREE.Curve = function () {
+
+};
+
+// Virtual base class method to overwrite and implement in subclasses
+//	- t [0 .. 1]
+
+THREE.Curve.prototype.getPoint = function ( t ) {
+
+	console.log( "Warning, getPoint() not implemented!" );
+	return null;
+
+};
+
+// Get point at relative position in curve according to arc length
+// - u [0 .. 1]
+
+THREE.Curve.prototype.getPointAt = function ( u ) {
+
+	var t = this.getUtoTmapping( u );
+	return this.getPoint( t );
+
+};
+
+// Get sequence of points using getPoint( t )
+
+THREE.Curve.prototype.getPoints = function ( divisions ) {
+
+	if ( !divisions ) divisions = 5;
+
+	var d, pts = [];
+
+	for ( d = 0; d <= divisions; d ++ ) {
+
+		pts.push( this.getPoint( d / divisions ) );
+
+	}
+
+	return pts;
+
+};
+
+// Get sequence of points using getPointAt( u )
+
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
+
+	if ( !divisions ) divisions = 5;
+
+	var d, pts = [];
+
+	for ( d = 0; d <= divisions; d ++ ) {
+
+		pts.push( this.getPointAt( d / divisions ) );
+
+	}
+
+	return pts;
+
+};
+
+// Get total curve arc length
+
+THREE.Curve.prototype.getLength = function () {
+
+	var lengths = this.getLengths();
+	return lengths[ lengths.length - 1 ];
+
+};
+
+// Get list of cumulative segment lengths
+
+THREE.Curve.prototype.getLengths = function ( divisions ) {
+
+	if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
+
+	if ( this.cacheArcLengths
+		&& ( this.cacheArcLengths.length == divisions + 1 )
+		&& !this.needsUpdate) {
+
+		//console.log( "cached", this.cacheArcLengths );
+		return this.cacheArcLengths;
+
+	}
+
+	this.needsUpdate = false;
+
+	var cache = [];
+	var current, last = this.getPoint( 0 );
+	var p, sum = 0;
+
+	cache.push( 0 );
+
+	for ( p = 1; p <= divisions; p ++ ) {
+
+		current = this.getPoint ( p / divisions );
+		sum += current.distanceTo( last );
+		cache.push( sum );
+		last = current;
+
+	}
+
+	this.cacheArcLengths = cache;
+
+	return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+
+THREE.Curve.prototype.updateArcLengths = function() {
+	this.needsUpdate = true;
+	this.getLengths();
+};
+
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
+
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
+
+	var arcLengths = this.getLengths();
+
+	var i = 0, il = arcLengths.length;
+
+	var targetArcLength; // The targeted u distance value to get
+
+	if ( distance ) {
+
+		targetArcLength = distance;
+
+	} else {
+
+		targetArcLength = u * arcLengths[ il - 1 ];
+
+	}
+
+	//var time = Date.now();
+
+	// binary search for the index with largest value smaller than target u distance
+
+	var low = 0, high = il - 1, comparison;
+
+	while ( low <= high ) {
+
+		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+		comparison = arcLengths[ i ] - targetArcLength;
+
+		if ( comparison < 0 ) {
+
+			low = i + 1;
+			continue;
+
+		} else if ( comparison > 0 ) {
+
+			high = i - 1;
+			continue;
+
+		} else {
+
+			high = i;
+			break;
+
+			// DONE
+
+		}
+
+	}
+
+	i = high;
+
+	//console.log('b' , i, low, high, Date.now()- time);
+
+	if ( arcLengths[ i ] == targetArcLength ) {
+
+		var t = i / ( il - 1 );
+		return t;
+
+	}
+
+	// we could get finer grain at lengths, or use simple interpolatation between two points
+
+	var lengthBefore = arcLengths[ i ];
+    var lengthAfter = arcLengths[ i + 1 ];
+
+    var segmentLength = lengthAfter - lengthBefore;
+
+    // determine where we are between the 'before' and 'after' points
+
+    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+    // add that fractional amount to t
+
+    var t = ( i + segmentFraction ) / ( il -1 );
+
+	return t;
+
+};
+
+// 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 );
+
+};
+
+/**************************************************************
+ *	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 deltaAngle = this.aEndAngle - this.aStartAngle;
+
+	if ( !this.aClockwise ) {
+
+		t = 1 - t;
+
+	}
+
+	var angle = this.aStartAngle + t * deltaAngle;
+
+	var tx = this.aX + this.xRadius * Math.cos( angle );
+	var ty = this.aY + this.yRadius * Math.sin( angle );
+
+	return new THREE.Vector2( tx, ty );
+
+};
+
+/**************************************************************
+ *	Arc curve
+ **************************************************************/
+
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+};
+
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
+
+
+/**************************************************************
+ *	Utils
+ **************************************************************/
+
+THREE.Curve.Utils = {
+
+	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
+
+		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
+
+	},
+
+	// Puay Bing, thanks for helping with this derivative!
+
+	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
+
+		return -3 * p0 * (1 - t) * (1 - t)  +
+			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
+			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
+			3 * t * t * p3;
+	},
+
+
+	tangentSpline: function ( t, p0, p1, p2, p3 ) {
+
+		// To check if my formulas are correct
+
+		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 - 3t^2 + 1
+		var h10 = 3 * t * t - 4 * t + 1; // t^3 - 2t^2 + t
+		var h01 = -6 * t * t + 6 * t; 	// - 2t3 + 3t2
+		var h11 = 3 * t * t - 2 * t;	// t3 - t2
+
+		return h00 + h10 + h01 + h11;
+
+	},
+
+	// Catmull-Rom
+
+	interpolate: function( p0, p1, p2, p3, t ) {
+
+		var v0 = ( p2 - p0 ) * 0.5;
+		var v1 = ( p3 - p1 ) * 0.5;
+		var t2 = t * t;
+		var t3 = t * t2;
+		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+	}
+
+};
+
+
+// TODO: Transformation for Curves?
+
+/**************************************************************
+ *	3D Curves
+ **************************************************************/
+
+// A Factory method for creating new curve subclasses
+
+THREE.Curve.create = function ( constructor, getPointFunc ) {
+
+	constructor.prototype = Object.create( THREE.Curve.prototype );
+	constructor.prototype.getPoint = getPointFunc;
+
+	return constructor;
+
+};
+
+
+/**************************************************************
+ *	Line3D
+ **************************************************************/
+
+THREE.LineCurve3 = THREE.Curve.create(
+
+	function ( v1, v2 ) {
+
+		this.v1 = v1;
+		this.v2 = v2;
+
+	},
+
+	function ( t ) {
+
+		var r = new THREE.Vector3();
+
+
+		r.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 zz85 / http://www.lab4games.net/zz85/blog
+ *
+ **/
+
+/**************************************************************
+ *	Curved Path - a curve path is simply a array of connected
+ *  curves, but retains the api of a curve
+ **************************************************************/
+
+THREE.CurvePath = function () {
+
+	this.curves = [];
+	this.bends = [];
+	
+	this.autoClose = false; // Automatically closes the path
+};
+
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
+
+THREE.CurvePath.prototype.add = function ( curve ) {
+
+	this.curves.push( curve );
+
+};
+
+THREE.CurvePath.prototype.checkConnection = function() {
+	// TODO
+	// If the ending of curve is not connected to the starting
+	// or the next curve, then, this is not a real path
+};
+
+THREE.CurvePath.prototype.closePath = function() {
+	// TODO Test
+	// and verify for vector3 (needs to implement equals)
+	// Add a line curve if start and end of lines are not connected
+	var startPoint = this.curves[0].getPoint(0);
+	var endPoint = this.curves[this.curves.length-1].getPoint(1);
+	
+	if (!startPoint.equals(endPoint)) {
+		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
+	}
+	
+};
+
+// To get accurate point with reference to
+// entire path distance at time t,
+// following has to be done:
+
+// 1. Length of each sub path have to be known
+// 2. Locate and identify type of curve
+// 3. Get t for the curve
+// 4. Return curve.getPointAt(t')
+
+THREE.CurvePath.prototype.getPoint = function( t ) {
+
+	var d = t * this.getLength();
+	var curveLengths = this.getCurveLengths();
+	var i = 0, diff, curve;
+
+	// To think about boundaries points.
+
+	while ( i < curveLengths.length ) {
+
+		if ( curveLengths[ i ] >= d ) {
+
+			diff = curveLengths[ i ] - d;
+			curve = this.curves[ i ];
+
+			var u = 1 - diff / curve.getLength();
+
+			return curve.getPointAt( u );
+
+			break;
+		}
+
+		i ++;
+
+	}
+
+	return null;
+
+	// loop where sum != 0, sum > d , sum+1 <d
+
+};
+
+/*
+THREE.CurvePath.prototype.getTangent = function( t ) {
+};*/
+
+
+// We cannot use the default THREE.Curve getPoint() with getLength() because in
+// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+// getPoint() depends on getLength
+
+THREE.CurvePath.prototype.getLength = function() {
+
+	var lens = this.getCurveLengths();
+	return lens[ lens.length - 1 ];
+
+};
+
+// Compute lengths and cache them
+// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+THREE.CurvePath.prototype.getCurveLengths = function() {
+
+	// We use cache values if curves and cache array are same length
+
+	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
+
+		return this.cacheLengths;
+
+	};
+
+	// Get length of subsurve
+	// Push sums into cached array
+
+	var lengths = [], sums = 0;
+	var i, il = this.curves.length;
+
+	for ( i = 0; i < il; i ++ ) {
+
+		sums += this.curves[ i ].getLength();
+		lengths.push( sums );
+
+	}
+
+	this.cacheLengths = lengths;
+
+	return lengths;
+
+};
+
+
+
+// Returns min and max coordinates, as well as centroid
+
+THREE.CurvePath.prototype.getBoundingBox = function () {
+
+	var points = this.getPoints();
+
+	var maxX, maxY, maxZ;
+	var minX, minY, minZ;
+
+	maxX = maxY = Number.NEGATIVE_INFINITY;
+	minX = minY = Number.POSITIVE_INFINITY;
+
+	var p, i, il, sum;
+
+	var v3 = points[0] instanceof THREE.Vector3;
+
+	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
+
+	for ( i = 0, il = points.length; i < il; i ++ ) {
+
+		p = points[ i ];
+
+		if ( p.x > maxX ) maxX = p.x;
+		else if ( p.x < minX ) minX = p.x;
+
+		if ( p.y > maxY ) maxY = p.y;
+		else if ( p.y < minY ) minY = p.y;
+
+		if ( v3 ) {
+
+			if ( p.z > maxZ ) maxZ = p.z;
+			else if ( p.z < minZ ) minZ = p.z;
+
+		}
+
+		sum.add( p );
+
+	}
+
+	var ret = {
+
+		minX: minX,
+		minY: minY,
+		maxX: maxX,
+		maxY: maxY,
+		centroid: sum.divideScalar( il )
+
+	};
+
+	if ( v3 ) {
+
+		ret.maxZ = maxZ;
+		ret.minZ = minZ;
+
+	}
+
+	return ret;
+
+};
+
+/**************************************************************
+ *	Create Geometries Helpers
+ **************************************************************/
+
+/// Generate geometry from path points (for Line or ParticleSystem objects)
+
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
+
+	var pts = this.getPoints( divisions, true );
+	return this.createGeometry( pts );
+
+};
+
+// Generate geometry from equidistance sampling along the path
+
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
+
+	var pts = this.getSpacedPoints( divisions, true );
+	return this.createGeometry( pts );
+
+};
+
+THREE.CurvePath.prototype.createGeometry = function( points ) {
+
+	var geometry = new THREE.Geometry();
+
+	for ( var i = 0; i < points.length; i ++ ) {
+
+		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
+
+	}
+
+	return geometry;
+
+};
+
+
+/**************************************************************
+ *	Bend / Wrap Helper Methods
+ **************************************************************/
+
+// Wrap path / Bend modifiers?
+
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
+
+	this.bends.push( bendpath );
+
+};
+
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
+
+	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
+	var i, il;
+
+	if ( !bends ) {
+
+		bends = this.bends;
+
+	}
+
+	for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+	}
+
+	return oldPts;
+
+};
+
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
+
+	var oldPts = this.getSpacedPoints( segments );
+
+	var i, il;
+
+	if ( !bends ) {
+
+		bends = this.bends;
+
+	}
+
+	for ( i = 0, il = bends.length; i < il; i ++ ) {
+
+		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
+
+	}
+
+	return oldPts;
+
+};
+
+// This returns getPoints() bend/wrapped around the contour of a path.
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
+
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
+
+	var bounds = this.getBoundingBox();
+
+	var i, il, p, oldX, oldY, xNorm;
+
+	for ( i = 0, il = oldPts.length; i < il; i ++ ) {
+
+		p = oldPts[ i ];
+
+		oldX = p.x;
+		oldY = p.y;
+
+		xNorm = oldX / bounds.maxX;
+
+		// If using actual distance, for length > path, requires line extrusions
+		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
+
+		xNorm = path.getUtoTmapping( xNorm, oldX );
+
+		// check for out of bounds?
+
+		var pathPt = path.getPoint( xNorm );
+		var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
+
+		p.x = pathPt.x + normal.x;
+		p.y = pathPt.y + normal.y;
+
+	}
+
+	return oldPts;
+
+};
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Gyroscope = function () {
+
+	THREE.Object3D.call( this );
+
+};
+
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
+
+	this.matrixAutoUpdate && this.updateMatrix();
+
+	// update matrixWorld
+
+	if ( this.matrixWorldNeedsUpdate || force ) {
+
+		if ( this.parent ) {
+
+			this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+			this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
+			this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
+
+			this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
+
+
+		} else {
+
+			this.matrixWorld.copy( this.matrix );
+
+		}
+
+
+		this.matrixWorldNeedsUpdate = false;
+
+		force = true;
+
+	}
+
+	// update children
+
+	for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+		this.children[ i ].updateMatrixWorld( force );
+
+	}
+
+};
+
+THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
+THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
+THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
+THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
+THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
+
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Creates free form 2d path using series of points, lines or curves.
+ *
+ **/
+
+THREE.Path = function ( points ) {
+
+	THREE.CurvePath.call(this);
+
+	this.actions = [];
+
+	if ( points ) {
+
+		this.fromPoints( points );
+
+	}
+
+};
+
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
+
+THREE.PathActions = {
+
+	MOVE_TO: 'moveTo',
+	LINE_TO: 'lineTo',
+	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
+	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
+	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
+	ARC: 'arc',								// Circle
+	ELLIPSE: 'ellipse'
+};
+
+// TODO Clean up PATH API
+
+// Create path using straight lines to connect all points
+// - vectors: array of Vector2
+
+THREE.Path.prototype.fromPoints = function ( vectors ) {
+
+	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
+
+	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
+
+		this.lineTo( vectors[ v ].x, vectors[ v ].y );
+
+	};
+
+};
+
+// startPath() endPath()?
