<!-- SAGA3 · part 119 -->
Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=a,r.ambient[1]=o,r.ambient[2]=l;const v=r.hash;v.directionalLength===c&&v.pointLength===h&&v.spotLength===u&&v.rectAreaLength===d&&v.hemiLength===p&&v.numDirectionalShadows===m&&v.numPointShadows===f&&v.numSpotShadows===g||(r.directional.length=c,r.spot.length=u,r.rectArea.length=d,r.point.length=h,r.hemi.length=p,r.directionalShadow.length=m,r.directionalShadowMap.length=m,r.pointShadow.length=f,r.pointShadowMap.length=f,r.spotShadow.length=g,r.spotShadowMap.length=g,r.directionalShadowMatrix.length=m,r.pointShadowMatrix.length=f,r.spotShadowMatrix.length=g,v.directionalLength=c,v.pointLength=h,v.spotLength=u,v.rectAreaLength=d,v.hemiLength=p,v.numDirectionalShadows=m,v.numPointShadows=f,v.numSpotShadows=g,r.version=rs++)},setupView:function(t,e){let n=0,i=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e<d;e++){const d=t[e];if(d.isDirectionalLight){const t=r.directional[n];t.direction.setFromMatrixPosition(d.matrixWorld),s.setFromMatrixPosition(d.target.matrixWorld),t.direction.sub(s),t.direction.transformDirection(u),n++}else if(d.isSpotLight){const t=r.spot[l];t.position.setFromMatrixPosition(d.matrixWorld),t.position.applyMatrix4(u),t.direction.setFromMatrixPosition(d.matrixWorld),s.setFromMatrixPosition(d.target.matrixWorld),t.direction.sub(s),t.direction.transformDirection(u),l++}else if(d.isRectAreaLight){const t=r.rectArea[c];t.position.setFromMatrixPosition(d.matrixWorld),t.position.applyMatrix4(u),o.identity(),a.copy(d.matrixWorld),a.premultiply(u),o.extractRotation(a),t.halfWidth.set(.5*d.width,0,0),t.halfHeight.set(0,.5*d.height,0),t.halfWidth.applyMatrix4(o),t.halfHeight.applyMatrix4(o),c++}else if(d.isPointLight){const t=r.point[i];t.position.setFromMatrixPosition(d.matrixWorld),t.position.applyMatrix4(u),i++}else if(d.isHemisphereLight){const t=r.hemi[h];t.direction.setFromMatrixPosition(d.matrixWorld),t.direction.transformDirection(u),t.direction.normalize(),h++}}},state:r}}function os(t,e){const n=new as(t,e),i=[],r=[];return{init:function(){i.length=0,r.length=0},state:{lightsArray:i,shadowsArray:r,lights:n},setupLights:function(){n.setup(i)},setupLightsView:function(t){n.setupView(i,t)},pushLight:function(t){i.push(t)},pushShadow:function(t){r.push(t)}}}function ls(t,e){let n=new WeakMap;return{get:function(i,r=0){let s;return!1===n.has(i)?(s=new os(t,e),n.set(i,[s])):r>=n.get(i).length?(s=new os(t,e),n.get(i).push(s)):s=n.get(i)[r],s},dispose:function(){n=new WeakMap}}}class cs extends Xe{constructor(t){super(),this.type="MeshDepthMaterial",this.depthPacking=3200,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}cs.prototype.isMeshDepthMaterial=!0;class hs extends Xe{constructor(t){super(),this.type="MeshDistanceMaterial",this.referencePosition=new Lt,this.nearDistance=1,this.farDistance=1e3,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}hs.prototype.isMeshDistanceMaterial=!0;function us(t,e,n){let i=new ai;const r=new vt,s=new vt,a=new St,o=[],l=[],c={},h=n.maxTextureSize,u={0:1,1:0,2:2},d=new Jn({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new vt},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shad