/**
 * Webgl Shader Library for three.js
 *
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 *
 *
 * @author croqueteer / http://www.wearality.com
 * SphereShaderLib.js is equivalent to ShaderLib.js except that the "default_vertex" is replaced with a true
 * spherical transform. This allows an undistorted single pass spherical field of view up to (but not including) 180 degrees.
 */

THREE.ShaderChunk[ "sphere_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      ",
"        vec4 p = mvPosition; // put the vector into the camera frame",
"        float len = length(p.xyz); // use the length of the vector - not the z component",
"        if(p.z<0.0)len = -len; // the length sign should reflect the z sign",
"        float ctan = projectionMatrix[0][0]; // this is the cotangent of the x-component",
"        p.y *= projectionMatrix[1][1]/ctan; // set the y aspect ratio",
"        p.w = -len; // the w component is the negative of the z component",
"        p.z = len*projectionMatrix[2][2]+projectionMatrix[3][2]; // the z component is really the length of the vector",
"        p.xy *= sqrt((ctan*ctan)+1.0); // this is the camera field of view - the narrower the fov, the larger this multiplier is",
"        p.x += projectionMatrix[2][0]*len;",
"        p.y += projectionMatrix[2][1]*len;",
"        gl_Position = p; // done"
        ].join("\n");

THREE.ShaderLib = {

	'basic': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "shadowmap" ]

		] ),

		vertexShader: [

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],

			"	#ifdef USE_ENVMAP",

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

			"	#endif",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "sphere_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "alphamap_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphamap_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],
				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'lambert': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{
				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
			}

		] ),

		vertexShader: [

			"#define LAMBERT",

			"varying vec3 vLightFront;",

			"#ifdef DOUBLE_SIDED",

			"	varying vec3 vLightBack;",

			"#endif",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "sphere_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "lights_lambert_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float opacity;",

			"varying vec3 vLightFront;",

			"#ifdef DOUBLE_SIDED",

			"	varying vec3 vLightBack;",

			"#endif",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "alphamap_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphamap_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],

			"	#ifdef DOUBLE_SIDED",

					//"float isFront = float( gl_FrontFacing );",
					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",

			"		if ( gl_FrontFacing )",
			"			gl_FragColor.xyz *= vLightFront;",
			"		else",
			"			gl_FragColor.xyz *= vLightBack;",

			"	#else",

			"		gl_FragColor.xyz *= vLightFront;",

			"	#endif",

				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'phong': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "bump" ],
			THREE.UniformsLib[ "normalmap" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{
				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
				"shininess": { type: "f", value: 30 },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
			}

		] ),

		vertexShader: [

			"#define PHONG",

			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

			"	vNormal = normalize( transformedNormal );",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "sphere_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"	vViewPosition = -mvPosition.xyz;",

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "lights_phong_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			"uniform vec3 ambient;",
			"uniform vec3 emissive;",
			"uniform vec3 specular;",
			"uniform float shininess;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "alphamap_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphamap_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],

				THREE.ShaderChunk[ "lights_phong_fragment" ],

				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'particle_basic': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "particle" ],
			THREE.UniformsLib[ "shadowmap" ]

		] ),

		vertexShader: [

			"uniform float size;",
			"uniform float scale;",

			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "color_vertex" ],

			"	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

			"	#ifdef USE_SIZEATTENUATION",
			"		gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
			"	#else",
			"		gl_PointSize = size;",
			"	#endif",

			"	gl_Position = projectionMatrix * mvPosition;",

				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 psColor;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( psColor, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				THREE.ShaderChunk[ "map_particle_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'dashed': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],

			{
				"scale"    : { type: "f", value: 1 },
				"dashSize" : { type: "f", value: 1 },
				"totalSize": { type: "f", value: 2 }
			}