+
+THREE.Path.prototype.moveTo = function ( x, y ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.lineTo = function ( x, y ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
+												new THREE.Vector2( aCPx, aCPy ),
+												new THREE.Vector2( aX, aY ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
+                                               aCP2x, aCP2y,
+                                               aX, aY ) {
+
+	var args = Array.prototype.slice.call( arguments );
+
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
+											new THREE.Vector2( aCP1x, aCP1y ),
+											new THREE.Vector2( aCP2x, aCP2y ),
+											new THREE.Vector2( aX, aY ) );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
+
+};
+
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	var lastargs = this.actions[ this.actions.length - 1 ].args;
+
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+//---
+	var npts = [ new THREE.Vector2( x0, y0 ) ];
+	Array.prototype.push.apply( npts, pts );
+
+	var curve = new THREE.SplineCurve( npts );
+	this.curves.push( curve );
+
+	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
+
+};
+
+// FUTURE: Change the API or follow canvas API?
+
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var lastargs = this.actions[ this.actions.length - 1].args;
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	this.absarc(aX + x0, aY + y0, aRadius,
+		aStartAngle, aEndAngle, aClockwise );
+	
+ };
+
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
+ };
+ 
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var lastargs = this.actions[ this.actions.length - 1].args;
+	var x0 = lastargs[ lastargs.length - 2 ];
+	var y0 = lastargs[ lastargs.length - 1 ];
+
+	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
+		aStartAngle, aEndAngle, aClockwise );
+
+ };
+ 
+
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
+									  aStartAngle, aEndAngle, aClockwise ) {
+
+	var args = Array.prototype.slice.call( arguments );
+	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
+									aStartAngle, aEndAngle, aClockwise );
+	this.curves.push( curve );
+
+	var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
+	args.push(lastPoint.x);
+	args.push(lastPoint.y);
+
+	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
+
+ };
+
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
+
+	if ( ! divisions ) divisions = 40;
+
+	var points = [];
+
+	for ( var i = 0; i < divisions; i ++ ) {
+
+		points.push( this.getPoint( i / divisions ) );
+
+		//if( !this.getPoint( i / divisions ) ) throw "DIE";
+
+	}
+
+	// if ( closedPath ) {
+	//
+	// 	points.push( points[ 0 ] );
+	//
+	// }
+
+	return points;
+
+};
+
+/* Return an array of vectors based on contour of the path */
+
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
+
+	if (this.useSpacedPoints) {
+		console.log('tata');
+		return this.getSpacedPoints( divisions, closedPath );
+	}
+
+	divisions = divisions || 12;
+
+	var points = [];
+
+	var i, il, item, action, args;
+	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
+		laste, j,
+		t, tx, ty;
+
+	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+		item = this.actions[ i ];
+
+		action = item.action;
+		args = item.args;
+
+		switch( action ) {
+
+		case THREE.PathActions.MOVE_TO:
+
+			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+			break;
+
+		case THREE.PathActions.LINE_TO:
+
+			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
+
+			break;
+
+		case THREE.PathActions.QUADRATIC_CURVE_TO:
+
+			cpx  = args[ 2 ];
+			cpy  = args[ 3 ];
+
+			cpx1 = args[ 0 ];
+			cpy1 = args[ 1 ];
+
+			if ( points.length > 0 ) {
+
+				laste = points[ points.length - 1 ];
+
+				cpx0 = laste.x;
+				cpy0 = laste.y;
+
+			} else {
+
+				laste = this.actions[ i - 1 ].args;
+
+				cpx0 = laste[ laste.length - 2 ];
+				cpy0 = laste[ laste.length - 1 ];
+
+			}
+
+			for ( j = 1; j <= divisions; j ++ ) {
+
+				t = j / divisions;
+
+				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
+				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+		  	}
+
+			break;
+
+		case THREE.PathActions.BEZIER_CURVE_TO:
+
+			cpx  = args[ 4 ];
+			cpy  = args[ 5 ];
+
+			cpx1 = args[ 0 ];
+			cpy1 = args[ 1 ];
+
+			cpx2 = args[ 2 ];
+			cpy2 = args[ 3 ];
+
+			if ( points.length > 0 ) {
+
+				laste = points[ points.length - 1 ];
+
+				cpx0 = laste.x;
+				cpy0 = laste.y;
+
+			} else {
+
+				laste = this.actions[ i - 1 ].args;
+
+				cpx0 = laste[ laste.length - 2 ];
+				cpy0 = laste[ laste.length - 1 ];
+
+			}
+
+
+			for ( j = 1; j <= divisions; j ++ ) {
+
+				t = j / divisions;
+
+				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
+				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			break;
+
+		case THREE.PathActions.CSPLINE_THRU:
+
+			laste = this.actions[ i - 1 ].args;
+
+			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
+			var spts = [ last ];
+
+			var n = divisions * args[ 0 ].length;
+
+			spts = spts.concat( args[ 0 ] );
+
+			var spline = new THREE.SplineCurve( spts );
+
+			for ( j = 1; j <= n; j ++ ) {
+
+				points.push( spline.getPointAt( j / n ) ) ;
+
+			}
+
+			break;
+
+		case THREE.PathActions.ARC:
+
+			var aX = args[ 0 ], aY = args[ 1 ],
+				aRadius = args[ 2 ],
+				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
+				aClockwise = !!args[ 5 ];
+
+			var deltaAngle = aEndAngle - aStartAngle;
+			var angle;
+			var tdivisions = divisions * 2;
+
+			for ( j = 1; j <= tdivisions; j ++ ) {
+
+				t = j / tdivisions;
+
+				if ( ! aClockwise ) {
+
+					t = 1 - t;
+
+				}
+
+				angle = aStartAngle + t * deltaAngle;
+
+				tx = aX + aRadius * Math.cos( angle );
+				ty = aY + aRadius * Math.sin( angle );
+
+				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			//console.log(points);
+
+		  break;
+		  
+		case THREE.PathActions.ELLIPSE:
+
+			var aX = args[ 0 ], aY = args[ 1 ],
+				xRadius = args[ 2 ],
+				yRadius = args[ 3 ],
+				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
+				aClockwise = !!args[ 6 ];
+
+
+			var deltaAngle = aEndAngle - aStartAngle;
+			var angle;
+			var tdivisions = divisions * 2;
+
+			for ( j = 1; j <= tdivisions; j ++ ) {
+
+				t = j / tdivisions;
+
+				if ( ! aClockwise ) {
+
+					t = 1 - t;
+
+				}
+
+				angle = aStartAngle + t * deltaAngle;
+
+				tx = aX + xRadius * Math.cos( angle );
+				ty = aY + yRadius * Math.sin( angle );
+
+				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
+
+				points.push( new THREE.Vector2( tx, ty ) );
+
+			}
+
+			//console.log(points);
+
+		  break;
+
+		} // end switch
+
+	}
+
+
+
+	// Normalize to remove the closing point by default.
+	var lastPoint = points[ points.length - 1];
+	var EPSILON = 0.0000000001;
+	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
+             Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
+		points.splice( points.length - 1, 1);
+	if ( closedPath ) {
+
+		points.push( points[ 0 ] );
+
+	}
+
+	return points;
+
+};
+
+// Breaks path into shapes
+
+THREE.Path.prototype.toShapes = function() {
+
+	var i, il, item, action, args;
+
+	var subPaths = [], lastPath = new THREE.Path();
+
+	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
+
+		item = this.actions[ i ];
+
+		args = item.args;
+		action = item.action;
+
+		if ( action == THREE.PathActions.MOVE_TO ) {
+
+			if ( lastPath.actions.length != 0 ) {
+
+				subPaths.push( lastPath );
+				lastPath = new THREE.Path();
+
+			}
+
+		}
+
+		lastPath[ action ].apply( lastPath, args );
+
+	}
+
+	if ( lastPath.actions.length != 0 ) {
+
+		subPaths.push( lastPath );
+
+	}
+
+	// console.log(subPaths);
+
+	if ( subPaths.length == 0 ) return [];
+
+	var tmpPath, tmpShape, shapes = [];
+
+	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
+	// console.log("Holes first", holesFirst);
+
+	if ( subPaths.length == 1) {
+		tmpPath = subPaths[0];
+		tmpShape = new THREE.Shape();
+		tmpShape.actions = tmpPath.actions;
+		tmpShape.curves = tmpPath.curves;
+		shapes.push( tmpShape );
+		return shapes;
+	};
+
+	if ( holesFirst ) {
+
+		tmpShape = new THREE.Shape();
+
+		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+			tmpPath = subPaths[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+				tmpShape.actions = tmpPath.actions;
+				tmpShape.curves = tmpPath.curves;
+
+				shapes.push( tmpShape );
+				tmpShape = new THREE.Shape();
+
+				//console.log('cw', i);
+
+			} else {
+
+				tmpShape.holes.push( tmpPath );
+
+				//console.log('ccw', i);
+
+			}
+
+		}
+
+	} else {
+
+		// Shapes first
+
+		for ( i = 0, il = subPaths.length; i < il; i ++ ) {
+
+			tmpPath = subPaths[ i ];
+
+			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
+
+
+				if ( tmpShape ) shapes.push( tmpShape );
+
+				tmpShape = new THREE.Shape();
+				tmpShape.actions = tmpPath.actions;
+				tmpShape.curves = tmpPath.curves;
+
+			} else {
+
+				tmpShape.holes.push( tmpPath );
+
+			}
+
+		}
+
+		shapes.push( tmpShape );
+
+	}
+
+	//console.log("shape", shapes);
+
+	return shapes;
+
+};
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ * Defines a 2d shape plane using paths.
+ **/
+
+// STEP 1 Create a path.
+// STEP 2 Turn path into shape.
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+// STEP 3a - Extract points from each shape, turn to vertices
+// STEP 3b - Triangulate each shape, add faces.
+
+THREE.Shape = function () {
+
+	THREE.Path.apply( this, arguments );
+	this.holes = [];
+
+};
+
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
+
+// Convenience method to return ExtrudeGeometry
+
+THREE.Shape.prototype.extrude = function ( options ) {
+
+	var extruded = new THREE.ExtrudeGeometry( this, options );
+	return extruded;
+
+};
+
+// Convenience method to return ShapeGeometry
+
+THREE.Shape.prototype.makeGeometry = function ( options ) {
+
+	var geometry = new THREE.ShapeGeometry( this, options );
+	return geometry;
+
+};
+
+// Get points of holes
+
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
+
+	var i, il = this.holes.length, holesPts = [];
+
+	for ( i = 0; i < il; i ++ ) {
+
+		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
+
+	}
+
+	return holesPts;
+
+};
+
+// Get points of holes (spaced by regular distance)
+
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
+
+	var i, il = this.holes.length, holesPts = [];
+
+	for ( i = 0; i < il; i ++ ) {
+
+		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
+
+	}
+
+	return holesPts;
+
+};
+
+
+// Get points of shape and holes (keypoints based on segments parameter)
+
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
+
+	return {
+
+		shape: this.getTransformedPoints( divisions ),
+		holes: this.getPointsHoles( divisions )
+
+	};
+
+};
+
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
+
+	if (this.useSpacedPoints) {
+		return this.extractAllSpacedPoints(divisions);
+	}
+
+	return this.extractAllPoints(divisions);
+
+};
+
+//
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
+//
+// 	return {
+//
+// 		shape: this.transform( bend, divisions ),
+// 		holes: this.getPointsHoles( divisions, bend )
+//
+// 	};
+//
+// };
+
+// Get points of shape and holes (spaced by regular distance)
+
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
+
+	return {
+
+		shape: this.getTransformedSpacedPoints( divisions ),
+		holes: this.getSpacedPointsHoles( divisions )
+
+	};
+
+};
+
+/**************************************************************
+ *	Utils
+ **************************************************************/
+
+THREE.Shape.Utils = {
+
+	/*
+		contour - array of vector2 for contour
+		holes   - array of array of vector2
+	*/
+
+	removeHoles: function ( contour, holes ) {
+
+		var shape = contour.concat(); // work on this shape
+		var allpoints = shape.concat();
+
+		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */
+
+
+		var prevShapeVert, nextShapeVert,
+			prevHoleVert, nextHoleVert,
+			holeIndex, shapeIndex,
+			shapeId, shapeGroup,
+			h, h2,
+			hole, shortest, d,
+			p, pts1, pts2,
+			tmpShape1, tmpShape2,
+			tmpHole1, tmpHole2,
+			verts = [];
+
+		for ( h = 0; h < holes.length; h ++ ) {
+
+			hole = holes[ h ];
+
+			/*
+			shapeholes[ h ].concat(); // preserves original
+			holes.push( hole );
+			*/
+
+			Array.prototype.push.apply( allpoints, hole );
+
+			shortest = Number.POSITIVE_INFINITY;
+
+
+			// Find the shortest pair of pts between shape and hole
+
+			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
+			// Using distanceToSquared() intead of distanceTo() should speed a little
+			// since running square roots operations are reduced.
+
+			for ( h2 = 0; h2 < hole.length; h2 ++ ) {
+
+				pts1 = hole[ h2 ];
+				var dist = [];
+
+				for ( p = 0; p < shape.length; p++ ) {
+
+					pts2 = shape[ p ];
+					d = pts1.distanceToSquared( pts2 );
+					dist.push( d );
+
+					if ( d < shortest ) {
+
+						shortest = d;
+						holeIndex = h2;
+						shapeIndex = p;
+
+					}
+
+				}
+
+			}
+
+			//console.log("shortest", shortest, dist);
+
+			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			var areaapts = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var areaa = THREE.FontUtils.Triangulate.area( areaapts );
+
+			var areabpts = [
+
+				hole[ holeIndex ],
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			var areab = THREE.FontUtils.Triangulate.area( areabpts );
+
+			var shapeOffset = 1;
+			var holeOffset = -1;
+
+			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
+			shapeIndex += shapeOffset;
+			holeIndex += holeOffset;
+
+			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
+			shapeIndex %= shape.length;
+
+			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
+			holeIndex %= hole.length;
+
+			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			areaapts = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
+
+			areabpts = [
+
+				hole[ holeIndex ],
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
+			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));
+
+			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
+
+				// In case areas are not correct.
+				//console.log("USE THIS");
+
+				shapeIndex = oldShapeIndex;
+				holeIndex = oldHoleIndex ;
+
+				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
+				shapeIndex %= shape.length;
+
+				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
+				holeIndex %= hole.length;
+
+				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
+				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
+
+			} else {
+
+				//console.log("USE THAT ")
+
+			}
+
+			tmpShape1 = shape.slice( 0, shapeIndex );
+			tmpShape2 = shape.slice( shapeIndex );
+			tmpHole1 = hole.slice( holeIndex );
+			tmpHole2 = hole.slice( 0, holeIndex );
+
+			// Should check orders here again?
