<!-- SOLID-PLAYTIME · part 99 -->
eDir, mipInt );
		if ( mipF == 0.0 ) {
			return vec4( color0, 1.0 );
		} else {
			vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );
			return vec4( mix( color0, color1, mipF ), 1.0 );
		}
	}
#endif`,E2=`vec3 transformedNormal = objectNormal;
#ifdef USE_TANGENT
	vec3 transformedTangent = objectTangent;
#endif
#ifdef USE_BATCHING
	mat3 bm = mat3( batchingMatrix );
	transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );
	transformedNormal = bm * transformedNormal;
	#ifdef USE_TANGENT
		transformedTangent = bm * transformedTangent;
	#endif
#endif
#ifdef USE_INSTANCING
	mat3 im = mat3( instanceMatrix );
	transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );
	transformedNormal = im * transformedNormal;
	#ifdef USE_TANGENT
		transformedTangent = im * transformedTangent;
	#endif
#endif
transformedNormal = normalMatrix * transformedNormal;
#ifdef FLIP_SIDED
	transformedNormal = - transformedNormal;
#endif
#ifdef USE_TANGENT
	transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;
	#ifdef FLIP_SIDED
		transformedTangent = - transformedTangent;
	#endif
#endif`,M2=`#ifdef USE_DISPLACEMENTMAP
	uniform sampler2D displacementMap;
	uniform float displacementScale;
	uniform float displacementBias;
#endif`,_2=`#ifdef USE_DISPLACEMENTMAP
	transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
#endif`,T2=`#ifdef USE_EMISSIVEMAP
	vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );
	#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE
		emissiveColor = sRGBTransferEOTF( emissiveColor );
	#endif
	totalEmissiveRadiance *= emissiveColor.rgb;
#endif`,A2=`#ifdef USE_EMISSIVEMAP
	uniform sampler2D emissiveMap;
#endif`,S2="gl_FragColor = linearToOutputTexel( gl_FragColor );",L2=`vec4 LinearTransferOETF( in vec4 value ) {
	return value;
}
vec4 sRGBTransferEOTF( in vec4 value ) {
	return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );
}
vec4 sRGBTransferOETF( in vec4 value ) {
	return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
}`,R2=`#ifdef USE_ENVMAP
	#ifdef ENV_WORLDPOS
		vec3 cameraToFrag;
		if ( isOrthographic ) {
			cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
		} else {
			cameraToFrag = normalize( vWorldPosition - cameraPosition );
		}
		vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
		#ifdef ENVMAP_MODE_REFLECTION
			vec3 reflectVec = reflect( cameraToFrag, worldNormal );
		#else
			vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );
		#endif
	#else
		vec3 reflectVec = vReflect;
	#endif
	#ifdef ENVMAP_TYPE_CUBE
		vec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
	#else
		vec4 envColor = vec4( 0.0 );
	#endif
	#ifdef ENVMAP_BLENDING_MULTIPLY
		outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
	#elif defined( ENVMAP_BLENDING_MIX )
		outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
	#elif defined( ENVMAP_BLENDING_ADD )
		outgoingLight += envColor.xyz * specularStrength * reflectivity;
	#endif
#endif`,w2=`#ifdef USE_ENVMAP
	uniform float envMapIntensity;
	uniform float flipEnvMap;
	uniform mat3 envMapRotation;
	#ifdef ENVMAP_TYPE_CUBE
		uniform samplerCube envMap;
	#else
		uniform sampler2D envMap;
	#endif
	
#endif`,C2=`#ifdef USE_ENVMAP
	uniform float reflectivity;
	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
		#define ENV_WORLDPOS
	#endif
	#ifdef ENV_WORLDPOS
		varying vec3 vWorldPosition;
		uniform float refractionRatio;
	#else
		varying vec3 vReflect;
	#endif
#endif`,D2=`#ifdef USE_ENVMAP
	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
		#define ENV_WORLDPOS
	#endif
	#ifdef ENV_WORLDPOS
		
		varying vec3 vWorldPosition;
	#else
		varying vec3 vReflect;
		uniform float refractionRatio;
	#endif
#endif`,P2=`#ifdef USE_ENVMAP
	#ifdef ENV_WORLDPOS
		vWorldPosition = worldPosition.xyz;
	#else
		vec3 cameraToVertex;
		if ( isOrthographic ) {
			cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
		} else {
			cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
		}
		vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
		#ifdef ENVMAP_MODE_REFLECTION
			vReflect = reflect( cameraToVertex, worldNormal );
		#else
			vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
		#endif
	#endif
#endif`,H2=`#ifdef