		] ),

		vertexShader: [

			"uniform float scale;",
			"attribute float lineDistance;",

			"varying float vLineDistance;",

			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "color_vertex" ],

			"	vLineDistance = scale * lineDistance;",

			"	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
			"	gl_Position = projectionMatrix * mvPosition;",

				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			"uniform float dashSize;",
			"uniform float totalSize;",

			"varying float vLineDistance;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	if ( mod( vLineDistance, totalSize ) > dashSize ) {",

			"		discard;",

			"	}",

			"	gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'depth': {

		uniforms: {

			"mNear": { type: "f", value: 1.0 },
			"mFar" : { type: "f", value: 2000.0 },
			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "sphere_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float mNear;",
			"uniform float mFar;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"	#ifdef USE_LOGDEPTHBUF_EXT",

			"		float depth = gl_FragDepthEXT / gl_FragCoord.w;",

			"	#else",

			"		float depth = gl_FragCoord.z / gl_FragCoord.w;",

			"	#endif",

			"	float color = 1.0 - smoothstep( mNear, mFar, depth );",
			"	gl_FragColor = vec4( vec3( color ), opacity );",

			"}"

		].join("\n")

	},

	'normal': {

		uniforms: {

			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [

			"varying vec3 vNormal;",

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

			"	vNormal = normalize( normalMatrix * normal );",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "sphere_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float opacity;",
			"varying vec3 vNormal;",

			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"}"

		].join("\n")

	},

	/* -------------------------------------------------------------------------
	//	Normal map shader
	//		- Blinn-Phong
	//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
	//		- point and directional lights (use with "lights: true" material option)
	 ------------------------------------------------------------------------- */

	'normalmap' : {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{

			"enableAO"          : { type: "i", value: 0 },
			"enableDiffuse"     : { type: "i", value: 0 },
			"enableSpecular"    : { type: "i", value: 0 },
			"enableReflection"  : { type: "i", value: 0 },
			"enableDisplacement": { type: "i", value: 0 },

			"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
			"tDiffuse"     : { type: "t", value: null },
			"tCube"        : { type: "t", value: null },
			"tNormal"      : { type: "t", value: null },
			"tSpecular"    : { type: "t", value: null },
			"tAO"          : { type: "t", value: null },

			"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },

			"uDisplacementBias": { type: "f", value: 0.0 },
			"uDisplacementScale": { type: "f", value: 1.0 },

			"diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
			"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
			"ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
			"shininess": { type: "f", value: 30 },
			"opacity": { type: "f", value: 1 },

			"useRefract": { type: "i", value: 0 },
			"refractionRatio": { type: "f", value: 0.98 },
			"reflectivity": { type: "f", value: 0.5 },

			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },

			"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }

			}

		] ),

		fragmentShader: [

			"uniform vec3 ambient;",
			"uniform vec3 diffuse;",
			"uniform vec3 specular;",
			"uniform float shininess;",
			"uniform float opacity;",

			"uniform bool enableDiffuse;",
			"uniform bool enableSpecular;",
			"uniform bool enableAO;",
			"uniform bool enableReflection;",

			"uniform sampler2D tDiffuse;",
			"uniform sampler2D tNormal;",
			"uniform sampler2D tSpecular;",
			"uniform sampler2D tAO;",

			"uniform samplerCube tCube;",

			"uniform vec2 uNormalScale;",

			"uniform bool useRefract;",
			"uniform float refractionRatio;",
			"uniform float reflectivity;",

			"varying vec3 vTangent;",
			"varying vec3 vBinormal;",
			"varying vec3 vNormal;",
			"varying vec2 vUv;",

			"uniform vec3 ambientLightColor;",

			"#if MAX_DIR_LIGHTS > 0",

			"	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
			"	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

			"#endif",

			"#if MAX_HEMI_LIGHTS > 0",

			"	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
			"	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
			"	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",

			"#endif",

			"#if MAX_POINT_LIGHTS > 0",

			"	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
			"	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
			"	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"#endif",