+
+			var trianglea = [
+
+				hole[ holeIndex ],
+				shape[ shapeIndex ],
+				shape[ prevShapeVert ]
+
+			];
+
+			var triangleb = [
+
+				hole[ holeIndex ] ,
+				hole[ prevHoleVert ],
+				shape[ shapeIndex ]
+
+			];
+
+			verts.push( trianglea );
+			verts.push( triangleb );
+
+			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
+
+		}
+
+		return {
+
+			shape:shape, 		/* shape with no holes */
+			isolatedPts: verts, /* isolated faces */
+			allpoints: allpoints
+
+		}
+
+
+	},
+
+	triangulateShape: function ( contour, holes ) {
+
+		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
+
+		var shape = shapeWithoutHoles.shape,
+			allpoints = shapeWithoutHoles.allpoints,
+			isolatedPts = shapeWithoutHoles.isolatedPts;
+
+		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
+
+		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
+
+		//console.log( "triangles",triangles, triangles.length );
+		//console.log( "allpoints",allpoints, allpoints.length );
+
+		var i, il, f, face,
+			key, index,
+			allPointsMap = {},
+			isolatedPointsMap = {};
+
+		// prepare all points map
+
+		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
+
+			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
+
+			if ( allPointsMap[ key ] !== undefined ) {
+
+				console.log( "Duplicate point", key );
+
+			}
+
+			allPointsMap[ key ] = i;
+
+		}
+
+		// check all face vertices against all points map
+
+		for ( i = 0, il = triangles.length; i < il; i ++ ) {
+
+			face = triangles[ i ];
+
+			for ( f = 0; f < 3; f ++ ) {
+
+				key = face[ f ].x + ":" + face[ f ].y;
+
+				index = allPointsMap[ key ];
+
+				if ( index !== undefined ) {
+
+					face[ f ] = index;
+
+				}
+
+			}
+
+		}
+
+		// check isolated points vertices against all points map
+
+		for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
+
+			face = isolatedPts[ i ];
+
+			for ( f = 0; f < 3; f ++ ) {
+
+				key = face[ f ].x + ":" + face[ f ].y;
+
+				index = allPointsMap[ key ];
+
+				if ( index !== undefined ) {
+
+					face[ f ] = index;
+
+				}
+
+			}
+
+		}
+
+		return triangles.concat( isolatedPts );
+
+	}, // end triangulate shapes
+
+	/*
+	triangulate2 : function( pts, holes ) {
+
+		// For use with Poly2Tri.js
+
+		var allpts = pts.concat();
+		var shape = [];
+		for (var p in pts) {
+			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
+		}
+
+		var swctx = new js.poly2tri.SweepContext(shape);
+
+		for (var h in holes) {
+			var aHole = holes[h];
+			var newHole = []
+			for (i in aHole) {
+				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
+				allpts.push(aHole[i]);
+			}
+			swctx.AddHole(newHole);
+		}
+
+		var find;
+		var findIndexForPt = function (pt) {
+			find = new THREE.Vector2(pt.x, pt.y);
+			var p;
+			for (p=0, pl = allpts.length; p<pl; p++) {
+				if (allpts[p].equals(find)) return p;
+			}
+			return -1;
+		};
+
+		// triangulate
+		js.poly2tri.sweep.Triangulate(swctx);
+
+		var triangles =  swctx.GetTriangles();
+		var tr ;
+		var facesPts = [];
+		for (var t in triangles) {
+			tr =  triangles[t];
+			facesPts.push([
+				findIndexForPt(tr.GetPoint(0)),
+				findIndexForPt(tr.GetPoint(1)),
+				findIndexForPt(tr.GetPoint(2))
+					]);
+		}
+
+
+	//	console.log(facesPts);
+	//	console.log("triangles", triangles.length, triangles);
+
+		// Returns array of faces with 3 element each
+	return facesPts;
+	},
+*/
+
+	isClockWise: function ( pts ) {
+
+		return THREE.FontUtils.Triangulate.area( pts ) < 0;
+
+	},
+
+	// Bezier Curves formulas obtained from
+	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+
+	// Quad Bezier Functions
+
+	b2p0: function ( t, p ) {
+
+		var k = 1 - t;
+		return k * k * p;
+
+	},
+
+	b2p1: function ( t, p ) {
+
+		return 2 * ( 1 - t ) * t * p;
+
+	},
+
+	b2p2: function ( t, p ) {
+
+		return t * t * p;
+
+	},
+
+	b2: function ( t, p0, p1, p2 ) {
+
+		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
+
+	},
+
+	// Cubic Bezier Functions
+
+	b3p0: function ( t, p ) {
+
+		var k = 1 - t;
+		return k * k * k * p;
+
+	},
+
+	b3p1: function ( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * k * t * p;
+
+	},
+
+	b3p2: function ( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * t * t * p;
+
+	},
+
+	b3p3: function ( t, p ) {
+
+		return t * t * t * p;
+
+	},
+
+	b3: function ( t, p0, p1, p2, p3 ) {
+
+		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );
+
+	}
+
+};
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+THREE.AnimationHandler = (function() {
+
+	var playing = [];
+	var library = {};
+	var that    = {};
+
+
+	//--- update ---
+
+	that.update = function( deltaTimeMS ) {
+
+		for( var i = 0; i < playing.length; i ++ )
+			playing[ i ].update( deltaTimeMS );
+
+	};
+
+
+	//--- add ---
+
+	that.addToUpdate = function( animation ) {
+
+		if ( playing.indexOf( animation ) === -1 )
+			playing.push( animation );
+
+	};
+
+
+	//--- remove ---
+
+	that.removeFromUpdate = function( animation ) {
+
+		var index = playing.indexOf( animation );
+
+		if( index !== -1 )
+			playing.splice( index, 1 );
+
+	};
+
+
+	//--- add ---
+
+	that.add = function( data ) {
+
+		if ( library[ data.name ] !== undefined )
+			console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
+
+		library[ data.name ] = data;
+		initData( data );
+
+	};
+
+
+	//--- get ---
+
+	that.get = function( name ) {
+
+		if ( typeof name === "string" ) {
+
+			if ( library[ name ] ) {
+
+				return library[ name ];
+
+			} else {
+
+				console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
+				return null;
+
+			}
+
+		} else {
+
+			// todo: add simple tween library
+
+		}
+
+	};
+
+	//--- parse ---
+
+	that.parse = function( root ) {
+
+		// setup hierarchy
+
+		var hierarchy = [];
+
+		if ( root instanceof THREE.SkinnedMesh ) {
+
+			for( var b = 0; b < root.bones.length; b++ ) {
+
+				hierarchy.push( root.bones[ b ] );
+
+			}
+
+		} else {
+
+			parseRecurseHierarchy( root, hierarchy );
+
+		}
+
+		return hierarchy;
+
+	};
+
+	var parseRecurseHierarchy = function( root, hierarchy ) {
+
+		hierarchy.push( root );
+
+		for( var c = 0; c < root.children.length; c++ )
+			parseRecurseHierarchy( root.children[ c ], hierarchy );
+
+	}
+
+
+	//--- init data ---
+
+	var initData = function( data ) {
+
+		if( data.initialized === true )
+			return;
+
+
+		// loop through all keys
+
+		for( var h = 0; h < data.hierarchy.length; h ++ ) {
+
+			for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				// remove minus times
+
+				if( data.hierarchy[ h ].keys[ k ].time < 0 )
+					data.hierarchy[ h ].keys[ k ].time = 0;
+
+
+				// create quaternions
+
+				if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
+				 !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
+
+					var quat = data.hierarchy[ h ].keys[ k ].rot;
+					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
+
+				}
+
+			}
+
+
+			// prepare morph target keys
+
+			if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
+
+				// get all used
+
+				var usedMorphTargets = {};
+
+				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
+						usedMorphTargets[ morphTargetName ] = -1;
+
+					}
+
+				}
+
+				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
+
+
+				// set all used on all frames
+
+				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+					var influences = {};
+
+					for ( var morphTargetName in usedMorphTargets ) {
+
+						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
+
+							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
+
+								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
+								break;
+
+							}
+
+						}
+
+						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
+
+							influences[ morphTargetName ] = 0;
+
+						}
+
+					}
+
+					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
+
+				}
+
+			}
+
+
+			// remove all keys that are on the same time
+
+			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
+
+					data.hierarchy[ h ].keys.splice( k, 1 );
+					k --;
+
+				}
+
+			}
+
+
+			// set index
+
+			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
+
+				data.hierarchy[ h ].keys[ k ].index = k;
+
+			}
+
+		}
+
+
+		// JIT
+
+		var lengthInFrames = parseInt( data.length * data.fps, 10 );
+
+		data.JIT = {};
+		data.JIT.hierarchy = [];
+
+		for( var h = 0; h < data.hierarchy.length; h ++ )
+			data.JIT.hierarchy.push( new Array( lengthInFrames ) );
+
+
+		// done
+
+		data.initialized = true;
+
+	};
+
+
+	// interpolation types
+
+	that.LINEAR = 0;
+	that.CATMULLROM = 1;
+	that.CATMULLROM_FORWARD = 2;
+
+	return that;
+
+}());
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.Animation = function ( root, name, interpolationType ) {
+
+	this.root = root;
+	this.data = THREE.AnimationHandler.get( name );
+	this.hierarchy = THREE.AnimationHandler.parse( root );
+
+	this.currentTime = 0;
+	this.timeScale = 1;
+
+	this.isPlaying = false;
+	this.isPaused = true;
+	this.loop = true;
+
+	this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
+
+	this.points = [];
+	this.target = new THREE.Vector3();
+
+};
+
+THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
+
+	if ( this.isPlaying === false ) {
+
+		this.isPlaying = true;
+		this.loop = loop !== undefined ? loop : true;
+		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+
+		// reset key cache
+
+		var h, hl = this.hierarchy.length,
+			object;
+
+		for ( h = 0; h < hl; h ++ ) {
+
+			object = this.hierarchy[ h ];
+
+			if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+				object.useQuaternion = true;
+
+			}
+
+			object.matrixAutoUpdate = true;
+
+			if ( object.animationCache === undefined ) {
+
+				object.animationCache = {};
+				object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
+				object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
+				object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+			}
+
+			var prevKey = object.animationCache.prevKey;
+			var nextKey = object.animationCache.nextKey;
+
+			prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
+			prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
+			prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
+
+			nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
+			nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
+			nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
+
+		}
+
+		this.update( 0 );
+
+	}
+
+	this.isPaused = false;
+
+	THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.pause = function() {
+
+	if ( this.isPaused === true ) {
+
+		THREE.AnimationHandler.addToUpdate( this );
+
+	} else {
+
+		THREE.AnimationHandler.removeFromUpdate( this );
+
+	}
+
+	this.isPaused = !this.isPaused;
+
+};
+
+
+THREE.Animation.prototype.stop = function() {
+
+	this.isPlaying = false;
+	this.isPaused  = false;
+	THREE.AnimationHandler.removeFromUpdate( this );
+
+};
+
+
+THREE.Animation.prototype.update = function ( deltaTimeMS ) {
+
+	// early out
+
+	if ( this.isPlaying === false ) return;
+
+
+	// vars
+
+	var types = [ "pos", "rot", "scl" ];
+	var type;
+	var scale;
+	var vector;
+	var prevXYZ, nextXYZ;
+	var prevKey, nextKey;
+	var object;
+	var animationCache;
+	var frame;
+	var JIThierarchy = this.data.JIT.hierarchy;
+	var currentTime, unloopedCurrentTime;
+	var currentPoint, forwardPoint, angle;
+
+
+	this.currentTime += deltaTimeMS * this.timeScale;
+
+	unloopedCurrentTime = this.currentTime;
+	currentTime = this.currentTime = this.currentTime % this.data.length;
+	frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
+
+		object = this.hierarchy[ h ];
+		animationCache = object.animationCache;
+
+		// loop through pos/rot/scl
+
+		for ( var t = 0; t < 3; t ++ ) {
+
+			// get keys
+
+			type    = types[ t ];
+			prevKey = animationCache.prevKey[ type ];
+			nextKey = animationCache.nextKey[ type ];
+
+			// switch keys?
+
+			if ( nextKey.time <= unloopedCurrentTime ) {
+
+				// did we loop?
+
+				if ( currentTime < unloopedCurrentTime ) {
+
+					if ( this.loop ) {
+
+						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
+						nextKey = this.getNextKeyWith( type, h, 1 );
+
+						while( nextKey.time < currentTime ) {
+
+							prevKey = nextKey;
+							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+						}
+
+					} else {
+
+						this.stop();
+						return;
+
+					}
+
+				} else {
+
+					do {
+
+						prevKey = nextKey;
+						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
+
+					} while( nextKey.time < currentTime )
+
+				}
+
+				animationCache.prevKey[ type ] = prevKey;
+				animationCache.nextKey[ type ] = nextKey;
+
+			}
+
+
+			object.matrixAutoUpdate = true;
+			object.matrixWorldNeedsUpdate = true;
+
+			scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
+			prevXYZ = prevKey[ type ];
+			nextXYZ = nextKey[ type ];
+
+
+			// check scale error
+
+			if ( scale < 0 || scale > 1 ) {
+
+				console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
+				scale = scale < 0 ? 0 : 1;
+
+			}
+
+			// interpolate
+
+			if ( type === "pos" ) {
+
+				vector = object.position;
+
+				if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
+
+					vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+					vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+					vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+				} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+						    this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+					this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
+					this.points[ 1 ] = prevXYZ;
+					this.points[ 2 ] = nextXYZ;
+					this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
+
+					scale = scale * 0.33 + 0.33;
+
+					currentPoint = this.interpolateCatmullRom( this.points, scale );
+
+					vector.x = currentPoint[ 0 ];
+					vector.y = currentPoint[ 1 ];
+					vector.z = currentPoint[ 2 ];
+
+					if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+						forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
+
+						this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
+						this.target.sub( vector );
+						this.target.y = 0;
+						this.target.normalize();
+
+						angle = Math.atan2( this.target.x, this.target.z );
+						object.rotation.set( 0, angle, 0 );
+
+					}
+
+				}
+
+			} else if ( type === "rot" ) {
+
+				THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
+
+			} else if ( type === "scl" ) {
+
+				vector = object.scale;
+
+				vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
+				vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
+				vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
+
+			}
+
+		}
+
+	}
+
+};
+
+// Catmull-Rom spline
+
+THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
+
+	var c = [], v3 = [],
+	point, intPoint, weight, w2, w3,
+	pa, pb, pc, pd;
+
+	point = ( points.length - 1 ) * scale;
+	intPoint = Math.floor( point );
+	weight = point - intPoint;
+
+	c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
+	c[ 1 ] = intPoint;
+	c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
+	c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
+
+	pa = points[ c[ 0 ] ];
+	pb = points[ c[ 1 ] ];
+	pc = points[ c[ 2 ] ];
+	pd = points[ c[ 3 ] ];
+
+	w2 = weight * weight;
+	w3 = weight * w2;
+
+	v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
+	v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
+	v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
+
+	return v3;
+
+};
+
+THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
+
+	var v0 = ( p2 - p0 ) * 0.5,
+		v1 = ( p3 - p1 ) * 0.5;
+
+	return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+};
+
+
+
+// Get next key with
+
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+
+	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+		key = key < keys.length - 1 ? key : keys.length - 1;
+
+	} else {
+
+		key = key % keys.length;
+
+	}
+
+	for ( ; key < keys.length; key++ ) {
+
+		if ( keys[ key ][ type ] !== undefined ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return this.data.hierarchy[ h ].keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+
+	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
+		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
+
+		key = key > 0 ? key : 0;
+
+	} else {
+
+		key = key >= 0 ? key : key + keys.length;
+
+	}
+
+
+	for ( ; key >= 0; key -- ) {
+
+		if ( keys[ key ][ type ] !== undefined ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author mrdoob / http://mrdoob.com/
+ * @author alteredq / http://alteredqualia.com/
+ * @author khang duong
+ * @author erik kitson
+ */
+
+THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
+
+	this.root = root;
+	this.data = THREE.AnimationHandler.get( data );
+	this.hierarchy = THREE.AnimationHandler.parse( root );
+	this.currentTime = 0;
+	this.timeScale = 0.001;
+	this.isPlaying = false;
+	this.isPaused = true;
+	this.loop = true;
+	this.JITCompile = JITCompile !== undefined ? JITCompile : true;
+
+	// initialize to first keyframes
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+		var keys = this.data.hierarchy[h].keys,
+			sids = this.data.hierarchy[h].sids,
+			obj = this.hierarchy[h];
+
+		if ( keys.length && sids ) {
+
+			for ( var s = 0; s < sids.length; s++ ) {
+
+				var sid = sids[ s ],
+					next = this.getNextKeyWith( sid, h, 0 );
+
+				if ( next ) {
+
+					next.apply( sid );
+
+				}
+
+			}
+
+			obj.matrixAutoUpdate = false;
+			this.data.hierarchy[h].node.updateMatrix();
+			obj.matrixWorldNeedsUpdate = true;
+
+		}
+
+	}
+
+};
+
+// Play
+
+THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
+
+	if( !this.isPlaying ) {
+
+		this.isPlaying = true;
+		this.loop = loop !== undefined ? loop : true;
+		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
+		this.startTimeMs = startTimeMS;
+		this.startTime = 10000000;
+		this.endTime = -this.startTime;
+
+
+		// reset key cache
+
+		var h, hl = this.hierarchy.length,
+			object,
+			node;
+
+		for ( h = 0; h < hl; h++ ) {
+
+			object = this.hierarchy[ h ];
+			node = this.data.hierarchy[ h ];
+			object.useQuaternion = true;
+
+			if ( node.animationCache === undefined ) {
+
+				node.animationCache = {};
+				node.animationCache.prevKey = null;
+				node.animationCache.nextKey = null;
+				node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
+
+			}
+
+			var keys = this.data.hierarchy[h].keys;
+
+			if (keys.length) {
+
+				node.animationCache.prevKey = keys[ 0 ];
+				node.animationCache.nextKey = keys[ 1 ];
+
+				this.startTime = Math.min( keys[0].time, this.startTime );
+				this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
+
+			}
+
+		}
+
+		this.update( 0 );
+
+	}
+
+	this.isPaused = false;
+
+	THREE.AnimationHandler.addToUpdate( this );
+
+};
+
+
+
+// Pause
+
+THREE.KeyFrameAnimation.prototype.pause = function() {
+
+	if( this.isPaused ) {
+
+		THREE.AnimationHandler.addToUpdate( this );
+
+	} else {
+
+		THREE.AnimationHandler.removeFromUpdate( this );
+
+	}
+
+	this.isPaused = !this.isPaused;
+
+};
+
+
+// Stop
+
+THREE.KeyFrameAnimation.prototype.stop = function() {
+
+	this.isPlaying = false;
+	this.isPaused  = false;
+	THREE.AnimationHandler.removeFromUpdate( this );
+
+
+	// reset JIT matrix and remove cache
+
+	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
+        
+        var obj = this.hierarchy[ h ];
+		var node = this.data.hierarchy[ h ];
+
+		if ( node.animationCache !== undefined ) {
+
+			var original = node.animationCache.originalMatrix;
+
+			if( obj instanceof THREE.Bone ) {
+
+				original.copy( obj.skinMatrix );
+				obj.skinMatrix = original;
+
+			} else {
+
+				original.copy( obj.matrix );
+				obj.matrix = original;
+
+			}
+
+			delete node.animationCache;
+
+		}
+
+	}
+
+};
+
+
+// Update
+
+THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
+
+	// early out
+
+	if( !this.isPlaying ) return;
+
+
+	// vars
+
+	var prevKey, nextKey;
+	var object;
+	var node;
+	var frame;
+	var JIThierarchy = this.data.JIT.hierarchy;
+	var currentTime, unloopedCurrentTime;
+	var looped;
+
+
+	// update
+
+	this.currentTime += deltaTimeMS * this.timeScale;
+
+	unloopedCurrentTime = this.currentTime;
+	currentTime         = this.currentTime = this.currentTime % this.data.length;
+
+	// if looped around, the current time should be based on the startTime
+	if ( currentTime < this.startTimeMs ) {
+
+		currentTime = this.currentTime = this.startTimeMs + currentTime;
+
+	}
+
+	frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
+	looped 				= currentTime < unloopedCurrentTime;
+
+	if ( looped && !this.loop ) {
+
+		// Set the animation to the last keyframes and stop
+		for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+			var keys = this.data.hierarchy[h].keys,
+				sids = this.data.hierarchy[h].sids,
+				end = keys.length-1,
+				obj = this.hierarchy[h];
+
+			if ( keys.length ) {
+
+				for ( var s = 0; s < sids.length; s++ ) {
+
+					var sid = sids[ s ],
+						prev = this.getPrevKeyWith( sid, h, end );
+
+					if ( prev ) {
+						prev.apply( sid );
+
+					}
+
+				}
+
+				this.data.hierarchy[h].node.updateMatrix();
+				obj.matrixWorldNeedsUpdate = true;
+
+			}
+
+		}
+
+		this.stop();
+		return;
+
+	}
+
+	// check pre-infinity
+	if ( currentTime < this.startTime ) {
+
+		return;
+
+	}
+
+	// update
+
+	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
+
+		object = this.hierarchy[ h ];
+		node = this.data.hierarchy[ h ];
+
+		var keys = node.keys,
+			animationCache = node.animationCache;
+
+		// use JIT?
+
+		if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
+
+			if( object instanceof THREE.Bone ) {
+
+				object.skinMatrix = JIThierarchy[ h ][ frame ];
+				object.matrixWorldNeedsUpdate = false;
+
+			} else {
+
+				object.matrix = JIThierarchy[ h ][ frame ];
+				object.matrixWorldNeedsUpdate = true;
+
+			}
+
+		// use interpolation
+
+		} else if ( keys.length ) {
+
+			// make sure so original matrix and not JIT matrix is set
+
+			if ( this.JITCompile && animationCache ) {
+
+				if( object instanceof THREE.Bone ) {
+
+					object.skinMatrix = animationCache.originalMatrix;
+
+				} else {
+
+					object.matrix = animationCache.originalMatrix;
+
+				}
+
+			}
+
+			prevKey = animationCache.prevKey;
+			nextKey = animationCache.nextKey;
+
+			if ( prevKey && nextKey ) {
+
+				// switch keys?
+
+				if ( nextKey.time <= unloopedCurrentTime ) {
+
+					// did we loop?
+
+					if ( looped && this.loop ) {
+
+						prevKey = keys[ 0 ];
+						nextKey = keys[ 1 ];
+
+						while ( nextKey.time < currentTime ) {
+
+							prevKey = nextKey;
+							nextKey = keys[ prevKey.index + 1 ];
+
+						}
+
+					} else if ( !looped ) {
+
+						var lastIndex = keys.length - 1;
+
+						while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
+
+							prevKey = nextKey;
+							nextKey = keys[ prevKey.index + 1 ];
+
+						}
+
+					}
+
+					animationCache.prevKey = prevKey;
+					animationCache.nextKey = nextKey;
+
+				}
+                if(nextKey.time >= currentTime)
+                    prevKey.interpolate( nextKey, currentTime );
+                else
+                    prevKey.interpolate( nextKey, nextKey.time);
+
+			}
+
+			this.data.hierarchy[h].node.updateMatrix();
+			object.matrixWorldNeedsUpdate = true;
+
+		}
+
+	}
+
+	// update JIT?
+
+	if ( this.JITCompile ) {
+
+		if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
+
+			this.hierarchy[ 0 ].updateMatrixWorld( true );
+
+			for ( var h = 0; h < this.hierarchy.length; h++ ) {
+
+				if( this.hierarchy[ h ] instanceof THREE.Bone ) {
+
+					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
+
+				} else {
+
+					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
+
+				}
+
+			}
+
+		}
+
+	}
+
+};
+
+// Get next key with
+
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+	key = key % keys.length;
+
+	for ( ; key < keys.length; key++ ) {
+
+		if ( keys[ key ].hasTarget( sid ) ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return keys[ 0 ];
+
+};
+
+// Get previous key with
+
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
+
+	var keys = this.data.hierarchy[ h ].keys;
+	key = key >= 0 ? key : key + keys.length;
+
+	for ( ; key >= 0; key-- ) {
+
+		if ( keys[ key ].hasTarget( sid ) ) {
+
+			return keys[ key ];
+
+		}
+
+	}
+
+	return keys[ keys.length - 1 ];
+
+};
+/**
+ * Camera for rendering cube maps
+ *	- renders scene into axis-aligned cube
+ *
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
+
+	THREE.Object3D.call( this );
+
+	var fov = 90, aspect = 1;
+
+	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPX.up.set( 0, -1, 0 );
+	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
+	this.add( cameraPX );
+
+	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNX.up.set( 0, -1, 0 );
+	cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
+	this.add( cameraNX );
+
+	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPY.up.set( 0, 0, 1 );
+	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
+	this.add( cameraPY );
+
+	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNY.up.set( 0, 0, -1 );
+	cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
+	this.add( cameraNY );
+
+	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraPZ.up.set( 0, -1, 0 );
+	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
+	this.add( cameraPZ );
+
+	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
+	cameraNZ.up.set( 0, -1, 0 );
+	cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
+	this.add( cameraNZ );
+
+	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
+
+	this.updateCubeMap = function ( renderer, scene ) {
+
+		var renderTarget = this.renderTarget;
+		var generateMipmaps = renderTarget.generateMipmaps;
+
+		renderTarget.generateMipmaps = false;
+
+		renderTarget.activeCubeFace = 0;
+		renderer.render( scene, cameraPX, renderTarget );
+
+		renderTarget.activeCubeFace = 1;
+		renderer.render( scene, cameraNX, renderTarget );
+
+		renderTarget.activeCubeFace = 2;
+		renderer.render( scene, cameraPY, renderTarget );
+
+		renderTarget.activeCubeFace = 3;
+		renderer.render( scene, cameraNY, renderTarget );
+
+		renderTarget.activeCubeFace = 4;
+		renderer.render( scene, cameraPZ, renderTarget );
+
+		renderTarget.generateMipmaps = generateMipmaps;
+
+		renderTarget.activeCubeFace = 5;
+		renderer.render( scene, cameraNZ, renderTarget );
+
+	};
+
+};
+
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
+/*
+ *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
+ *
+ *	A general perpose camera, for setting FOV, Lens Focal Length,
+ *		and switching between perspective and orthographic views easily.
+ *		Use this only if you do not wish to manage
+ *		both a Orthographic and Perspective Camera
+ *
+ */
+
+
+THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
+
+	THREE.Camera.call( this );
+
+	this.fov = fov;
+
+	this.left = -width / 2;
+	this.right = width / 2
+	this.top = height / 2;
+	this.bottom = -height / 2;
+
+	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
+
+	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
+	this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
+
+	this.zoom = 1;
+
+	this.toPerspective();
+
+	var aspect = width/height;
+
+};
+
+THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
+
+THREE.CombinedCamera.prototype.toPerspective = function () {
+
+	// Switches to the Perspective Camera
+
+	this.near = this.cameraP.near;