			"#if MAX_SPOT_LIGHTS > 0",

			"	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
			"	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
			"	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
			"	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
			"	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
			"	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

			"#endif",

			"#ifdef WRAP_AROUND",

			"	uniform vec3 wrapRGB;",

			"#endif",

			"varying vec3 vWorldPosition;",
			"varying vec3 vViewPosition;",

			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",
				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",

			"	vec3 specularTex = vec3( 1.0 );",

			"	vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
			"	normalTex.xy *= uNormalScale;",
			"	normalTex = normalize( normalTex );",

			"	if( enableDiffuse ) {",

			"		#ifdef GAMMA_INPUT",

			"			vec4 texelColor = texture2D( tDiffuse, vUv );",
			"			texelColor.xyz *= texelColor.xyz;",

			"			gl_FragColor = gl_FragColor * texelColor;",

			"		#else",

			"			gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",

			"		#endif",

			"	}",

			"	if( enableAO ) {",

			"		#ifdef GAMMA_INPUT",

			"			vec4 aoColor = texture2D( tAO, vUv );",
			"			aoColor.xyz *= aoColor.xyz;",

			"			gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",

			"		#else",

			"			gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",

			"		#endif",

			"	}",
			
			THREE.ShaderChunk[ "alphatest_fragment" ],

			"	if( enableSpecular )",
			"		specularTex = texture2D( tSpecular, vUv ).xyz;",

			"	mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
			"	vec3 finalNormal = tsb * normalTex;",

			"	#ifdef FLIP_SIDED",

			"		finalNormal = -finalNormal;",

			"	#endif",

			"	vec3 normal = normalize( finalNormal );",
			"	vec3 viewPosition = normalize( vViewPosition );",

				// point lights

			"	#if MAX_POINT_LIGHTS > 0",

			"		vec3 pointDiffuse = vec3( 0.0 );",
			"		vec3 pointSpecular = vec3( 0.0 );",

			"		for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

			"			vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
			"			vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",

			"			float pointDistance = 1.0;",
			"			if ( pointLightDistance[ i ] > 0.0 )",
			"				pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",

			"			pointVector = normalize( pointVector );",

						// diffuse

			"			#ifdef WRAP_AROUND",

			"				float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
			"				float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",

			"				vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

			"			#else",

			"				float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

			"			#endif",

			"			pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",

						// specular

			"			vec3 pointHalfVector = normalize( pointVector + viewPosition );",
			"			float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
			"			float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",

			"			float specularNormalization = ( shininess + 2.0 ) / 8.0;",

			"			vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
			"			pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",

			"		}",

			"	#endif",

				// spot lights

			"	#if MAX_SPOT_LIGHTS > 0",

			"		vec3 spotDiffuse = vec3( 0.0 );",
			"		vec3 spotSpecular = vec3( 0.0 );",

			"		for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

			"			vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
			"			vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",

			"			float spotDistance = 1.0;",
			"			if ( spotLightDistance[ i ] > 0.0 )",
			"				spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",

			"			spotVector = normalize( spotVector );",

			"			float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

			"			if ( spotEffect > spotLightAngleCos[ i ] ) {",

			"				spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",

							// diffuse

			"				#ifdef WRAP_AROUND",

			"					float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
			"					float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",

			"					vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",

			"				#else",

			"					float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",

			"				#endif",

			"				spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",

							// specular

			"				vec3 spotHalfVector = normalize( spotVector + viewPosition );",
			"				float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
			"				float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",

			"				float specularNormalization = ( shininess + 2.0 ) / 8.0;",

			"				vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
			"				spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",

			"			}",

			"		}",

			"	#endif",

				// directional lights

			"	#if MAX_DIR_LIGHTS > 0",

			"		vec3 dirDiffuse = vec3( 0.0 );",
			"		vec3 dirSpecular = vec3( 0.0 );",

			"		for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

			"			vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"			vec3 dirVector = normalize( lDirection.xyz );",