+	this.far = this.cameraP.far;
+
+	this.cameraP.fov =  this.fov / this.zoom ;
+
+	this.cameraP.updateProjectionMatrix();
+
+	this.projectionMatrix = this.cameraP.projectionMatrix;
+
+	this.inPerspectiveMode = true;
+	this.inOrthographicMode = false;
+
+};
+
+THREE.CombinedCamera.prototype.toOrthographic = function () {
+
+	// Switches to the Orthographic camera estimating viewport from Perspective
+
+	var fov = this.fov;
+	var aspect = this.cameraP.aspect;
+	var near = this.cameraP.near;
+	var far = this.cameraP.far;
+
+	// The size that we set is the mid plane of the viewing frustum
+
+	var hyperfocus = ( near + far ) / 2;
+
+	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
+	var planeHeight = 2 * halfHeight;
+	var planeWidth = planeHeight * aspect;
+	var halfWidth = planeWidth / 2;
+
+	halfHeight /= this.zoom;
+	halfWidth /= this.zoom;
+
+	this.cameraO.left = -halfWidth;
+	this.cameraO.right = halfWidth;
+	this.cameraO.top = halfHeight;
+	this.cameraO.bottom = -halfHeight;
+
+	// this.cameraO.left = -farHalfWidth;
+	// this.cameraO.right = farHalfWidth;
+	// this.cameraO.top = farHalfHeight;
+	// this.cameraO.bottom = -farHalfHeight;
+
+	// this.cameraO.left = this.left / this.zoom;
+	// this.cameraO.right = this.right / this.zoom;
+	// this.cameraO.top = this.top / this.zoom;
+	// this.cameraO.bottom = this.bottom / this.zoom;
+
+	this.cameraO.updateProjectionMatrix();
+
+	this.near = this.cameraO.near;
+	this.far = this.cameraO.far;
+	this.projectionMatrix = this.cameraO.projectionMatrix;
+
+	this.inPerspectiveMode = false;
+	this.inOrthographicMode = true;
+
+};
+
+
+THREE.CombinedCamera.prototype.setSize = function( width, height ) {
+
+	this.cameraP.aspect = width / height;
+	this.left = -width / 2;
+	this.right = width / 2
+	this.top = height / 2;
+	this.bottom = -height / 2;
+
+};
+
+
+THREE.CombinedCamera.prototype.setFov = function( fov ) {
+
+	this.fov = fov;
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toOrthographic();
+
+	}
+
+};
+
+// For mantaining similar API with PerspectiveCamera
+
+THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
+
+	if ( this.inPerspectiveMode ) {
+
+		this.toPerspective();
+
+	} else {
+
+		this.toPerspective();
+		this.toOrthographic();
+
+	}
+
+};
+
+/*
+* Uses Focal Length (in mm) to estimate and set FOV
+* 35mm (fullframe) camera is used if frame size is not specified;
+* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
+*/
+THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
+
+	if ( frameHeight === undefined ) frameHeight = 24;
+
+	var fov = 2 * 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 alteredq / http://alteredqualia.com/
+ *
+ *	- 3d asterisk shape (for line pieces THREE.Line)
+ */
+
+THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {
+
+	THREE.Geometry.call( this );
+
+	var sd = innerRadius;
+	var ed = outerRadius;
+
+	var sd2 = 0.707 * sd;
+	var ed2 = 0.707 * ed;
+
+	var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
+				 [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
+				 [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
+				 [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
+				 [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
+				 [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
+				 [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
+				 [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
+				 [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
+	];
+
+	for ( var i = 0, il = rays.length; i < il; i ++ ) {
+
+		var x = rays[ i ][ 0 ];
+		var y = rays[ i ][ 1 ];
+		var z = rays[ i ][ 2 ];
+
+		this.vertices.push( new THREE.Vector3( x, y, z ) );
+
+	}
+
+};
+
+THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
+ * @author hughes
+ */
+
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
+
+    THREE.Geometry.call( this );
+
+    radius = radius || 50;
+
+    thetaStart = thetaStart !== undefined ? thetaStart : 0;
+    thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+    segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+    var i, uvs = [],
+    center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
+
+    this.vertices.push(center);
+    uvs.push( centerUV );
+
+    for ( i = 0; i <= segments; i ++ ) {
+
+        var vertex = new THREE.Vector3();
+
+        vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
+        vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
+
+        this.vertices.push( vertex );
+        uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
+
+    }
+
+    var n = new THREE.Vector3( 0, 0, -1 );
+
+    for ( i = 1; i <= segments; i ++ ) {
+
+        var v1 = i;
+        var v2 = i + 1 ;
+        var v3 = 0;
+
+        this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
+        this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
+
+    }
+
+    this.computeCentroids();
+    this.computeFaceNormals();
+
+    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
+ */
+
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.width = width;
+	this.height = height;
+	this.depth = depth;
+
+	this.widthSegments = widthSegments || 1;
+	this.heightSegments = heightSegments || 1;
+	this.depthSegments = depthSegments || 1;
+
+	var width_half = this.width / 2;
+	var height_half = this.height / 2;
+	var depth_half = this.depth / 2;
+
+	buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
+	buildPlane( 'z', 'y',   1, - 1, this.depth, this.height, - width_half, 1 ); // nx
+	buildPlane( 'x', 'z',   1,   1, this.width, this.depth, height_half, 2 ); // py
+	buildPlane( 'x', 'z',   1, - 1, this.width, this.depth, - height_half, 3 ); // ny
+	buildPlane( 'x', 'y',   1, - 1, this.width, this.height, depth_half, 4 ); // pz
+	buildPlane( 'x', 'y', - 1, - 1, this.width, this.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 face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
+				face.normal.copy( normal );
+				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+				face.materialIndex = materialIndex;
+
+				scope.faces.push( face );
+				scope.faceVertexUvs[ 0 ].push( [
+							new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
+							new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
+							new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
+							new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
+						] );
+
+			}
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.mergeVertices();
+
+};
+
+THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
+
+	THREE.Geometry.call( this );
+
+	radiusTop = radiusTop !== undefined ? radiusTop : 20;
+	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
+	height = height !== undefined ? height : 100;
+
+	var heightHalf = height / 2;
+	var segmentsX = radiusSegments || 8;
+	var segmentsY = heightSegments || 1;
+
+	var x, y, vertices = [], uvs = [];
+
+	for ( y = 0; y <= segmentsY; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		var v = y / segmentsY;
+		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
+
+		for ( x = 0; x <= segmentsX; x ++ ) {
+
+			var u = x / segmentsX;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = radius * Math.sin( u * Math.PI * 2 );
+			vertex.y = - v * height + heightHalf;
+			vertex.z = radius * Math.cos( u * Math.PI * 2 );
+
+			this.vertices.push( vertex );
+
+			verticesRow.push( this.vertices.length - 1 );
+			uvsRow.push( new THREE.Vector2( u, 1 - v ) );
+
+		}
+
+		vertices.push( verticesRow );
+		uvs.push( uvsRow );
+
+	}
+
+	var tanTheta = ( radiusBottom - radiusTop ) / height;
+	var na, nb;
+
+	for ( x = 0; x < segmentsX; x ++ ) {
+
+		if ( radiusTop !== 0 ) {
+
+			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
+			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
+
+		} else {
+
+			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
+			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
+
+		}
+
+		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
+		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
+
+		for ( y = 0; y < segmentsY; y ++ ) {
+
+			var v1 = vertices[ y ][ x ];
+			var v2 = vertices[ y + 1 ][ x ];
+			var v3 = vertices[ y + 1 ][ x + 1 ];
+			var v4 = vertices[ y ][ x + 1 ];
+
+			var n1 = na.clone();
+			var n2 = na.clone();
+			var n3 = nb.clone();
+			var n4 = nb.clone();
+
+			var uv1 = uvs[ y ][ x ].clone();
+			var uv2 = uvs[ y + 1 ][ x ].clone();
+			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
+			var uv4 = uvs[ y ][ x + 1 ].clone();
+
+			this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+		}
+
+	}
+
+	// top cap
+
+	if ( !openEnded && radiusTop > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
+
+		for ( x = 0; x < segmentsX; x ++ ) {
+
+			var v1 = vertices[ 0 ][ x ];
+			var v2 = vertices[ 0 ][ x + 1 ];
+			var v3 = this.vertices.length - 1;
+
+			var n1 = new THREE.Vector3( 0, 1, 0 );
+			var n2 = new THREE.Vector3( 0, 1, 0 );
+			var n3 = new THREE.Vector3( 0, 1, 0 );
+
+			var uv1 = uvs[ 0 ][ x ].clone();
+			var uv2 = uvs[ 0 ][ x + 1 ].clone();
+			var uv3 = new THREE.Vector2( uv2.u, 0 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	// bottom cap
+
+	if ( !openEnded && radiusBottom > 0 ) {
+
+		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
+
+		for ( x = 0; x < segmentsX; x ++ ) {
+
+			var v1 = vertices[ y ][ x + 1 ];
+			var v2 = vertices[ y ][ x ];
+			var v3 = this.vertices.length - 1;
+
+			var n1 = new THREE.Vector3( 0, - 1, 0 );
+			var n2 = new THREE.Vector3( 0, - 1, 0 );
+			var n3 = new THREE.Vector3( 0, - 1, 0 );
+
+			var uv1 = uvs[ y ][ x + 1 ].clone();
+			var uv2 = uvs[ y ][ x ].clone();
+			var uv3 = new THREE.Vector2( uv2.u, 1 );
+
+			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+}
+
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ *
+ * Creates extruded geometry from a path shape.
+ *
+ * parameters = {
+ *
+ *  size: <float>, // size of the text
+ *  height: <float>, // thickness to extrude text
+ *  curveSegments: <int>, // number of points on the curves
+ *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
+ *  amount: <int>, // Amount
+ *
+ *  bevelEnabled: <bool>, // turn on bevel
+ *  bevelThickness: <float>, // how deep into text bevel goes
+ *  bevelSize: <float>, // how far from text outline is bevel
+ *  bevelSegments: <int>, // number of bevel layers
+ *
+ *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
+ *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
+ *
+ *  material: <int> // material index for front and back faces
+ *  extrudeMaterial: <int> // material index for extrusion and beveled faces
+ *  uvGenerator: <Object> // object that provides UV generator functions
+ *
+ * }
+ **/
+
+THREE.ExtrudeGeometry = function ( shapes, options ) {
+
+	if ( typeof( shapes ) === "undefined" ) {
+		shapes = [];
+		return;
+	}
+
+	THREE.Geometry.call( this );
+
+	shapes = shapes instanceof Array ? shapes : [ shapes ];
+
+	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
+
+	this.addShapeList( shapes, options );
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+	// can't really use automatic vertex normals
+	// as then front and back sides get smoothed too
+	// should do separate smoothing just for sides
+
+	//this.computeVertexNormals();
+
+	//console.log( "took", ( Date.now() - startTime ) );
+
+};
+
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
+	var sl = shapes.length;
+
+	for ( var s = 0; s < sl; s ++ ) {
+		var shape = shapes[ s ];
+		this.addShape( shape, options );
+	}
+};
+
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
+
+	var amount = options.amount !== undefined ? options.amount : 100;
+
+	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
+	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
+	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
+
+	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+
+	var steps = options.steps !== undefined ? options.steps : 1;
+
+	var extrudePath = options.extrudePath;
+	var extrudePts, extrudeByPath = false;
+
+	var material = options.material;
+	var extrudeMaterial = options.extrudeMaterial;
+
+	// Use default WorldUVGenerator if no UV generators are specified.
+	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
+
+	var shapebb = this.shapebb;
+	//shapebb = shape.getBoundingBox();
+
+
+
+	var splineTube, binormal, normal, position2;
+	if ( extrudePath ) {
+
+		extrudePts = extrudePath.getSpacedPoints( steps );
+
+		extrudeByPath = true;
+		bevelEnabled = false; // bevels not supported for path extrusion
+
+		// SETUP TNB variables
+
+		// Reuse TNB from TubeGeomtry for now.
+		// TODO1 - have a .isClosed in spline?
+
+		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
+
+		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+		binormal = new THREE.Vector3();
+		normal = new THREE.Vector3();
+		position2 = new THREE.Vector3();
+
+	}
+
+	// Safeguards if bevels are not enabled
+
+	if ( ! bevelEnabled ) {
+
+		bevelSegments = 0;
+		bevelThickness = 0;
+		bevelSize = 0;
+
+	}
+
+	// Variables initalization
+
+	var ahole, h, hl; // looping of holes
+	var scope = this;
+	var bevelPoints = [];
+
+	var shapesOffset = this.vertices.length;
+
+	var shapePoints = shape.extractPoints( 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( pt_i, pt_j, pt_k ) {
+
+		// Algorithm 2
+
+		return getBevelVec2( pt_i, pt_j, pt_k );
+
+	}
+
+	function getBevelVec1( pt_i, pt_j, pt_k ) {
+
+		var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
+		var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
+
+		if ( anglea > angleb ) {
+
+			angleb += Math.PI * 2;
+
+		}
+
+		var anglec = ( anglea + angleb ) / 2;
+
+
+		//console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
+
+		var x = - Math.cos( anglec );
+		var y = - Math.sin( anglec );
+
+		var vec = new THREE.Vector2( x, y ); //.normalize();
+
+		return vec;
+
+	}
+
+	function getBevelVec2( pt_i, pt_j, pt_k ) {
+
+		var a = THREE.ExtrudeGeometry.__v1,
+			b = THREE.ExtrudeGeometry.__v2,
+			v_hat = THREE.ExtrudeGeometry.__v3,
+			w_hat = THREE.ExtrudeGeometry.__v4,
+			p = THREE.ExtrudeGeometry.__v5,
+			q = THREE.ExtrudeGeometry.__v6,
+			v, w,
+			v_dot_w_hat, q_sub_p_dot_w_hat,
+			s, intersection;
+
+		// good reading for line-line intersection
+		// http://sputsoft.com/blog/2010/03/line-line-intersection.html
+
+		// define a as vector j->i
+		// define b as vectot k->i
+
+		a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
+		b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
+
+		// get unit vectors
+
+		v = a.normalize();
+		w = b.normalize();
+
+		// normals from pt i
+
+		v_hat.set( -v.y, v.x );
+		w_hat.set( w.y, -w.x );
+
+		// pts from i
+
+		p.copy( pt_i ).add( v_hat );
+		q.copy( pt_i ).add( w_hat );
+
+		if ( p.equals( q ) ) {
+
+			//console.log("Warning: lines are straight");
+			return w_hat.clone();
+
+		}
+
+		// Points from j, k. helps prevents points cross overover most of the time
+
+		p.copy( pt_j ).add( v_hat );
+		q.copy( pt_k ).add( w_hat );
+
+		v_dot_w_hat = v.dot( w_hat );
+		q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );
+
+		// We should not reach these conditions
+
+		if ( v_dot_w_hat === 0 ) {
+
+			console.log( "Either infinite or no solutions!" );
+
+			if ( q_sub_p_dot_w_hat === 0 ) {
+
+				console.log( "Its finite solutions." );
+
+			} else {
+
+				console.log( "Too bad, no solutions." );
+
+			}
+
+		}
+
+		s = q_sub_p_dot_w_hat / v_dot_w_hat;
+
+		if ( s < 0 ) {
+
+			// in case of emergecy, revert to algorithm 1.
+
+			return getBevelVec1( pt_i, pt_j, pt_k );
+
+		}
+
+		intersection = v.multiplyScalar( s ).add( p );
+
+		return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
+
+	}
+
+	var contourMovements = [];
+
+	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+		if ( j === il ) j = 0;
+		if ( k === il ) k = 0;
+
+		//  (j)---(i)---(k)
+		// console.log('i,j,k', i, j , k)
+
+		var pt_i = contour[ i ];
+		var pt_j = contour[ j ];
+		var pt_k = contour[ k ];
+
+		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+	}
+
+	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
+
+	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+		ahole = holes[ h ];
+
+		oneHoleMovements = [];
+
+		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+			if ( j === il ) j = 0;
+			if ( k === il ) k = 0;
+
+			//  (j)---(i)---(k)
+			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+		}
+
+		holesMovements.push( oneHoleMovements );
+		verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+	}
+
+
+	// Loop bevelSegments, 1 for the front, 1 for the back
+
+	for ( b = 0; b < bevelSegments; b ++ ) {
+	//for ( b = bevelSegments; b > 0; b -- ) {
+
+		t = b / bevelSegments;
+		z = bevelThickness * ( 1 - t );
+
+		//z = bevelThickness * t;
+		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
+		//bs = bevelSize * t ; // linear
+
+		// contract shape
+
+		for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+			//vert = scalePt( contour[ i ], contourCentroid, bs, false );
+			v( vert.x, vert.y,  - z );
+
+		}
+
+		// expand holes
+
+		for ( h = 0, hl = holes.length; h < hl; h++ ) {
+
+			ahole = holes[ h ];
+			oneHoleMovements = holesMovements[ h ];
+
+			for ( i = 0, il = ahole.length; i < il; i++ ) {
+
+				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+				//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
+
+				v( vert.x, vert.y,  -z );
+
+			}
+
+		}
+
+	}
+
+	bs = bevelSize;
+
+	// Back facing vertices
+
+	for ( i = 0; i < vlen; i ++ ) {
+
+		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
+
+		if ( !extrudeByPath ) {
+
+			v( vert.x, vert.y, 0 );
+
+		} else {
+
+			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
+
+			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
+			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
+
+			position2.copy( extrudePts[0] ).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.Face4( a, b, c, d, null, null, extrudeMaterial ) );
+
+ 		var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
+ 		                                    stepIndex, stepsLength, contourIndex1, contourIndex2 );
+ 		scope.faceVertexUvs[ 0 ].push( uvs );
+
+	}
+
+};
+
+THREE.ExtrudeGeometry.WorldUVGenerator = {
+
+	generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
+		var ax = geometry.vertices[ indexA ].x,
+			ay = geometry.vertices[ indexA ].y,
+
+			bx = geometry.vertices[ indexB ].x,
+			by = geometry.vertices[ indexB ].y,
+
+			cx = geometry.vertices[ indexC ].x,
+			cy = geometry.vertices[ indexC ].y;
+
+		return [
+			new THREE.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.computeCentroids();
+	this.computeFaceNormals();
+
+};
+
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+/**
+ * Add an array of shapes to THREE.ShapeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+	for ( var i = 0, l = shapes.length; i < l; i++ ) {
+
+		this.addShape( shapes[ i ], options );
+
+	}
+
+	return this;
+
+};
+
+/**
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
+ */
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
+
+	if ( options === undefined ) options = {};
+	var 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;
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+
+			var u0 = i * inverseSegments;
+			var v0 = j * inversePointLength;
+			var u1 = u0 + inverseSegments;
+			var v1 = v0 + inversePointLength;
+
+			this.faceVertexUvs[ 0 ].push( [
+
+				new THREE.Vector2( u0, v0 ), 
+				new THREE.Vector2( u1, v0 ),
+				new THREE.Vector2( u1, v1 ),
+				new THREE.Vector2( u0, v1 )
+
+			] );
+
+		}
+
+	}
+
+	this.mergeVertices();
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
+ */
+
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
+
+	THREE.Geometry.call( this );
+
+	this.width = width;
+	this.height = height;
+
+	this.widthSegments = widthSegments || 1;
+	this.heightSegments = heightSegments || 1;
+
+	var ix, iz;
+	var width_half = width / 2;
+	var height_half = height / 2;
+
+	var gridX = this.widthSegments;
+	var gridZ = this.heightSegments;
+
+	var gridX1 = gridX + 1;
+	var gridZ1 = gridZ + 1;
+
+	var segment_width = this.width / gridX;
+	var segment_height = this.height / gridZ;
+
+	var normal = new THREE.Vector3( 0, 0, 1 );
+
+	for ( iz = 0; iz < gridZ1; iz ++ ) {
+
+		for ( ix = 0; ix < gridX1; ix ++ ) {
+
+			var x = ix * segment_width - width_half;
+			var y = iz * segment_height - height_half;
+
+			this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
+
+		}
+
+	}
+
+	for ( iz = 0; iz < gridZ; iz ++ ) {
+
+		for ( ix = 0; ix < gridX; ix ++ ) {
+
+			var a = ix + gridX1 * iz;
+			var b = ix + gridX1 * ( iz + 1 );
+			var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
+			var d = ( ix + 1 ) + gridX1 * iz;
+
+			var face = new THREE.Face4( a, b, c, d );
+			face.normal.copy( normal );
+			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
+
+			this.faces.push( face );
+			this.faceVertexUvs[ 0 ].push( [
+				new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
+				new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
+				new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
+				new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
+			] );
+
+		}
+
+	}
+
+	this.computeCentroids();
+
+};
+
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+	THREE.Geometry.call( this );
+
+	this.radius = radius || 50;
+
+	this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+	this.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 <= this.heightSegments; y ++ ) {
+
+		var verticesRow = [];
+		var uvsRow = [];
+
+		for ( x = 0; x <= this.widthSegments; x ++ ) {
+
+			var u = x / this.widthSegments;
+			var v = y / this.heightSegments;
+
+			var vertex = new THREE.Vector3();
+			vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+			vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
+			vertex.z = this.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 < this.heightSegments; y ++ ) {
+
+		for ( x = 0; x < this.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 ) === this.radius ) {
+
+				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
+
+			} else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
+
+				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
+
+			} else {
+
+				this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
+				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
+
+			}
+
+		}
+
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+
+    this.boundingSphere = 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 ) {
+
+	var textShapes = THREE.FontUtils.generateShapes( text, parameters );
+
+	// translate parameters to ExtrudeGeometry API
+
+	parameters.amount = parameters.height !== undefined ? parameters.height : 50;
+
+	// defaults
+
+	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+	THREE.ExtrudeGeometry.call( this, textShapes, parameters );
+
+};
+
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
+/**
+ * @author oosmoxiecode
+ * @author mrdoob / http://mrdoob.com/
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
+ */
+
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.radius = radius || 100;
+	this.tube = tube || 40;
+	this.radialSegments = radialSegments || 8;
+	this.tubularSegments = tubularSegments || 6;
+	this.arc = arc || Math.PI * 2;
+
+	var center = new THREE.Vector3(), uvs = [], normals = [];
+
+	for ( var j = 0; j <= this.radialSegments; j ++ ) {
+
+		for ( var i = 0; i <= this.tubularSegments; i ++ ) {
+
+			var u = i / this.tubularSegments * this.arc;
+			var v = j / this.radialSegments * Math.PI * 2;
+
+			center.x = this.radius * Math.cos( u );
+			center.y = this.radius * Math.sin( u );
+
+			var vertex = new THREE.Vector3();
+			vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
+			vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
+			vertex.z = this.tube * Math.sin( v );
+
+			this.vertices.push( vertex );
+
+			uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
+			normals.push( vertex.clone().sub( center ).normalize() );
+
+		}
+	}
+
+
+	for ( var j = 1; j <= this.radialSegments; j ++ ) {
+
+		for ( var i = 1; i <= this.tubularSegments; i ++ ) {
+
+			var a = ( this.tubularSegments + 1 ) * j + i - 1;
+			var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+			var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
+			var d = ( this.tubularSegments + 1 ) * j + i;
+
+			var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
+			face.normal.add( normals[ a ] );
+			face.normal.add( normals[ b ] );
+			face.normal.add( normals[ c ] );
+			face.normal.add( normals[ d ] );
+			face.normal.normalize();
+
+			this.faces.push( face );
+
+			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
+		}
+
+	}
+
+	this.computeCentroids();
+
+};
+
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author oosmoxiecode
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
+ */
+
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
+
+	THREE.Geometry.call( this );
+
+	var scope = this;
+
+	this.radius = radius || 100;
+	this.tube = tube || 40;
+	this.radialSegments = radialSegments || 64;
+	this.tubularSegments = tubularSegments || 8;
+	this.p = p || 2;
+	this.q = q || 3;
+	this.heightScale = heightScale || 1;
+	this.grid = new Array( this.radialSegments );
+
+	var tang = new THREE.Vector3();
+	var n = new THREE.Vector3();
+	var bitan = new THREE.Vector3();
+
+	for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+		this.grid[ i ] = new Array( this.tubularSegments );
+
+		for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+			var u = i / this.radialSegments * 2 * this.p * Math.PI;
+			var v = j / this.tubularSegments * 2 * Math.PI;
+			var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
+			var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
+			var cx, cy;
+
+			tang.subVectors( p2, p1 );
+			n.addVectors( p2, p1 );
+
+			bitan.crossVectors( tang, n );
+			n.crossVectors( bitan, tang );
+			bitan.normalize();
+			n.normalize();
+
+			cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			cy = this.tube * Math.sin( v );
+
+			p1.x += cx * n.x + cy * bitan.x;
+			p1.y += cx * n.y + cy * bitan.y;
+			p1.z += cx * n.z + cy * bitan.z;
+
+			this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
+
+		}
+
+	}
+
+	for ( var i = 0; i < this.radialSegments; ++ i ) {
+
+		for ( var j = 0; j < this.tubularSegments; ++ j ) {
+
+			var ip = ( i + 1 ) % this.radialSegments;
+			var jp = ( j + 1 ) % this.tubularSegments;
+
+			var a = this.grid[ i ][ j ];
+			var b = this.grid[ ip ][ j ];
+			var c = this.grid[ ip ][ jp ];
+			var d = this.grid[ i ][ jp ];
+
+			var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
+			var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
+			var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+			var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
+
+		}
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+	function vert( x, y, z ) {
+
+		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+	}
+
+	function getPos( u, v, in_q, in_p, radius, heightScale ) {
+
+		var cu = Math.cos( u );
+		var cv = Math.cos( v );
+		var su = Math.sin( u );
+		var quOverP = in_q / in_p * u;
+		var cs = Math.cos( quOverP );
+
+		var tx = radius * ( 2 + cs ) * 0.5 * cu;
+		var ty = radius * ( 2 + cs ) * su * 0.5;
+		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
+
+		return new THREE.Vector3( tx, ty, tz );
+
+	}
+
+};
+
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author WestLangley / https://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author miningold / https://github.com/miningold
+ *
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
+ *
+ * Creates a tube which extrudes along a 3d spline
+ *
+ * Uses parallel transport frames as described in
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+ */
+
+THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
+
+	THREE.Geometry.call( this );
+
+	this.path = path;
+	this.segments = segments || 64;
+	this.radius = radius || 1;
+	this.radiusSegments = radiusSegments || 8;
+	this.closed = closed || false;
+
+	if ( debug ) this.debug = new THREE.Object3D();
+
+	this.grid = [];
+
+	var scope = this,
+
+		tangent,
+		normal,
+		binormal,
+
+		numpoints = this.segments + 1,
+
+		x, y, z,
+		tx, ty, tz,
+		u, v,
+
+		cx, cy,
+		pos, pos2 = new THREE.Vector3(),
+		i, j,
+		ip, jp,
+		a, b, c, d,
+		uva, uvb, uvc, uvd;
+
+	var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
+		tangents = frames.tangents,
+		normals = frames.normals,
+		binormals = frames.binormals;
+
+	// proxy internals
+	this.tangents = tangents;
+	this.normals = normals;
+	this.binormals = binormals;
+
+	function vert( x, y, z ) {
+
+		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
+
+	}
+
+
+	// consruct the grid
+
+	for ( i = 0; i < numpoints; i++ ) {
+
+		this.grid[ i ] = [];
+
+		u = i / ( numpoints - 1 );
+
+		pos = path.getPointAt( u );
+
+		tangent = tangents[ i ];
+		normal = normals[ i ];
+		binormal = binormals[ i ];
+
+		if ( this.debug ) {
+
+			this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
+			this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
+			this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
+
+		}
+
+		for ( j = 0; j < this.radiusSegments; j++ ) {
+
+			v = j / this.radiusSegments * 2 * Math.PI;
+
+			cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
+			cy = this.radius * Math.sin( v );
+
+			pos2.copy( pos );
+			pos2.x += cx * normal.x + cy * binormal.x;
+			pos2.y += cx * normal.y + cy * binormal.y;
+			pos2.z += cx * normal.z + cy * binormal.z;
+
+			this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
+
+		}
+	}
+
+
+	// construct the mesh
+
+	for ( i = 0; i < this.segments; i++ ) {
+
+		for ( j = 0; j < this.radiusSegments; j++ ) {
+
+			ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
+			jp = (j + 1) % this.radiusSegments;
+
+			a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
+			b = this.grid[ ip ][ j ];
+			c = this.grid[ ip ][ jp ];
+			d = this.grid[ i ][ jp ];
+
+			uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
+			uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
+			uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
+			uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );
+
+			this.faces.push( new THREE.Face4( a, b, c, d ) );
+			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
+
+		}
+	}
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
+
+
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
+THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
+
+	var	tangent = new THREE.Vector3(),
+		normal = new THREE.Vector3(),
+		binormal = new THREE.Vector3(),
+
+		tangents = [],
+		normals = [],
+		binormals = [],
+
+		vec = new THREE.Vector3(),
+		mat = new THREE.Matrix4(),
+
+		numpoints = segments + 1,
+		theta,
+		epsilon = 0.0001,
+		smallest,
+
+		tx, ty, tz,
+		i, u, v;
+
+
+	// expose internals
+	this.tangents = tangents;
+	this.normals = normals;
+	this.binormals = binormals;
+
+	// compute the tangent vectors for each segment on the path
+
+	for ( i = 0; i < numpoints; i++ ) {
+
+		u = i / ( numpoints - 1 );
+
+		tangents[ i ] = path.getTangentAt( u );
+		tangents[ i ].normalize();
+
+	}
+
+	initialNormal3();
+
+	function initialNormal1(lastBinormal) {
+		// fixed start binormal. Has dangers of 0 vectors
+		normals[ 0 ] = new THREE.Vector3();
+		binormals[ 0 ] = new THREE.Vector3();
+		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
+		normals[ 0 ].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( tangents[ i-1 ].dot( tangents[ i ] ) );
+
+			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( normals[ 0 ].dot( normals[ numpoints-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
+ */
+
+THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
+
+	THREE.Geometry.call( this );
+
+	radius = radius || 1;
+	detail = detail || 0;
+
+	var that = this;
+
+	for ( var i = 0, l = vertices.length; i < l; i ++ ) {
+
+		prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
+
+	}
+
+	var midpoints = [], p = this.vertices;
+
+	for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+		make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
+
+	}
+
+	this.mergeVertices();
+
+	// Apply radius
+
+	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
+
+		this.vertices[ i ].multiplyScalar( radius );
+
+	}
+
+
+	// Project vector onto sphere's surface
+
+	function prepare( vector ) {
+
+		var vertex = vector.normalize().clone();
+		vertex.index = that.vertices.push( vertex ) - 1;
+
+		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
+
+		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
+		var v = inclination( vector ) / Math.PI + 0.5;
+		vertex.uv = new THREE.Vector2( u, 1 - v );
+
+		return vertex;
+
+	}
+
+
+	// Approximate a curved face with recursively sub-divided triangles.
+
+	function make( v1, v2, v3, detail ) {
+
+		if ( detail < 1 ) {
+
+			var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
+			face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
+			face.normal = face.centroid.clone().normalize();
+			that.faces.push( face );
+
+			var azi = azimuth( face.centroid );
+			that.faceVertexUvs[ 0 ].push( [
+				correctUV( v1.uv, v1, azi ),
+				correctUV( v2.uv, v2, azi ),
+				correctUV( v3.uv, v3, azi )
+			] );
+
+		} else {
+
+			detail -= 1;
+
+			// split triangle into 4 smaller triangles
+
+			make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
+			make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
+			make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
+			make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
+
+		}
+
+	}
+
+	function midpoint( v1, v2 ) {
+
+		if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
+		if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
+
+		var mid = midpoints[ v1.index ][ v2.index ];
+
+		if ( mid === undefined ) {
+
+			// generate mean point and project to surface with prepare()
+
+			midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
+				new THREE.Vector3().addVectors( v1, v2 ).divideScalar( 2 )
+			);
+		}
+
+		return mid;
+
+	}
+
+
+	// Angle around the Y axis, counter-clockwise when looking from above.
+
+	function azimuth( vector ) {
+
+		return Math.atan2( vector.z, -vector.x );
+
+	}
+
+
+	// Angle above the XZ plane.
+
+	function inclination( vector ) {
+
+		return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
+
+	}
+
+
+	// Texture fixing helper. Spheres have some odd behaviours.
+
+	function correctUV( uv, vector, azimuth ) {
+
+		if ( ( azimuth < 0 ) && ( uv.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;
+
+	}
+
+	this.computeCentroids();
+
+    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
+
+};
+
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.IcosahedronGeometry = function ( radius, detail ) {
+
+	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+
+	var vertices = [
+		[ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
+		[  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
+		[  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
+	];
+
+	var faces = [
+		[ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
+		[ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
+		[ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
+		[ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.OctahedronGeometry = function ( radius, detail ) {
+
+	var vertices = [
+		[ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
+	];
+
+	var faces = [
+		[ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+};
+
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author timothypratley / https://github.com/timothypratley
+ */
+
+THREE.TetrahedronGeometry = function ( radius, detail ) {
+
+	var vertices = [
+		[ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
+	];
+
+	var faces = [
+		[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
+	];
+
+	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
+
+};
+
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author zz85 / https://github.com/zz85
+ * Parametric Surfaces Geometry
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+ *
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
+ *
+ */
+
+THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
+
+	THREE.Geometry.call( this );
+
+	var verts = this.vertices;
+	var faces = this.faces;
+	var uvs = this.faceVertexUvs[ 0 ];
+
+	useTris = (useTris === undefined) ? false : useTris;
+
+	var i, il, j, p;
+	var u, v;
+
+	var stackCount = stacks + 1;
+	var sliceCount = slices + 1;
+
+	for ( i = 0; i <= stacks; i ++ ) {
+
+		v = i / stacks;
+
+		for ( j = 0; j <= slices; j ++ ) {
+
+			u = j / slices;
+
+			p = func( u, v );
+			verts.push( p );
+
+		}
+	}
+
+	var a, b, c, d;
+	var uva, uvb, uvc, uvd;
+
+	for ( i = 0; i < stacks; i ++ ) {
+
+		for ( j = 0; j < slices; j ++ ) {
+
+			a = i * sliceCount + j;
+			b = i * sliceCount + j + 1;
+			c = (i + 1) * sliceCount + j;
+			d = (i + 1) * sliceCount + j + 1;
+
+			uva = new THREE.Vector2( j / slices, i / stacks );
+			uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
+			uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
+			uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
+
+			if ( useTris ) {
+
+				faces.push( new THREE.Face3( a, b, c ) );
+				faces.push( new THREE.Face3( b, d, c ) );
+
+				uvs.push( [ uva, uvb, uvc ] );
+				uvs.push( [ uvb, uvd, uvc ] );
+
+			} else {
+
+				faces.push( new THREE.Face4( a, b, d, c ) );
+				uvs.push( [ uva, uvb, uvd, uvc ] );
+
+			}
+
+		}
+
+	}
+
+	// console.log(this);
+
+	// magic bullet
+	// var diff = this.mergeVertices();
+	// console.log('removed ', diff, ' vertices by merging');
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author qiao / https://github.com/qiao
+ * @fileoverview This is a convex hull generator using the incremental method. 