						// diffuse

			"			#ifdef WRAP_AROUND",

			"				float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
			"				float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",

			"				vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

			"			#else",

			"				float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

			"			#endif",

			"			dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",

						// specular

			"			vec3 dirHalfVector = normalize( dirVector + viewPosition );",
			"			float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
			"			float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",

			"			float specularNormalization = ( shininess + 2.0 ) / 8.0;",

			"			vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
			"			dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

			"		}",

			"	#endif",

				// hemisphere lights

			"	#if MAX_HEMI_LIGHTS > 0",

			"		vec3 hemiDiffuse = vec3( 0.0 );",
			"		vec3 hemiSpecular = vec3( 0.0 );" ,

			"		for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

			"			vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
			"			vec3 lVector = normalize( lDirection.xyz );",

						// diffuse

			"			float dotProduct = dot( normal, lVector );",
			"			float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",

			"			vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

			"			hemiDiffuse += diffuse * hemiColor;",

						// specular (sky light)


			"			vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
			"			float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
			"			float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",

						// specular (ground light)

			"			vec3 lVectorGround = -lVector;",

			"			vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
			"			float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
			"			float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",

			"			float dotProductGround = dot( normal, lVectorGround );",

			"			float specularNormalization = ( shininess + 2.0 ) / 8.0;",

			"			vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
			"			vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
			"			hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

			"		}",

			"	#endif",

				// all lights contribution summation

			"	vec3 totalDiffuse = vec3( 0.0 );",
			"	vec3 totalSpecular = vec3( 0.0 );",

			"	#if MAX_DIR_LIGHTS > 0",

			"		totalDiffuse += dirDiffuse;",
			"		totalSpecular += dirSpecular;",

			"	#endif",

			"	#if MAX_HEMI_LIGHTS > 0",

			"		totalDiffuse += hemiDiffuse;",
			"		totalSpecular += hemiSpecular;",

			"	#endif",

			"	#if MAX_POINT_LIGHTS > 0",

			"		totalDiffuse += pointDiffuse;",
			"		totalSpecular += pointSpecular;",

			"	#endif",

			"	#if MAX_SPOT_LIGHTS > 0",

			"		totalDiffuse += spotDiffuse;",
			"		totalSpecular += spotSpecular;",

			"	#endif",

			"	#ifdef METAL",

			"		gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",

			"	#else",

			"		gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",

			"	#endif",

			"	if ( enableReflection ) {",

			"		vec3 vReflect;",
			"		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

			"		if ( useRefract ) {",

			"			vReflect = refract( cameraToVertex, normal, refractionRatio );",

			"		} else {",

			"			vReflect = reflect( cameraToVertex, normal );",

			"		}",

			"		vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",

			"		#ifdef GAMMA_INPUT",

			"			cubeColor.xyz *= cubeColor.xyz;",

			"		#endif",

			"		gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",

			"	}",

				THREE.ShaderChunk[ "shadowmap_fragment" ],
				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertexShader: [

			"attribute vec4 tangent;",

			"uniform vec2 uOffset;",
			"uniform vec2 uRepeat;",

			"uniform bool enableDisplacement;",

			"#ifdef VERTEX_TEXTURES",

			"	uniform sampler2D tDisplacement;",
			"	uniform float uDisplacementScale;",
			"	uniform float uDisplacementBias;",

			"#endif",

			"varying vec3 vTangent;",
			"varying vec3 vBinormal;",
			"varying vec3 vNormal;",
			"varying vec2 vUv;",

			"varying vec3 vWorldPosition;",
			"varying vec3 vViewPosition;",

			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],

				// normal, tangent and binormal vectors

			"	#ifdef USE_SKINNING",

			"		vNormal = normalize( normalMatrix * skinnedNormal.xyz );",

			"		vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
			"		vTangent = normalize( normalMatrix * skinnedTangent.xyz );",