+ * The complexity is O(n^2) where n is the number of vertices.
+ * O(nlogn) algorithms do exist, but they are much more complicated.
+ *
+ * Benchmark: 
+ *
+ *  Platform: CPU: P7350 @2.00GHz Engine: V8
+ *
+ *  Num Vertices	Time(ms)
+ *
+ *     10           1
+ *     20           3
+ *     30           19
+ *     40           48
+ *     50           107
+ */
+
+THREE.ConvexGeometry = function( vertices ) {
+
+	THREE.Geometry.call( this );
+
+	var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; 
+
+	for ( var i = 3; i < vertices.length; i++ ) {
+
+		addPoint( i );
+
+	}
+
+
+	function addPoint( vertexId ) {
+
+		var vertex = vertices[ vertexId ].clone();
+
+		var mag = vertex.length();
+		vertex.x += mag * randomOffset();
+		vertex.y += mag * randomOffset();
+		vertex.z += mag * randomOffset();
+
+		var hole = [];
+
+		for ( var f = 0; f < faces.length; ) {
+
+			var face = faces[ f ];
+
+			// for each face, if the vertex can see it,
+			// then we try to add the face's edges into the hole.
+			if ( visible( face, vertex ) ) {
+
+				for ( var e = 0; e < 3; e++ ) {
+
+					var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
+					var boundary = true;
+
+					// remove duplicated edges.
+					for ( var h = 0; h < hole.length; h++ ) {
+
+						if ( equalEdge( hole[ h ], edge ) ) {
+
+							hole[ h ] = hole[ hole.length - 1 ];
+							hole.pop();
+							boundary = false;
+							break;
+
+						}
+
+					}
+
+					if ( boundary ) {
+
+						hole.push( edge );
+
+					}
+
+				}
+
+				// remove faces[ f ]
+				faces[ f ] = faces[ faces.length - 1 ];
+				faces.pop();
+
+			} else { // not visible
+
+				f++;
+
+			}
+		}
+
+		// construct the new faces formed by the edges of the hole and the vertex
+		for ( var h = 0; h < hole.length; h++ ) {
+
+			faces.push( [ 
+				hole[ h ][ 0 ],
+				hole[ h ][ 1 ],
+				vertexId
+			] );
+
+		}
+	}
+
+	/**
+	 * Whether the face is visible from the vertex
+	 */
+	function visible( face, vertex ) {
+
+		var va = vertices[ face[ 0 ] ];
+		var vb = vertices[ face[ 1 ] ];
+		var vc = vertices[ face[ 2 ] ];
+
+		var n = normal( va, vb, vc );
+
+		// distance from face to origin
+		var dist = n.dot( va );
+
+		return n.dot( vertex ) >= dist; 
+
+	}
+
+	/**
+	 * Face normal
+	 */
+	function normal( va, vb, vc ) {
+
+		var cb = new THREE.Vector3();
+		var ab = new THREE.Vector3();
+
+		cb.subVectors( vc, vb );
+		ab.subVectors( va, vb );
+		cb.cross( ab );
+
+		cb.normalize();
+
+		return cb;
+
+	}
+
+	/**
+	 * Detect whether two edges are equal.
+	 * Note that when constructing the convex hull, two same edges can only
+	 * be of the negative direction.
+	 */
+	function equalEdge( ea, eb ) {
+
+		return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; 
+
+	}
+
+	/**
+	 * Create a random offset between -1e-6 and 1e-6.
+	 */
+	function randomOffset() {
+
+		return ( Math.random() - 0.5 ) * 2 * 1e-6;
+
+	}
+
+
+	/**
+	 * XXX: Not sure if this is the correct approach. Need someone to review.
+	 */
+	function vertexUv( vertex ) {
+
+		var mag = vertex.length();
+		return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
+
+	}
+
+	// Push vertices into `this.vertices`, skipping those inside the hull
+	var id = 0;
+	var newId = new Array( vertices.length ); // map from old vertex id to new id
+
+	for ( var i = 0; i < faces.length; i++ ) {
+
+		 var face = faces[ i ];
+
+		 for ( var j = 0; j < 3; j++ ) {
+
+				if ( newId[ face[ j ] ] === undefined ) {
+
+						newId[ face[ j ] ] = id++;
+						this.vertices.push( vertices[ face[ j ] ] );
+
+				}
+
+				face[ j ] = newId[ face[ j ] ];
+
+		 }
+
+	}
+
+	// Convert faces into instances of THREE.Face3
+	for ( var i = 0; i < faces.length; i++ ) {
+
+		this.faces.push( new THREE.Face3( 
+				faces[ i ][ 0 ],
+				faces[ i ][ 1 ],
+				faces[ i ][ 2 ]
+		) );
+
+	}
+
+	// Compute UVs
+	for ( var i = 0; i < this.faces.length; i++ ) {
+
+		var face = this.faces[ i ];
+
+		this.faceVertexUvs[ 0 ].push( [
+			vertexUv( this.vertices[ face.a ] ),
+			vertexUv( this.vertices[ face.b ] ),
+			vertexUv( this.vertices[ face.c ])
+		] );
+
+	}
+
+
+	this.computeCentroids();
+	this.computeFaceNormals();
+	this.computeVertexNormals();
+
+};
+
+THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
+/**
+ * @author sroucheray / http://sroucheray.org/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.AxisHelper = function ( size ) {
+
+	var geometry = new THREE.Geometry();
+
+	geometry.vertices.push(
+		new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
+		new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
+		new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
+	);
+
+	geometry.colors.push(
+		new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
+		new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
+		new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
+	);
+
+	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
+
+	THREE.Line.call( this, geometry, material, THREE.LinePieces );
+
+};
+
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
+/**
+ * @author WestLangley / http://github.com/WestLangley
+ * @author zz85 / https://github.com/zz85
+ * @author bhouston / https://exocortex.com
+ *
+ * Creates an arrow for visualizing directions
+ *
+ * Parameters:
+ *  dir - Vector3
+ *  origin - Vector3
+ *  length - Number
+ *  hex - color in hex value
+ */
+
+THREE.ArrowHelper = function ( dir, origin, length, hex ) {
+
+	THREE.Object3D.call( this );
+
+	if ( length === undefined ) length = 20;
+	if ( hex === undefined ) hex = 0xffff00;
+
+	var lineGeometry = new THREE.Geometry();
+	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
+	lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
+
+	this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
+	this.add( this.line );
+
+	var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
+
+	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
+	this.cone.position.set( 0, 1, 0 );
+	this.add( this.cone );
+
+	if ( origin instanceof THREE.Vector3 ) this.position = origin;
+
+	this.setDirection( dir );
+	this.setLength( length );
+
+};
+
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
+
+    var d = THREE.ArrowHelper.__v1.copy( dir ).normalize();
+
+    if ( d.y > 0.999 ) {
+
+        this.rotation.set( 0, 0, 0 );
+ 
+    } else if ( d.y < - 0.999 ) {
+
+        this.rotation.set( Math.PI, 0, 0 );
+
+    } else {
+
+	    var axis = THREE.ArrowHelper.__v2.set( d.z, 0, - d.x ).normalize();
+	    var radians = Math.acos( d.y );
+	    var quaternion = THREE.ArrowHelper.__q1.setFromAxisAngle( axis, radians );
+
+	    this.rotation.setEulerFromQuaternion( quaternion, this.eulerOrder );
+
+	}
+
+};
+
+THREE.ArrowHelper.prototype.setLength = function ( length ) {
+
+	this.scale.set( length, length, length );
+
+};
+
+THREE.ArrowHelper.prototype.setColor = function ( hex ) {
+
+	this.line.material.color.setHex( hex );
+	this.cone.material.color.setHex( hex );
+
+};
+
+THREE.ArrowHelper.__v1 = new THREE.Vector3();
+THREE.ArrowHelper.__v2 = new THREE.Vector3();
+THREE.ArrowHelper.__q1 = new THREE.Quaternion();
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows frustum, line of sight and up of the camera
+ *	- suitable for fast updates
+ * 	- based on frustum visualization in lightgl.js shadowmap example
+ *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
+ */
+
+THREE.CameraHelper = function ( camera ) {
+
+	THREE.Line.call( this );
+
+	var scope = this;
+
+	this.geometry = new THREE.Geometry();
+	this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
+	this.type = THREE.LinePieces;
+
+	this.matrixWorld = camera.matrixWorld;
+	this.matrixAutoUpdate = false;
+
+	this.pointMap = {};
+
+	// colors
+
+	var hexFrustum = 0xffaa00;
+	var hexCone = 0xff0000;
+	var hexUp = 0x00aaff;
+	var hexTarget = 0xffffff;
+	var hexCross = 0x333333;
+
+	// near
+
+	addLine( "n1", "n2", hexFrustum );
+	addLine( "n2", "n4", hexFrustum );
+	addLine( "n4", "n3", hexFrustum );
+	addLine( "n3", "n1", hexFrustum );
+
+	// far
+
+	addLine( "f1", "f2", hexFrustum );
+	addLine( "f2", "f4", hexFrustum );
+	addLine( "f4", "f3", hexFrustum );
+	addLine( "f3", "f1", hexFrustum );
+
+	// sides
+
+	addLine( "n1", "f1", hexFrustum );
+	addLine( "n2", "f2", hexFrustum );
+	addLine( "n3", "f3", hexFrustum );
+	addLine( "n4", "f4", hexFrustum );
+
+	// cone
+
+	addLine( "p", "n1", hexCone );
+	addLine( "p", "n2", hexCone );
+	addLine( "p", "n3", hexCone );
+	addLine( "p", "n4", hexCone );
+
+	// up
+
+	addLine( "u1", "u2", hexUp );
+	addLine( "u2", "u3", hexUp );
+	addLine( "u3", "u1", hexUp );
+
+	// target
+
+	addLine( "c", "t", hexTarget );
+	addLine( "p", "c", hexCross );
+
+	// cross
+
+	addLine( "cn1", "cn2", hexCross );
+	addLine( "cn3", "cn4", hexCross );
+
+	addLine( "cf1", "cf2", hexCross );
+	addLine( "cf3", "cf4", hexCross );
+
+	this.camera = camera;
+
+	function addLine( a, b, hex ) {
+
+		addPoint( a, hex );
+		addPoint( b, hex );
+
+	}
+
+	function addPoint( id, hex ) {
+
+		scope.geometry.vertices.push( new THREE.Vector3() );
+		scope.geometry.colors.push( new THREE.Color( hex ) );
+
+		if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
+
+		scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
+
+	}
+
+	this.update( camera );
+
+};
+
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
+
+THREE.CameraHelper.prototype.update = function () {
+
+	var scope = this;
+
+	var w = 1, h = 1;
+
+	// we need just camera projection matrix
+	// world matrix must be identity
+
+	THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
+
+	// center / target
+
+	setPoint( "c", 0, 0, -1 );
+	setPoint( "t", 0, 0,  1 );
+
+	// near
+
+	setPoint( "n1", -w, -h, -1 );
+	setPoint( "n2",  w, -h, -1 );
+	setPoint( "n3", -w,  h, -1 );
+	setPoint( "n4",  w,  h, -1 );
+
+	// far
+
+	setPoint( "f1", -w, -h, 1 );
+	setPoint( "f2",  w, -h, 1 );
+	setPoint( "f3", -w,  h, 1 );
+	setPoint( "f4",  w,  h, 1 );
+
+	// up
+
+	setPoint( "u1",  w * 0.7, h * 1.1, -1 );
+	setPoint( "u2", -w * 0.7, h * 1.1, -1 );
+	setPoint( "u3",        0, h * 2,   -1 );
+
+	// cross
+
+	setPoint( "cf1", -w,  0, 1 );
+	setPoint( "cf2",  w,  0, 1 );
+	setPoint( "cf3",  0, -h, 1 );
+	setPoint( "cf4",  0,  h, 1 );
+
+	setPoint( "cn1", -w,  0, -1 );
+	setPoint( "cn2",  w,  0, -1 );
+	setPoint( "cn3",  0, -h, -1 );
+	setPoint( "cn4",  0,  h, -1 );
+
+	function setPoint( point, x, y, z ) {
+
+		THREE.CameraHelper.__v.set( x, y, z );
+		THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
+
+		var points = scope.pointMap[ point ];
+
+		if ( points !== undefined ) {
+
+			for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+				scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
+
+			}
+
+		}
+
+	}
+
+	this.geometry.verticesNeedUpdate = true;
+
+};
+
+THREE.CameraHelper.__projector = new THREE.Projector();
+THREE.CameraHelper.__v = new THREE.Vector3();
+THREE.CameraHelper.__c = new THREE.Camera();
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows directional light color, intensity, position, orientation and target
+ */
+
+THREE.DirectionalLightHelper = function ( light, sphereSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// direction
+
+	this.direction = new THREE.Vector3();
+	this.direction.subVectors( light.target.position, light.position );
+
+	// color
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color = light.color.clone();
+	this.color.multiplyScalar( intensity );
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+	this.add( this.lightSphere );
+	this.add( this.lightRays );
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	// light target helper
+
+	this.targetSphere = null;
+
+	if ( light.target.properties.targetInverse !== undefined ) {
+
+		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+		this.targetSphere.position = light.target.position;
+
+		this.targetSphere.properties.isGizmo = true;
+		this.targetSphere.properties.gizmoSubject = light.target;
+		this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+		var lineGeometry = new THREE.Geometry();
+		lineGeometry.vertices.push( this.position.clone() );
+		lineGeometry.vertices.push( this.targetSphere.position.clone() );
+		lineGeometry.computeLineDistances();
+
+		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+		this.targetLine.properties.isGizmo = true;
+
+	}
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.DirectionalLightHelper.prototype.update = function () {
+
+	// update arrow orientation
+	// pointing from light to target
+
+	this.direction.subVectors( this.light.target.position, this.light.position );
+
+	// update arrow, spheres, rays and line colors to light color * light intensity
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+	this.color.copy( this.light.color );
+	this.color.multiplyScalar( intensity );
+
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+
+	// Only update targetSphere and targetLine if available
+	if ( this.targetSphere !== null ) {
+
+		this.targetSphere.material.color.copy( this.color );
+		this.targetLine.material.color.copy( this.color );
+
+		// update target line vertices
+
+		this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+		this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+		this.targetLine.geometry.computeLineDistances();
+		this.targetLine.geometry.verticesNeedUpdate = true;
+
+	}
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows hemisphere light intensity, sky and ground colors and directions
+ */
+
+THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	//
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	// sky color
+
+	this.color = light.color.clone();
+	this.color.multiplyScalar( intensity );
+
+	var hexColor = this.color.getHex();
+
+	// ground color
+
+	this.groundColor = light.groundColor.clone();
+	this.groundColor.multiplyScalar( intensity );
+
+	var hexColorGround = this.groundColor.getHex();
+
+	// double colored light bulb
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, 0, Math.PI * 0.5 );
+	var bulbGroundGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, Math.PI * 0.5, Math.PI );
+
+	var bulbSkyMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var bulbGroundMaterial = new THREE.MeshBasicMaterial( { color: hexColorGround, fog: false } );
+
+	for ( var i = 0, il = bulbGeometry.faces.length; i < il; i ++ ) {
+
+		bulbGeometry.faces[ i ].materialIndex = 0;
+
+	}
+
+	for ( var i = 0, il = bulbGroundGeometry.faces.length; i < il; i ++ ) {
+
+		bulbGroundGeometry.faces[ i ].materialIndex = 1;
+
+	}
+
+	THREE.GeometryUtils.merge( bulbGeometry, bulbGroundGeometry );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, new THREE.MeshFaceMaterial( [ bulbSkyMaterial, bulbGroundMaterial ] ) );
+
+	// arrows for sky and ground light directions
+
+	this.lightArrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * 1.1, 0 ), arrowLength, hexColor );
+	this.lightArrow.rotation.x = Math.PI;
+
+	this.lightArrowGround = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * -1.1, 0 ), arrowLength, hexColorGround );
+
+	var joint = new THREE.Object3D();
+	joint.rotation.x = -Math.PI * 0.5;
+
+	joint.add( this.lightSphere );
+	joint.add( this.lightArrow );
+	joint.add( this.lightArrowGround );
+
+	this.add( joint );
+
+	//
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	//
+
+	this.properties.isGizmo = true;
+
+	//
+
+	this.target = new THREE.Vector3();
+	this.lookAt( this.target );
+
+}
+
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.HemisphereLightHelper.prototype.update = function () {
+
+	// update sphere sky and ground colors to light color * light intensity
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+	this.color.copy( this.light.color );
+	this.color.multiplyScalar( intensity );
+
+	this.groundColor.copy( this.light.groundColor );
+	this.groundColor.multiplyScalar( intensity );
+
+	this.lightSphere.material.materials[ 0 ].color.copy( this.color );
+	this.lightSphere.material.materials[ 1 ].color.copy( this.groundColor );
+
+	this.lightArrow.setColor( this.color.getHex() );
+	this.lightArrowGround.setColor( this.groundColor.getHex() );
+
+	this.lookAt( this.target );
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows point light color, intensity, position and distance
+ */
+
+THREE.PointLightHelper = function ( light, sphereSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// color
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color = light.color.clone();
+	this.color.multiplyScalar( intensity );
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+	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.lightSphere );
+	this.add( this.lightRays );
+	this.add( this.lightDistance );
+
+	//
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.PointLightHelper.prototype.update = function () {
+
+	// update sphere and rays colors to light color * light intensity
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+	this.color.copy( this.light.color );
+	this.color.multiplyScalar( intensity );
+
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+	this.lightDistance.material.color.copy( this.color );
+
+	//
+
+	var d = this.light.distance;
+
+	if ( d === 0.0 ) {
+
+		this.lightDistance.visible = false;
+
+	} else {
+
+		this.lightDistance.visible = true;
+		this.lightDistance.scale.set( d, d, d );
+
+	}
+
+}
+
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ *	- shows spot light color, intensity, position, orientation, light cone and target
+ */
+
+THREE.SpotLightHelper = function ( light, sphereSize ) {
+
+	THREE.Object3D.call( this );
+
+	this.light = light;
+
+	// position
+
+	this.position = light.position;
+
+	// direction
+
+	this.direction = new THREE.Vector3();
+	this.direction.subVectors( light.target.position, light.position );
+
+	// color
+
+	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
+
+	this.color = light.color.clone();
+	this.color.multiplyScalar( intensity );
+
+	var hexColor = this.color.getHex();
+
+	// light helper
+
+	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
+	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
+	var coneGeometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
+
+	var coneMatrix = new THREE.Matrix4();
+	coneMatrix.rotateX( -Math.PI/2 );
+	coneMatrix.translate( new THREE.Vector3( 0, -0.5, 0 ) );
+	coneGeometry.applyMatrix( coneMatrix );
+
+	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
+	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
+	var coneMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.3, transparent: true } );
+
+	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+	this.lightCone = new THREE.Mesh( coneGeometry, coneMaterial );
+
+	var coneLength = light.distance ? light.distance : 10000;
+	var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
+	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
+
+	this.gyroscope = new THREE.Gyroscope();
+
+	this.gyroscope.add( this.lightSphere );
+	this.gyroscope.add( this.lightRays );
+
+	this.add( this.gyroscope );
+	this.add( this.lightCone );
+
+	this.lookAt( light.target.position );
+
+	this.lightSphere.properties.isGizmo = true;
+	this.lightSphere.properties.gizmoSubject = light;
+	this.lightSphere.properties.gizmoRoot = this;
+
+	// light target helper
+
+	this.targetSphere = null;
+
+	if ( light.target.properties.targetInverse !== undefined ) {
+
+		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
+		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
+
+		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
+		this.targetSphere.position = light.target.position;
+
+		this.targetSphere.properties.isGizmo = true;
+		this.targetSphere.properties.gizmoSubject = light.target;
+		this.targetSphere.properties.gizmoRoot = this.targetSphere;
+
+		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
+		var lineGeometry = new THREE.Geometry();
+		lineGeometry.vertices.push( this.position.clone() );
+		lineGeometry.vertices.push( this.targetSphere.position.clone() );
+		lineGeometry.computeLineDistances();
+
+		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
+		this.targetLine.properties.isGizmo = true;
+
+	}
+
+	//
+
+	this.properties.isGizmo = true;
+
+}
+
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
+
+THREE.SpotLightHelper.prototype.update = function () {
+
+	// update arrow orientation
+	// pointing from light to target
+
+	this.direction.subVectors( this.light.target.position, this.light.position );
+
+	// update light cone orientation and size
+
+	this.lookAt( this.light.target.position );
+
+	var coneLength = this.light.distance ? this.light.distance : 10000;
+	var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
+	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
+
+	// update arrow, spheres, rays and line colors to light color * light intensity
+
+	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
+
+	this.color.copy( this.light.color );
+	this.color.multiplyScalar( intensity );
+
+	this.lightSphere.material.color.copy( this.color );
+	this.lightRays.material.color.copy( this.color );
+	this.lightCone.material.color.copy( this.color );
+
+	// Only update targetSphere and targetLine if available
+	if ( this.targetSphere !== null ) {
+
+		this.targetSphere.material.color.copy( this.color );
+		this.targetLine.material.color.copy( this.color );
+
+		// update target line vertices
+
+		this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
+		this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
+
+		this.targetLine.geometry.computeLineDistances();
+		this.targetLine.geometry.verticesNeedUpdate = true;
+
+	}
+
+};
+/**
+ * @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 = 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 ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
+
+			}
+
+			if ( light.shadowCameraVisible && ! light.cameraHelper ) {
+
+				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
+				light.shadowCamera.add( light.cameraHelper );
+
+			}
+
+			if ( light.isVirtual && virtualLight.originalCamera == camera ) {
+
+				updateShadowCamera( camera, light );
+
+			}
+
+			shadowMap = light.shadowMap;
+			shadowMatrix = light.shadowMatrix;
+			shadowCamera = light.shadowCamera;
+
+			shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
+			_matrixPosition.getPositionFromMatrix( 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.length > 0 && objectMaterial.morphTargets;
+					useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
+
+					if ( object.customDepthMaterial ) {
+
+						material = object.customDepthMaterial;
+
+					} else if ( useSkinning ) {
+
+						material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
+
+					} else if ( useMorphing ) {
+
+						material = _depthMaterialMorph;
+
+					} else {
+
+						material = _depthMaterial;
+
+					}
+
+					if ( buffer instanceof THREE.BufferGeometry ) {
+
+						_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+					} else {
+
+						_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
+
+					}
+
+				}
+
+			}
+
+			// set matrices and render immediate objects
+
+			renderList = scene.__webglObjectsImmediate;
+
+			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
+
+				webglObject = renderList[ j ];
+				object = webglObject.object;
+
+				if ( object.visible && object.castShadow ) {
+
+					object._modelViewMatrix.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, _precision, _sprite = {};
+
+	this.init = function ( renderer ) {
+
+		_gl = renderer.context;
+		_renderer = renderer;
+
+		_precision = renderer.getPrecision();
+
+		_sprite.vertices = new Float32Array( 8 + 8 );
+		_sprite.faces    = new Uint16Array( 6 );
+
+		var i = 0;
+
+		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
+		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0
+
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1
+
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
+		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2
+
+		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
+		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3
+
+		i = 0;
+
+		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
+		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
+
+		_sprite.vertexBuffer  = _gl.createBuffer();
+		_sprite.elementBuffer = _gl.createBuffer();
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
+
+		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );
+
+		_sprite.attributes = {};
+		_sprite.uniforms = {};
+
+		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
+		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );
+
+		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
+		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );
+
+		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
+		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
+		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );
+
+		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
+		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
+		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );
+
+		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
+		_sprite.uniforms.sizeAttenuation   	  = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
+		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
+		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
+		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
+
+		_sprite.uniforms.fogType 		  	  = _gl.getUniformLocation( _sprite.program, "fogType" );
+		_sprite.uniforms.fogDensity 		  = _gl.getUniformLocation( _sprite.program, "fogDensity" );
+		_sprite.uniforms.fogNear 		  	  = _gl.getUniformLocation( _sprite.program, "fogNear" );
+		_sprite.uniforms.fogFar 		  	  = _gl.getUniformLocation( _sprite.program, "fogFar" );
+		_sprite.uniforms.fogColor 		  	  = _gl.getUniformLocation( _sprite.program, "fogColor" );
+
+		_sprite.uniforms.alphaTest 		  	  = _gl.getUniformLocation( _sprite.program, "alphaTest" );
+
+	};
+
+	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
+
+		var sprites = scene.__webglSprites,
+			nSprites = sprites.length;
+
+		if ( ! nSprites ) return;
+
+		var attributes = _sprite.attributes,
+			uniforms = _sprite.uniforms;
+
+		var invAspect = viewportHeight / viewportWidth;
+
+		var halfViewportWidth = viewportWidth * 0.5,
+			halfViewportHeight = viewportHeight * 0.5;
+
+		// setup gl
+
+		_gl.useProgram( _sprite.program );
+
+		_gl.enableVertexAttribArray( attributes.position );
+		_gl.enableVertexAttribArray( attributes.uv );
+
+		_gl.disable( _gl.CULL_FACE );
+		_gl.enable( _gl.BLEND );
+
+		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
+		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
+		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
+
+		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
+
+		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.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, screenPosition, size, fogType, scale = [];
+
+		for( i = 0; i < nSprites; i ++ ) {
+
+			sprite = sprites[ i ];
+			material = sprite.material;
+
+			if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+			if ( ! material.useScreenCoordinates ) {
+
+				sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
+				sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
+
+			} else {
+
+				sprite.z = - sprite.position.z;
+
+			}
+
+		}
+
+		sprites.sort( painterSortStable );
+
+		// render all sprites
+
+		for( i = 0; i < nSprites; i ++ ) {
+
+			sprite = sprites[ i ];
+			material = sprite.material;
+
+			if ( ! sprite.visible || material.opacity === 0 ) continue;
+
+			if ( material.map && material.map.image && material.map.image.width ) {
+
+				_gl.uniform1f( uniforms.alphaTest, material.alphaTest );
+
+				if ( material.useScreenCoordinates === true ) {
+
+					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
+					_gl.uniform3f(
+						uniforms.screenPosition,
+						( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth  ) / halfViewportWidth,
+						( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
+						Math.max( 0, Math.min( 1, sprite.position.z ) )
+					);
+
+					scale[ 0 ] = _renderer.devicePixelRatio;
+					scale[ 1 ] = _renderer.devicePixelRatio;
+
+				} else {
+
+					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
+					_gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
+					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
+
+					scale[ 0 ] = 1;
+					scale[ 1 ] = 1;
+
+				}
+
+				if ( scene.fog && material.fog ) {
+
+					fogType = sceneFogType;
+
+				} else {
+
+					fogType = 0;
+
+				}
+
+				if ( oldFogType !== fogType ) {
+
+					_gl.uniform1i( uniforms.fogType, fogType );
+					oldFogType = fogType;
+
+				}
+
+				size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
+
+				scale[ 0 ] *= size * invAspect * sprite.scale.x
+				scale[ 1 ] *= size * sprite.scale.y;
+
+				_gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
+				_gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
+				_gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
+
+				_gl.uniform1f( uniforms.opacity, material.opacity );
+				_gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
+
+				_gl.uniform1f( uniforms.rotation, sprite.rotation );
+				_gl.uniform2fv( uniforms.scale, scale );
+
+				_renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
+				_renderer.setDepthTest( material.depthTest );
+				_renderer.setDepthWrite( material.depthWrite );
+				_renderer.setTexture( material.map, 0 );
+
+				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
+
+			}
+
+		}
+
+		// restore gl
+
+		_gl.enable( _gl.CULL_FACE );
+
+	};
+
+	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;
+
+	};
+
+	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 ( _renderer.autoUpdateScene ) 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.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 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
+									  "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
+
+					"vVisibility = (       visibility.r / 9.0 ) *",
+								  "( 1.0 - visibility.g / 9.0 ) *",
+								  "(       visibility.b / 9.0 ) *",
+								  "( 1.0 - visibility.a / 9.0 );",
+
+					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
+					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
+
+				"}",
+
+				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"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 +",
+									   "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
+									   "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
+
+					"visibility = ( 1.0 - visibility / 4.0 );",
+
+					"vec4 texture = texture2D( map, vUV );",
+					"texture.a *= opacity * visibility;",
+					"gl_FragColor = texture;",
+					"gl_FragColor.rgb *= color;",
+
+				"}",
+
+			"}"
+
+		].join( "\n" )
+
+	}
+
+};
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ *
+ */
+
+THREE.ShaderSprite = {
+
+	'sprite': {
+
+		vertexShader: [
+
+			"uniform int useScreenCoordinates;",
+			"uniform int sizeAttenuation;",
+			"uniform vec3 screenPosition;",
+			"uniform mat4 modelViewMatrix;",
+			"uniform mat4 projectionMatrix;",
+			"uniform float rotation;",
+			"uniform vec2 scale;",
+			"uniform vec2 alignment;",
+			"uniform vec2 uvOffset;",
+			"uniform vec2 uvScale;",
+
+			"attribute vec2 position;",
+			"attribute vec2 uv;",
+
+			"varying vec2 vUV;",
+
+			"void main() {",
+
+				"vUV = uvOffset + uv * uvScale;",
+
+				"vec2 alignedPosition = position + alignment;",
+
+				"vec2 rotatedPosition;",
+				"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
+				"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
+
+				"vec4 finalPosition;",
+
+				"if( useScreenCoordinates != 0 ) {",
+
+					"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
+
+				"} else {",
+
+					"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
+					"finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
+
+				"}",
+
+				"gl_Position = finalPosition;",
+
+			"}"
+
+		].join( "\n" ),
+
+		fragmentShader: [
+
+			"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" )
+
+	}
+
+};
\ No newline at end of file