			"	#else",

			"		vNormal = normalize( normalMatrix * normal );",
			"		vTangent = normalize( normalMatrix * tangent.xyz );",

			"	#endif",

			"	vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",

			"	vUv = uv * uRepeat + uOffset;",

				// displacement mapping

			"	vec3 displacedPosition;",

			"	#ifdef VERTEX_TEXTURES",

			"		if ( enableDisplacement ) {",

			"			vec3 dv = texture2D( tDisplacement, uv ).xyz;",
			"			float df = uDisplacementScale * dv.x + uDisplacementBias;",
			"			displacedPosition = position + normalize( normal ) * df;",

			"		} else {",

			"			#ifdef USE_SKINNING",

			"				vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",

			"				vec4 skinned = vec4( 0.0 );",
			"				skinned += boneMatX * skinVertex * skinWeight.x;",
			"				skinned += boneMatY * skinVertex * skinWeight.y;",
			"				skinned += boneMatZ * skinVertex * skinWeight.z;",
			"				skinned += boneMatW * skinVertex * skinWeight.w;",
			"				skinned  = bindMatrixInverse * skinned;",

			"				displacedPosition = skinned.xyz;",

			"			#else",

			"				displacedPosition = position;",

			"			#endif",

			"		}",

			"	#else",

			"		#ifdef USE_SKINNING",

			"			vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",

			"			vec4 skinned = vec4( 0.0 );",
			"			skinned += boneMatX * skinVertex * skinWeight.x;",
			"			skinned += boneMatY * skinVertex * skinWeight.y;",
			"			skinned += boneMatZ * skinVertex * skinWeight.z;",
			"			skinned += boneMatW * skinVertex * skinWeight.w;",
			"			skinned  = bindMatrixInverse * skinned;",

			"			displacedPosition = skinned.xyz;",

			"		#else",

			"			displacedPosition = position;",

			"		#endif",

			"	#endif",

				//

			"	vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
			"	vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",

			"	gl_Position = projectionMatrix * mvPosition;",

				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

				//

			"	vWorldPosition = worldPosition.xyz;",
			"	vViewPosition = -mvPosition.xyz;",

				// shadows

			"	#ifdef USE_SHADOWMAP",

			"		for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

			"			vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",

			"		}",

			"	#endif",

			"}"

		].join("\n")

	},

	/* -------------------------------------------------------------------------
	//	Cube map shader
	 ------------------------------------------------------------------------- */

	'cube': {

		uniforms: { "tCube": { type: "t", value: null },
					"tFlip": { type: "f", value: - 1 } },

		vertexShader: [

			"varying vec3 vWorldPosition;",

			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

			"	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
			"	vWorldPosition = worldPosition.xyz;",

			"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform samplerCube tCube;",
			"uniform float tFlip;",

			"varying vec3 vWorldPosition;",

			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"void main() {",

			"	gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"}"

		].join("\n")

	},

	/* Depth encoding into RGBA texture
	 *
	 * based on SpiderGL shadow map example
	 * http://spidergl.org/example.php?id=6
	 *
	 * originally from
	 * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
	 *
	 * see also
	 * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
	 */

	'depthRGBA': {

		uniforms: {},

		vertexShader: [

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "sphere_vertex" ],
				THREE.ShaderChunk[ "logdepthbuf_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],

			"vec4 pack_depth( const in float depth ) {",

			"	const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
			"	const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
			"	vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // "	vec4 res = fract( depth * bit_shift );",
			"	res -= res.xxyz * bit_mask;",
			"	return res;",

			"}",

			"void main() {",

				THREE.ShaderChunk[ "logdepthbuf_fragment" ],

			"	#ifdef USE_LOGDEPTHBUF_EXT",

			"		gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",

			"	#else",

			"		gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",

			"	#endif",

				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
				//"gl_FragData[ 0 ] = pack_depth( z );",
				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",

			"}"

		].join("\n")

	}

};